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date Tue, 01 Oct 2019 08:31:53 +0000
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-Magic: The Gathering Comprehensive Rules
-
-These rules are effective as of June 14, 2019.
-
-Introduction
-
-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.)
-
-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.
-
-Contents
-
-1. Game Concepts
-100. General
-101. The Magic Golden Rules
-102. Players
-103. Starting the Game
-104. Ending the Game
-105. Colors
-106. Mana
-107. Numbers and Symbols
-108. Cards
-109. Objects
-110. Permanents
-111. Spells
-112. Abilities
-113. Emblems
-114. Targets
-115. Special Actions
-116. Timing and Priority
-117. Costs
-118. Life
-119. Damage
-120. Drawing a Card
-121. Counters
-
-2. Parts of a Card
-200. General
-201. Name
-202. Mana Cost and Color
-203. Illustration
-204. Color Indicator
-205. Type Line
-206. Expansion Symbol
-207. Text Box
-208. Power/Toughness
-209. Loyalty
-210. Hand Modifier
-211. Life Modifier
-212. Information Below the Text Box
-
-3. Card Types
-300. General
-301. Artifacts
-302. Creatures
-303. Enchantments
-304. Instants
-305. Lands
-306. Planeswalkers
-307. Sorceries
-308. Tribals
-309. Planes
-310. Phenomena
-311. Vanguards
-312. Schemes
-313. Conspiracies
-
-4. Zones
-400. General
-401. Library
-402. Hand
-403. Battlefield
-404. Graveyard
-405. Stack
-406. Exile
-407. Ante
-408. Command
-
-5. Turn Structure
-500. General
-501. Beginning Phase
-502. Untap Step
-503. Upkeep Step
-504. Draw Step
-505. Main Phase
-506. Combat Phase
-507. Beginning of Combat Step
-508. Declare Attackers Step
-509. Declare Blockers Step
-510. Combat Damage Step
-511. End of Combat Step
-512. Ending Phase
-513. End Step
-514. Cleanup Step
-
-6. Spells, Abilities, and Effects
-600. General
-601. Casting Spells
-602. Activating Activated Abilities
-603. Handling Triggered Abilities
-604. Handling Static Abilities
-605. Mana Abilities
-606. Loyalty Abilities
-607. Linked Abilities
-608. Resolving Spells and Abilities
-609. Effects
-610. One-Shot Effects
-611. Continuous Effects
-612. Text-Changing Effects
-613. Interaction of Continuous Effects
-614. Replacement Effects
-615. Prevention Effects
-616. Interaction of Replacement and/or Prevention Effects
-
-7. Additional Rules
-700. General
-701. Keyword Actions
-702. Keyword Abilities
-703. Turn-Based Actions
-704. State-Based Actions
-705. Flipping a Coin
-706. Copying Objects
-707. Face-Down Spells and Permanents
-708. Split Cards
-709. Flip Cards
-710. Leveler Cards
-711. Double-Faced Cards
-712. Meld Cards
-713. Checklist Cards
-714. Saga Cards
-715. Controlling Another Player
-716. Ending the Turn
-717. The Monarch
-718. Restarting the Game
-719. Subgames
-720. Taking Shortcuts
-721. Handling Illegal Actions
-
-8. Multiplayer Rules
-800. General
-801. Limited Range of Influence Option
-802. Attack Multiple Players Option
-803. Attack Left and Attack Right Options
-804. Deploy Creatures Option
-805. Shared Team Turns Option
-806. Free-for-All Variant
-807. Grand Melee Variant
-808. Team vs. Team Variant
-809. Emperor Variant
-810. Two-Headed Giant Variant
-811. Alternating Teams Variant
-
-9. Casual Variants
-900. General
-901. Planechase
-902. Vanguard
-903. Commander
-904. Archenemy
-905. Conspiracy Draft
-
-Glossary
-
-Credits
-
-1. Game Concepts
-
-100. General
-
-100.1. These Magic rules apply to any Magic game with two or more players, including two-player games and multiplayer games.
-
-100.1a A two-player game is a game that begins with only two players.
-
-100.1b A multiplayer game is a game that begins with more than two players. See section 8, “Multiplayer Rules.”
-
-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.
-
-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.
-
-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.
-
-100.3. Some casual variants require additional items, such as specially designated cards, nontraditional Magic cards, and dice. See section 9, “Casual Variants.”
-
-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.
-
-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.
-
-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.
-
-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.
-
-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.
-
-100.5. There is no maximum deck size.
-
-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.
-
-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.
-
-100.6b Players can use the Magic Store & Event Locator at Wizards.com/Locator to find tournaments in their area.
-
-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.
-
-101. The Magic Golden Rules
-
-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).
-
-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.
-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.
-
-101.2a Adding abilities to objects and removing abilities from objects don’t fall under this rule. (See rule 112.10.)
-
-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.)
-
-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.
-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.
-
-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.
-
-101.4b A player knows the choices made by the previous players when making their choice, except as specified in 101.4a.
-
-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.
-
-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.
-
-102. Players
-
-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.
-
-102.2. In a two-player game, a player’s opponent is the other player.
-
-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.
-
-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.”
-
-103. Starting the Game
-
-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.
-
-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.
-
-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.
-
-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.
-
-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.
-
-103.2a In a game using the shared team turns option, there is a starting team rather than a starting player.
-
-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.
-
-103.2c One card (Power Play) states that its controller is the starting player. This effect supersedes these methods.
-
-103.3. Each player begins the game with a starting life total of 20. Some variant games have different starting life totals.
-
-103.3a In a Two-Headed Giant game, each team’s starting life total is 30.
-
-103.3b In a Vanguard game, each player’s starting life total is 20 plus or minus the life modifier of their vanguard card.
-
-103.3c In a Commander game, each player’s starting life total is 40.
-
-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.
-
-103.3e In an Archenemy game, the archenemy’s starting life total is 40.
-
-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.
-
-103.4a In a Vanguard game, each player’s starting hand size is seven plus or minus the hand modifier of their vanguard card.
-
-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.
-
-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.
-
-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.
-
-103.5. Some cards allow a player to take actions with them from their opening hand. Once the mulligan process (see rule 103.4) is complete, the starting player may take any such actions in any order. Then each other player in turn order may do the same.
-
-103.5a If a card allows a player to begin the game with that card on the battlefield, the player taking this action puts that card onto the battlefield.
-
-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.
-
-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.
-
-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.”)
-
-103.7. The starting player takes their first turn.
-
-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.
-
-103.7b In a Two-Headed Giant game, the team who plays first skips the draw step of their first turn.
-
-103.7c In all other multiplayer games, no player skips the draw step of their first turn.
-
-104. Ending the Game
-
-104.1. A game ends immediately when a player wins, when the game is a draw, or when the game is restarted.
-
-104.2. There are several ways to win the game.
-
-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.
-
-104.2b An effect may state that a player wins the game.
-
-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.
-
-104.2d In an Emperor game, a team wins the game if its emperor wins the game. (See rule 809.5.)
-
-104.3. There are several ways to lose the game.
-
-104.3a A player can concede the game at any time. A player who concedes leaves the game immediately. That player loses the game.
-
-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.)
-
-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.)
-
-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.)
-
-104.3e An effect may state that a player loses the game.
-
-104.3f If a player would both win and lose the game simultaneously, that player loses the game.
-
-104.3g In a multiplayer game between teams, a team loses the game if all players on that team have lost the game.
-
-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.
-
-104.3i In an Emperor game, a team loses the game if its emperor loses the game. (See rule 809.5.)
-
-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.)
-
-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.
-
-104.4. There are several ways for the game to be a draw.
-
-104.4a If all the players remaining in a game lose simultaneously, the game is a draw.
-
-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.
-
-104.4c An effect may state that the game is a draw.
-
-104.4d In a multiplayer game between teams, the game is a draw if all remaining teams lose simultaneously.
-
-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.
-
-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.
-
-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.
-
-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.)
-
-104.4i In a tournament, all players in the game may agree to an intentional draw. See rule 100.6.
-
-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.
-
-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.”
-
-105. Colors
-
-105.1. There are five colors in the Magic game: white, blue, black, red, and green.
-
-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.
-
-105.2a A monocolored object is exactly one of the five colors.
-
-105.2b A multicolored object is two or more of the five colors.
-
-105.2c A colorless object has no color.
-
-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.
-
-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.”
-
-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.
-
-106. Mana
-
-106.1. Mana is the primary resource in the game. Players spend mana to pay costs, usually when casting spells and activating abilities.
-
-106.1a There are five colors of mana: white, blue, black, red, and green.
-
-106.1b There are six types of mana: white, blue, black, red, green, and colorless.
-
-106.2. Mana is represented by mana symbols (see rule 107.4). Mana symbols also represent mana costs (see rule 202).
-
-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.
-
-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.
-
-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.
-
-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.
-
-106.5. If an ability would produce one or more mana of an undefined type, it produces no mana instead.
-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.
-
-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.
-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.
-
-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.
-
-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.
-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}.
-
-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.
-
-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.
-
-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.
-
-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.
-
-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.”
-
-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.
-
-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.
-
-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.
-
-107. Numbers and Symbols
-
-107.1. The only numbers the Magic game uses are integers.
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-107.1a You can’t choose a fractional number, deal fractional damage, gain fractional life, and so on. If a spell or ability could generate a fractional number, the spell or ability will tell you whether to round up or down.
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-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.
-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.
-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.
-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.
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-107.1c If a rule or ability instructs a player to choose “any number,” that player may choose any positive number or zero, unless something (such as damage or counters) is being divided or distributed among “any number” of players and/or objects. In that case, a nonzero number of players and/or objects must be chosen if possible.
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-107.2. If anything needs to use a number that can’t be determined, either as a result or in a calculation, it uses 0 instead.
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-107.3. Many objects use the letter X as a placeholder for a number that needs to be determined. Some objects have abilities that define the value of X; the rest let their controller choose the value of X.
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-107.3a If a spell or activated ability has a mana cost, alternative cost, additional cost, and/or activation cost with an {X}, [-X], or X in it, and the value of X isn’t defined by the text of that spell or ability, the controller of that spell or ability chooses and announces the value of X as part of casting the spell or activating the ability. (See rule 601, “Casting Spells.”) While a spell is on the stack, any X in its mana cost or in any alternative cost or additional cost it has equals the announced value. While an activated ability is on the stack, any X in its activation cost equals the announced value.
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-107.3b If a player is casting a spell that has an {X} in its mana cost, the value of X isn’t defined by the text of that spell, and an effect lets that player cast that spell while paying neither its mana cost nor an alternative cost that includes X, then the only legal choice for X is 0. This doesn’t apply to effects that only reduce a cost, even if they reduce it to zero. See rule 601, “Casting Spells.”
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-107.3c If a spell or activated ability has an {X}, [-X], or X in its cost and/or its text, and the value of X is defined by the text of that spell or ability, then that’s the value of X while that spell or ability is on the stack. The controller of that spell or ability doesn’t get to choose the value. Note that the value of X may change while that spell or ability is on the stack.
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-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.
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-107.3e Sometimes X appears in the text of a spell or ability but not in a mana cost, alternative cost, additional cost, or activation cost. If the value of X isn’t defined, the controller of the spell or ability chooses the value of X at the appropriate time (either as it’s put on the stack or as it resolves).
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-107.3f If a card in any zone other than the stack has an {X} in its mana cost, the value of {X} is treated as 0, even if the value of X is defined somewhere within its text.
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-107.3g If an effect instructs a player to pay an object’s mana cost that includes {X}, the value of X is treated as 0 unless the object is a spell on the stack. In that case, the value of X is the value chosen or determined for it as the spell was cast.
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-107.3h Normally, all instances of X on an object have the same value at any given time.
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-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.
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-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.
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-107.3k Some objects use the letter Y in addition to the letter X. Y follows the same rules as X.
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-107.4. The mana symbols are {W}, {U}, {B}, {R}, {G}, and {C}; the numerical symbols {0}, {1}, {2}, {3}, {4}, and so on; the variable symbol {X}; the hybrid symbols {W/U}, {W/B}, {U/B}, {U/R}, {B/R}, {B/G}, {R/G}, {R/W}, {G/W}, and {G/U}; the monocolored hybrid symbols {2/W}, {2/U}, {2/B}, {2/R}, and {2/G}; the Phyrexian mana symbols {W/P}, {U/P}, {B/P}, {R/P}, and {G/P}; and the snow symbol {S}.
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-107.4a There are five primary colored mana symbols: {W} is white, {U} blue, {B} black, {R} red, and {G} green. These symbols are used to represent colored mana, and also to represent colored mana in costs. Colored mana in costs can be paid only with the appropriate color of mana. See rule 202, “Mana Cost and Color.”
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-107.4b Numerical symbols (such as {1}) and variable symbols (such as {X}) represent generic mana in costs. Generic mana in costs can be paid with any type of mana. For more information about {X}, see rule 107.3.
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-107.4c The colorless mana symbol {C} is used to represent one colorless mana, and also to represent a cost that can be paid only with one colorless mana.
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-107.4d The symbol {0} represents zero mana and is used as a placeholder for a cost that can be paid with no resources. (See rule 117.5.)
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-107.4e Hybrid mana symbols are also colored mana symbols. Each one represents a cost that can be paid in one of two ways, as represented by the two halves of the symbol. A hybrid symbol such as {W/U} can be paid with either white or blue mana, and a monocolored hybrid symbol such as {2/B} can be paid with either one black mana or two mana of any type. A hybrid mana symbol is all of its component colors.
-Example: {G/W}{G/W} can be paid by spending {G}{G}, {G}{W}, or {W}{W}.
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-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.
-Example: {W/P}{W/P} can be paid by spending {W}{W}, by spending {W} and paying 2 life, or by paying 4 life.
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-107.4g In rules text, the Phyrexian symbol {P} with no colored background means any of the five Phyrexian mana symbols.
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-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.
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-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.
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-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.
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-107.7. Each activated ability of a planeswalker has a loyalty symbol in its cost. Positive loyalty symbols point upward and feature a plus sign followed by a number. Negative loyalty symbols point downward and feature a minus sign followed by a number or an X. Neutral loyalty symbols don’t point in either direction and feature a 0. [+N] means “Put N loyalty counters on this permanent,” [-N] means “Remove N loyalty counters from this permanent,” and [0] means “Put zero loyalty counters on this permanent.”
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-107.8. The text box of a leveler card contains two level symbols, each of which is a keyword ability that represents a static ability. The level symbol includes either a range of numbers, indicated here as “N1-N2,” or a single number followed by a plus sign, indicated here as “N3+.” Any abilities printed within the same text box striation as a level symbol are part of its static ability. The same is true of the power/toughness box printed within that striation, indicated here as “[P/T].” See rule 710, “Leveler Cards.”
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-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].”
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-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].”
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-107.9. A tombstone icon appears to the left of the name of many Odyssey™ block cards with abilities that are relevant in a player’s graveyard. The purpose of the icon is to make those cards stand out when they’re in a graveyard. This icon has no effect on game play.
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-107.10. A type icon appears in the upper left corner of each card from the Future Sight® set printed with an alternate “timeshifted” frame. If the card has a single card type, this icon indicates what it is: claw marks for creature, a flame for sorcery, a lightning bolt for instant, a sunrise for enchantment, a chalice for artifact, and a pair of mountain peaks for land. If the card has multiple card types, that’s indicated by a black and white cross. This icon has no effect on game play.
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-107.11. The Planeswalker symbol is {PW}. It appears on one face of the planar die used in the Planechase casual variant. See rule 901, “Planechase.”
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-107.12. The chaos symbol is {CHAOS}. It appears on one face of the planar die used in the Planechase casual variant, as well as in abilities that refer to the results of rolling the planar die. See rule 901, “Planechase.”
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-107.13. A color indicator is a circular symbol that appears to the left of the type line on some cards. The color of the symbol defines the card’s color or colors. See rule 202, “Mana Cost and Color.”
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-107.14. The energy symbol is {E}. It represents one energy counter. To pay {E}, a player removes one energy counter from themselves.
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-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.”
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-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].”
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-107.15b “{rN1}, {rN2}—[Effect]” is the same as “{rN1}—[Effect]” and “{rN2}—[Effect].”
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-108. Cards
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-108.1. Use the Oracle card reference when determining a card’s wording. A card’s Oracle text can be found using the Gatherer card database at Gatherer.Wizards.com.
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-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.
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-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.
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-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.
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-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.)
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-108.3a In a Planechase game using the single planar deck option, the planar controller is considered to be the owner of all cards in the planar deck. See rule 901.6.
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-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.
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-108.4. A card doesn’t have a controller unless that card represents a permanent or spell; in those cases, its controller is determined by the rules for permanents or spells. See rules 110.2 and 111.2.
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-108.4a If anything asks for the controller of a card that doesn’t have one (because it’s not a permanent or spell), use its owner instead.
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-108.5. Nontraditional Magic cards can’t start the game in any zone other than the command zone (see rule 408). If an effect would bring a nontraditional Magic card into the game from outside the game, it doesn’t; that card remains outside the game.
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-108.6. For more information about cards, see section 2, “Parts of a Card.”
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-109. Objects
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-109.1. An object is an ability on the stack, a card, a copy of a card, a token, a spell, a permanent, or an emblem.
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-109.2. If a spell or ability uses a description of an object that includes a card type or subtype, but doesn’t include the word “card,” “spell,” “source,” or “scheme,” it means a permanent of that card type or subtype on the battlefield.
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-109.2a If a spell or ability uses a description of an object that includes the word “card” and the name of a zone, it means a card matching that description in the stated zone.
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-109.2b If a spell or ability uses a description of an object that includes the word “spell,” it means a spell matching that description on the stack.
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-109.2c If a spell or ability uses a description of an object that includes the word “source,” it means a source matching that description—either a source of an ability or a source of damage—in any zone. See rule 609.7.
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-109.2d If an ability of a scheme card includes the text “this scheme,” it means the scheme card in the command zone on which that ability is printed.
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-109.3. An object’s characteristics are name, mana cost, color, color indicator, card type, subtype, supertype, rules text, abilities, power, toughness, loyalty, hand modifier, and life modifier. Objects can have some or all of these characteristics. Any other information about an object isn’t a characteristic. For example, characteristics don’t include whether a permanent is tapped, a spell’s target, an object’s owner or controller, what an Aura enchants, and so on.
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-109.4. Only objects on the stack or on the battlefield have a controller. Objects that are neither on the stack nor on the battlefield aren’t controlled by any player. See rule 108.4. There are five exceptions to this rule:
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-109.4a An emblem is controlled by the player that puts it into the command zone. See rule 113, “Emblems.”
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-109.4b In a Planechase game, a face-up plane or phenomenon card is controlled by the player designated as the planar controller. This is usually the active player. See rule 901.6.
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-109.4c In a Vanguard game, each vanguard card is controlled by its owner. See rule 902.6.
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-109.4d In an Archenemy game, each scheme card is controlled by its owner. See rule 904.7.
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-109.4e In a Conspiracy Draft game, each conspiracy card is controlled by its owner. See rule 905.5.
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-109.5. The words “you” and “your” on an object refer to the object’s controller, its would-be controller (if a player is attempting to play, cast, or activate it), or its owner (if it has no controller). For a static ability, this is the current controller of the object it’s on. For an activated ability, this is the player who activated the ability. For a triggered ability, this is the controller of the object when the ability triggered, unless it’s a delayed triggered ability. To determine the controller of a delayed triggered ability, see rules 603.7d–f.
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-110. Permanents
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-110.1. A permanent is a card or token on the battlefield. A permanent remains on the battlefield indefinitely. A card or token becomes a permanent as it enters the battlefield and it stops being a permanent as it’s moved to another zone by an effect or rule.
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-110.2. A permanent’s owner is the same as the owner of the card that represents it (unless it’s a token; see rule 110.5a). A permanent’s controller is, by default, the player under whose control it entered the battlefield. Every permanent has a controller.
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-110.2a If an effect instructs a player to put an object onto the battlefield, that object enters the battlefield under that player’s control unless the effect states otherwise.
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-110.3. A nontoken permanent’s characteristics are the same as those printed on its card, as modified by any continuous effects. See rule 613, “Interaction of Continuous Effects.”
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-110.4. There are five permanent types: artifact, creature, enchantment, land, and planeswalker. Instant and sorcery cards can’t enter the battlefield and thus can’t be permanents. Some tribal cards can enter the battlefield and some can’t, depending on their other card types. See section 3, “Card Types.”
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-110.4a The term “permanent card” is used to refer to a card that could be put onto the battlefield. Specifically, it means an artifact, creature, enchantment, land, or planeswalker card.
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-110.4b The term “permanent spell” is used to refer to a spell that will enter the battlefield as a permanent as part of its resolution. Specifically, it means an artifact, creature, enchantment, or planeswalker spell.
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-110.4c If a permanent somehow loses all its permanent types, it remains on the battlefield. It’s still a permanent.
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-110.5. Some effects put tokens onto the battlefield. A token is a marker used to represent any permanent that isn’t represented by a card.
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-110.5a The player who creates a token is its owner. The token enters the battlefield under that player’s control.
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-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.
-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.
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-110.5c A spell or ability that creates a token sets both its name and its subtype. If the spell or ability doesn’t specify the name of the token, its name is the same as its subtype(s). A “Goblin Scout creature token,” for example, is named “Goblin Scout” and has the creature subtypes Goblin and Scout. Once a token is on the battlefield, changing its name doesn’t change its subtype, and vice versa.
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-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.
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-110.5e A token is subject to anything that affects permanents in general or that affects the token’s card type or subtype. A token isn’t a card (even if represented by a card that has a Magic back or that came from a Magic booster pack).
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-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.)
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-110.5g A token that has left the battlefield can’t move to another zone or come back onto the battlefield. If such a token would change zones, it remains in its current zone instead. It ceases to exist the next time state-based actions are checked; see rule 704.
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-110.6. A permanent’s status is its physical state. There are four status categories, each of which has two possible values: tapped/untapped, flipped/unflipped, face up/face down, and phased in/phased out. Each permanent always has one of these values for each of these categories.
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-110.6a Status is not a characteristic, though it may affect a permanent’s characteristics.
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-110.6b Permanents enter the battlefield untapped, unflipped, face up, and phased in unless a spell or ability says otherwise.
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-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.
-Example: Dimir Doppelganger says “{1}{U}{B}: Exile target creature card from a graveyard. Dimir Doppelganger becomes a copy of that card and gains this ability.” It becomes a copy of Jushi Apprentice, a flip card. Through use of Jushi Apprentice’s ability, this creature flips, making it a copy of Tomoya the Revealer with the Dimir Doppelganger ability. If this permanent then becomes a copy of Runeclaw Bear, it will retain its flipped status even though that has no relevance to Runeclaw Bear. If its copy ability is activated again, this time targeting a Nezumi Shortfang card (another flip card), this permanent’s flipped status means it will have the characteristics of Stabwhisker the Odious (the flipped version of Nezumi Shortfang) with the Dimir Doppelganger ability.
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-110.6d Only permanents have status. Cards not on the battlefield do not. Although an exiled card may be face down, this has no correlation to the face-down status of a permanent. Similarly, cards not on the battlefield are neither tapped nor untapped, regardless of their physical state.
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-111. Spells
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-111.1. A spell is a card on the stack. As the first step of being cast (see rule 601, “Casting Spells”), the card becomes a spell and is moved to the top of the stack from the zone it was in, which is usually its owner’s hand. (See rule 405, “Stack.”) A spell remains on the stack as a spell until it resolves (see rule 608, “Resolving Spells and Abilities”), is countered (see rule 701.5), or otherwise leaves the stack. For more information, see section 6, “Spells, Abilities, and Effects.”
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-111.1a A copy of a spell is also a spell, even if it has no card associated with it. See rule 706.10.
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-111.1b Some effects allow a player to cast a copy of a card; if the player does, that copy is a spell as well. See rule 706.12.
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-111.2. A spell’s owner is the same as the owner of the card that represents it, unless it’s a copy. In that case, the owner of the spell is the player under whose control it was put on the stack. A spell’s controller is, by default, the player who put it on the stack. Every spell has a controller.
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-111.3. A noncopy spell’s characteristics are the same as those printed on its card, as modified by any continuous effects. See rule 613, “Interaction of Continuous Effects.”
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-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.
-Example: If an effect changes a black creature spell to white, the creature is white when it enters the battlefield and remains white for the duration of the effect changing its color.
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-112. Abilities
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-112.1. An ability can be one of three things:
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-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.”)
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-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.
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-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.”)
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-112.2. Abilities can affect the objects they’re on. They can also affect other objects and/or players.
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-112.2a Abilities can be beneficial or detrimental.
-Example: “[This creature] can’t block” is an ability.
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-112.2b An additional cost or alternative cost to cast a card is an ability of the card.
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-112.2c An object may have multiple abilities. If the object is represented by a card, then aside from certain defined abilities that may be strung together on a single line (see rule 702, “Keyword Abilities”), each paragraph break in a card’s text marks a separate ability. If the object is not represented by a card, the effect that created it may have given it multiple abilities. An object may also be granted additional abilities by a spell or ability. If an object has multiple instances of the same ability, each instance functions independently. This may or may not produce more effects than a single instance; refer to the specific ability for more information.
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-112.2d Abilities can generate one-shot effects or continuous effects. Some continuous effects are replacement effects or prevention effects. See rule 609, “Effects.”
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-112.3. There are four general categories of abilities:
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-112.3a Spell abilities are abilities that are followed as instructions while an instant or sorcery spell is resolving. Any text on an instant or sorcery spell is a spell ability unless it’s an activated ability, a triggered ability, or a static ability that fits the criteria described in rule 112.6.
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-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.”
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-112.3c Triggered abilities have a trigger condition and an effect. They are written as “[Trigger condition], [effect],” and include (and usually begin with) the word “when,” “whenever,” or “at.” Whenever the trigger event occurs, the ability is put on the stack the next time a player would receive priority and stays there until it’s countered, it resolves, or it otherwise leaves the stack. See rule 603, “Handling Triggered Abilities.”
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-112.3d Static abilities are written as statements. They’re simply true. Static abilities create continuous effects which are active while the permanent with the ability is on the battlefield and has the ability, or while the object with the ability is in the appropriate zone. See rule 604, “Handling Static Abilities.”
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-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.”
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-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.”
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-112.6. Abilities of an instant or sorcery spell usually function only while that object is on the stack. Abilities of all other objects usually function only while that object is on the battlefield. The exceptions are as follows:
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-112.6a Characteristic-defining abilities function everywhere, even outside the game. (See rule 604.3.)
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-112.6b An ability that states which zones it functions in functions only from those zones.
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-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.
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-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.
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-112.6e An object’s ability that restricts or modifies what zones that particular object can be played or cast from functions everywhere, even outside the game.
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-112.6f An object’s ability that states it can’t be countered functions on the stack.
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-112.6g An object’s ability that modifies how that particular object enters the battlefield functions as that object is entering the battlefield. See rule 614.12.
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-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.
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-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.
-
-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.
-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.”)
-
-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.
-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.
-
-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.
-
-112.6n Abilities of emblems, plane cards, vanguard cards, scheme cards, and conspiracy cards function in the command zone. See rule 113, “Emblems”; rule 901, “Planechase”; rule 902, “Vanguard”; rule 904, “Archenemy”; and rule 905, “Conspiracy Draft.”
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-112.7. The source of an ability is the object that generated it. The source of an activated ability on the stack is the object whose ability was activated. The source of a triggered ability (other than a delayed triggered ability) on the stack, or one that has triggered and is waiting to be put on the stack, is the object whose ability triggered. To determine the source of a delayed triggered ability, see rules 603.7d–f.
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-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.
-
-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.
-
-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.
-
-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.
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-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.
-
-112.10b Effects that remove an ability remove all instances of it.
-
-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.
-
-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.
-
-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.
-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.
-
-113. Emblems
-
-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.
-
-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.
-
-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.
-
-113.4. Abilities of emblems function in the command zone.
-
-113.5. An emblem is neither a card nor a permanent. Emblem isn’t a card type.
-
-114. Targets
-
-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.
-
-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.)
-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.
-
-114.1b Aura spells are always targeted. These are the only permanent spells with targets. An Aura’s target is specified by its enchant keyword ability (see rule 702.5, “Enchant”). The target(s) are chosen as the spell is cast; see rule 601.2c. An Aura permanent doesn’t target anything; only the spell is targeted. (An activated or triggered ability of an Aura permanent can also be targeted.)
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-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.
-
-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.
-
-114.1e Some keyword abilities, such as equip and provoke, represent targeted activated or triggered abilities. In those cases, the phrase “target [something]” appears in the rule for that keyword ability rather than in the ability itself. (The keyword’s reminder text will often contain the word “target.”) See rule 702, “Keyword Abilities.”
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-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.
-
-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).
-
-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.
-
-114.5. A spell or ability on the stack is an illegal target for itself.
-
-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.
-
-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.
-
-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.
-
-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).
-
-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).
-
-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.
-
-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.
-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.
-
-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.)
-
-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.
-
-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.
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-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.
-
-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.
-
-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.”
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-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.
-
-114.10b In particular, the word “you” in an object’s text doesn’t indicate a target.
-
-115. Special Actions
-
-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.”)
-
-115.2. There are eight special actions:
-
-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.”
-
-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.”
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-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.
-
-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.
-
-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.
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-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.”
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-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.”
-
-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.
-
-115.3. If a player takes a special action, that player receives priority afterward.
-
-116. Timing and Priority
-
-116.1. Unless a spell or ability is instructing a player to take an action, which player can take actions at any given time is determined by a system of priority. The player with priority may cast spells, activate abilities, and take special actions.
-
-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.
-
-116.1b A player may activate an activated ability any time they have priority.
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-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.”
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-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).
-
-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.
-
-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.
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-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.”)
-
-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.”
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-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.
-
-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.”
-
-116.3. Which player has priority is determined by the following rules:
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-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).
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-116.3b The active player receives priority after a spell or ability (other than a mana ability) resolves.
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-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.
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-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.
-
-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.
-
-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.
-
-116.6. In a multiplayer game using the shared team turns option, teams rather than individual players have priority. See rule 805, “Shared Team Turns Option.”
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-116.7. If a player with priority casts a spell or activates an activated ability while another spell or ability is already on the stack, the new spell or ability has been cast or activated “in response to” the earlier spell or ability. The new spell or ability will resolve first. See rule 608, “Resolving Spells and Abilities.”
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-117. Costs
-
-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.
-
-117.2. If a cost includes a mana payment, the player paying the cost has a chance to activate mana abilities. Paying the cost to cast a spell or activate an activated ability follows the steps in rules 601.2f–h.
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-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.”
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-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.
-
-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.)
-
-117.3c Activating mana abilities is not mandatory, even if paying a cost is.
-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.
-
-117.4. Some costs include an {X} or an X. See rule 107.3.
-
-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.
-
-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}.
-
-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.
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-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.
-
-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.
-
-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.
-
-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.
-
-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.
-
-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.
-
-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.
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-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.
-
-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.
-
-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.
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-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.
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-117.8b Some additional costs are optional.
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-117.8c If an effect instructs a player to cast a spell “if able,” and that spell has a mandatory additional cost that includes actions involving cards with a stated quality in a hidden zone, the player isn’t required to cast that spell, even if those cards are present in that zone.
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-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.
-
-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.
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-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.
-
-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.
-
-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.
-
-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.)
-
-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.
-
-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.
-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.
-
-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.
-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.
-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.
-
-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].”
-
-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.
-
-118. Life
-
-118.1. Each player begins the game with a starting life total of 20. Some variant games have different starting life totals.
-
-118.1a In a Two-Headed Giant game, each team’s starting life total is 30. See rule 810, “Two-Headed Giant Variant.”
-
-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.”
-
-118.1c In a Commander game, each player’s starting life total is 40. See rule 903, “Commander.”
-
-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.”
-
-118.1e In an Archenemy game, the archenemy’s starting life total is 40. See rule 904, “Archenemy.”
-
-118.2. Damage dealt to a player normally causes that player to lose that much life. See rule 119.3.
-
-118.3. If an effect causes a player to gain life or lose life, that player’s life total is adjusted accordingly.
-
-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.)
-
-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.)
-
-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.
-
-118.6. If a player has 0 or less life, that player loses the game as a state-based action. See rule 704.
-
-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.
-
-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.
-
-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.
-
-119. Damage
-
-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.
-
-119.1a Damage can’t be dealt to an object that’s neither a creature nor a planeswalker.
-
-119.2. Any object can deal damage.
-
-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.
-
-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.
-
-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).
-
-119.3a Damage dealt to a player by a source without infect causes that player to lose that much life.
-
-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.
-
-119.3c Damage dealt to a planeswalker causes that many loyalty counters to be removed from that planeswalker.
-
-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.
-
-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.
-
-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.
-
-119.4. Damage is processed in a three-part sequence.
-
-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.
-
-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).
-
-119.4c Finally, the damage event occurs.
-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.
-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.
-
-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.
-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.
-
-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).
-
-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.”
-
-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.
-
-120. Drawing a Card
-
-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.
-
-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.
-
-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.
-
-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.
-
-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.
-
-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.
-
-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.
-
-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.
-
-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.)
-
-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.
-
-120.6. Some effects replace card draws.
-
-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.
-
-120.6b If an effect replaces a draw within a sequence of card draws, the replacement effect is completed before resuming the sequence.
-
-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.
-
-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.
-
-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.
-
-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.
-
-121. Counters
-
-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.
-
-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.
-
-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.
-
-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.)
-
-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.
-
-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.
-
-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.
-
-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.
-
-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.
-
-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.
-
-2. Parts of a Card
-
-200. General
-
-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.
-
-200.2. Some parts of a card are also characteristics of the object that has them. See rule 109.3.
-
-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.
-
-201. Name
-
-201.1. The name of a card is printed on its upper left corner.
-
-201.2. A card’s name is always considered to be the English version of its name, regardless of printed language.
-
-201.2a Two objects have the same name if their names are identical.
-
-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.
-
-201.2c Two or more objects have different names if there are no names that both objects have in common.
-
-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.
-
-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.)
-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.
-
-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.
-
-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.
-
-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.
-
-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.
-
-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.
-
-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.
-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.
-
-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.
-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.
-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.
-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.”
-
-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.
-
-202. Mana Cost and Color
-
-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.
-
-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.
-
-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”).
-
-202.2. An object is the color or colors of the mana symbols in its mana cost, regardless of the color of its frame.
-
-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}.
-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.
-
-202.2b Objects with no colored mana symbols in their mana costs are colorless.
-
-202.2c An object with two or more different colored mana symbols in its mana cost is each of the colors of those mana symbols. Most multicolored cards are printed with a gold frame, but this is not a requirement for a card to be multicolored.
-
-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.)
-
-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.)
-
-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.
-
-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.
-Example: A mana cost of {3}{U}{U} translates to a converted mana cost of 5.
-
-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.
-
-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.
-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.
-Example: A Clone enters the battlefield as a copy of Ravager of the Fells. Its converted mana cost is 0.
-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.
-
-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.
-
-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.”
-
-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.
-
-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.
-Example: The converted mana cost of a card with mana cost {1}{W/U}{W/U} is 3.
-Example: The converted mana cost of a card with mana cost {2/B}{2/B}{2/B} is 6.
-
-202.3g Each Phyrexian mana symbol in a card’s mana cost contributes 1 to its converted mana cost.
-Example: The converted mana cost of a card with mana cost {1}{W/P}{W/P} is 3.
-
-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.
-
-203. Illustration
-
-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.
-
-204. Color Indicator
-
-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.
-
-204.2. An object with a color indicator is each color denoted by that color indicator.
-
-205. Type Line
-
-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.
-
-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.
-
-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.
-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.
-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.
-
-205.2. Card Types
-
-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.”
-
-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.
-
-205.2c Tokens have card types even though they aren’t cards. The same is true of copies of spells and copies of cards.
-
-205.3. Subtypes
-
-205.3a A card can have one or more subtypes printed on its type line.
-
-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.
-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.
-
-205.3c If a card with multiple card types has one or more subtypes, each subtype is correlated to its appropriate card type.
-Example: Dryad Arbor’s type line says “Land Creature — Forest Dryad.” Forest is a land type, and Dryad is a creature type.
-
-205.3d An object can’t gain a subtype that doesn’t correspond to one of that object’s types.
-
-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.
-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.
-
-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.)
-
-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).
-
-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.
-
-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.
-     Of that list, Forest, Island, Mountain, Plains, and Swamp are the basic land types. See rule 305.6.
-
-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.
-
-205.3k Instants and sorceries share their lists of subtypes; these subtypes are called spell types. The spell types are Arcane and Trap.
-
-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.
-
-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.
-
-205.3p Phenomenon cards, scheme cards, vanguard cards, and conspiracy cards have no subtypes.
-
-205.4. Supertypes
-
-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.
-
-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.
-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.
-
-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.
-     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.
-
-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).
-
-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.
-
-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).
-
-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.
-
-205.4h Any scheme card with the supertype “ongoing” is exempt from the state-based action for schemes (see rule 704.5w).
-
-206. Expansion Symbol
-
-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.
-
-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.)
-
-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.
-
-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).
-
-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).
-
-207. Text Box
-
-207.1. The text box is printed on the lower half of the card. It usually contains rules text defining the card’s abilities.
-
-207.2. The text box may also contain italicized text that has no game function.
-
-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.
-
-207.2b Flavor text is italicized text that, like the illustration, adds artistic appeal to the game. It appears below the rules text.
-
-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.
-
-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.
-
-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.
-
-208. Power/Toughness
-
-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.
-
-208.2. Rather than a fixed number, some creature cards have power and/or toughness that includes a star (*).
-
-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.
-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.
-
-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.
-
-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.
-
-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.
-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.
-
-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.”
-
-208.5. If a creature somehow has no value for its power, its power is 0. The same is true for toughness.
-
-209. Loyalty
-
-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.
-
-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.”
-
-210. Hand Modifier
-
-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.
-
-211. Life Modifier
-
-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.
-
-212. Information Below the Text Box
-
-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.
-
-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.
-
-212.1b A card’s rarity is indicated with a single letter following the collector number.
-
-212.1c Some promotional cards include information to indicate the specific promotion the card is associated with.
-
-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.
-
-212.1e The illustration credit for a card follows the paintbrush icon or, on older cards, the abbreviation “Illus.”
-
-212.1f Legal text (the fine print at the bottom or bottom-right of the card) lists the trademark and copyright information.
-
-3. Card Types
-
-300. General
-
-300.1. The card types are artifact, conspiracy, creature, enchantment, instant, land, phenomenon, plane, planeswalker, scheme, sorcery, tribal, and vanguard.
-
-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.
-
-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.
-
-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.
-
-301. Artifacts
-
-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.”)
-
-301.2. When an artifact spell resolves, its controller puts it onto the battlefield under their control.
-
-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.
-
-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.
-
-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.
-
-301.5a The creature an Equipment is attached to is called the “equipped creature.” The Equipment is attached to, or “equips,” that creature.
-
-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.
-
-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.
-
-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.
-
-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.
-
-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.”)
-
-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.”
-
-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.
-
-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.
-
-302. Creatures
-
-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.”)
-
-302.2. When a creature spell resolves, its controller puts it onto the battlefield under their control.
-
-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.
-Example: “Creature — Goblin Wizard” means the card is a creature with the subtypes Goblin and Wizard.
-
-302.4. Power and toughness are characteristics only creatures have.
-
-302.4a A creature’s power is the amount of damage it deals in combat.
-
-302.4b A creature’s toughness is the amount of damage needed to destroy it.
-
-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.”)
-
-302.5. Creatures can attack and block. (See rule 508, “Declare Attackers Step,” and rule 509, “Declare Blockers Step.”)
-
-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.
-
-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).
-
-303. Enchantments
-
-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.”)
-
-303.2. When an enchantment spell resolves, its controller puts it onto the battlefield under their control.
-
-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.
-
-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.
-
-303.4a An Aura spell requires a target, which is defined by its enchant ability.
-
-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.
-
-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.)
-
-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.
-
-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.
-
-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.
-
-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.
-
-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.
-
-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.
-
-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.
-
-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.
-
-303.5. Some enchantments have the subtype “Saga.” See rule 714 for more information about Saga cards.
-
-304. Instants
-
-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.”)
-
-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.
-
-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.
-
-304.4. Instants can’t enter the battlefield. If an instant would enter the battlefield, it remains in its previous zone instead.
-
-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).
-
-305. Lands
-
-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.
-
-305.2. A player can normally play one land during their turn; however, continuous effects may increase this number.
-
-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.
-
-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.
-
-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.
-
-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.
-
-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.
-Example: “Basic Land — Mountain” means the card is a land with the subtype Mountain.
-
-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.”
-
-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.
-
-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.
-
-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.
-
-306. Planeswalkers
-
-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.”)
-
-306.2. When a planeswalker spell resolves, its controller puts it onto the battlefield under their control.
-
-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.
-
-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).
-
-306.5. Loyalty is a characteristic only planeswalkers have.
-
-306.5a The loyalty of a planeswalker card not on the battlefield is equal to the number printed in its lower right corner.
-
-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).
-
-306.5c The loyalty of a planeswalker on the battlefield is equal to the number of loyalty counters on it.
-
-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.”
-
-306.6. Planeswalkers can be attacked. (See rule 508, “Declare Attackers Step.”)
-
-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.
-
-306.8. Damage dealt to a planeswalker results in that many loyalty counters being removed from it.
-
-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.)
-
-307. Sorceries
-
-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.”)
-
-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.
-
-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.
-
-307.4. Sorceries can’t enter the battlefield. If a sorcery would enter the battlefield, it remains in its previous zone instead.
-
-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).
-
-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.
-
-308. Tribals
-
-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.
-
-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.
-
-309. Planes
-
-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.”
-
-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.
-
-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.
-
-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.
-
-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.
-
-309.6. A face-up plane card that’s turned face down becomes a new object.
-
-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.
-
-310. Phenomena
-
-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.”
-
-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.
-
-310.3. Phenomenon cards have no subtypes.
-
-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.
-
-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.”
-
-310.6. A face-up phenomenon card that’s turned face down becomes a new object.
-
-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.”)
-
-311. Vanguards
-
-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.”
-
-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.
-
-311.3. Vanguard cards have no subtypes.
-
-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.
-
-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.
-
-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.
-
-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.
-
-312. Schemes
-
-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.”
-
-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.
-
-312.3. Scheme cards have no subtypes.
-
-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.
-
-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.
-
-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.)
-
-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.
-
-313. Conspiracies
-
-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.
-
-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.”)
-
-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.
-
-313.4. Conspiracy cards have no subtypes.
-
-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.
-
-313.5a Abilities of conspiracy cards may affect the start-of-game procedure.
-
-313.5b Face-down conspiracy cards have no characteristics.
-
-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.
-
-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.
-
-
-4. Zones
-
-400. General
-
-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.
-
-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.
-
-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.
-
-400.4. Cards with certain card types can’t enter certain zones.
-
-400.4a If an instant or sorcery card would enter the battlefield, it remains in its previous zone.
-
-400.4b If a conspiracy, phenomenon, plane, scheme, or vanguard card would leave the command zone, it remains in the command zone.
-
-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.
-
-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.
-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.
-
-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:
-
-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.
-
-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.
-
-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.
-
-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.
-
-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.)
-
-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.
-
-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.
-
-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.
-
-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.
-
-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.
-
-400.9. If a face-up object in the command zone is turned face down, it becomes a new object.
-
-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.
-
-400.10a Cards in a player’s sideboard are outside the game. See rule 100.4.
-
-400.10b Some effects bring cards into a game from outside of it. Those cards remain in the game until it ends.
-
-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.
-
-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.
-
-401. Library
-
-401.1. When a game begins, each player’s deck becomes their library.
-
-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.
-
-401.3. Any player may count the number of cards remaining in any player’s library at any time.
-
-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.
-
-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.
-
-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.
-
-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.
-
-402. Hand
-
-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.”)
-
-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.
-
-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.
-
-403. Battlefield
-
-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.
-
-403.2. A spell or ability affects and checks only the battlefield unless it specifically mentions a player or another zone.
-
-403.3. Permanents exist only on the battlefield. Every object on the battlefield is a permanent. See rule 110, “Permanents.”
-
-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.)
-
-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.
-
-404. Graveyard
-
-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.
-
-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.
-
-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.
-
-405. Stack
-
-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).
-
-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.
-
-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.
-
-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.
-
-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.
-
-405.6. Some things that happen during the game don’t use the stack.
-
-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).
-
-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).
-
-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.”)
-
-405.6d Special actions don’t use the stack; they happen immediately. See rule 115, “Special Actions.”
-
-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.
-
-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.
-
-405.6g A player may concede the game at any time. That player leaves the game immediately. See rule 104.3a.
-
-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.
-
-406. Exile
-
-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.
-
-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.
-
-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).
-
-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.)
-
-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.
-
-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.”
-
-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.
-
-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.
-
-407. Ante
-
-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).
-
-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.
-
-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.
-
-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.
-
-408. Command
-
-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.
-
-408.2. Emblems may be created in the command zone. See rule 113, “Emblems.”
-
-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.”
-
-
-5. Turn Structure
-
-500. General
-
-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.
-
-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.
-
-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).
-
-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.
-
-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.
-
-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.”)
-
-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.
-
-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.
-
-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.
-
-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.
-
-500.11. No game events can occur between turns, phases, or steps.
-
-501. Beginning Phase
-
-501.1. The beginning phase consists of three steps, in this order: untap, upkeep, and draw.
-
-502. Untap Step
-
-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.”
-
-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.
-
-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.”)
-
-503. Upkeep Step
-
-503.1. The upkeep step has no turn-based actions. Once it begins, the active player gets priority. (See rule 116, “Timing and Priority.”)
-
-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.”)
-
-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.
-
-504. Draw Step
-
-504.1. First, the active player draws a card. This turn-based action doesn’t use the stack.
-
-504.2. Second, the active player gets priority. (See rule 116, “Timing and Priority.”)
- 
-505. Main Phase
-
-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.
-
-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.
-
-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.)
-
-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.
-
-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.
-
-505.5. Third, the active player gets priority. (See rule 116, “Timing and Priority.”)
-
-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.
-
-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.”)
-
-506. Combat Phase
-
-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).
-
-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.
-
-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.”
-
-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.”
-
-506.3. Only a creature can attack or block. Only a player or a planeswalker can be attacked.
-
-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.
-
-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.
-
-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.
-
-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.
-
-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.
-
-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.
-
-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.
-
-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.
-
-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.
-
-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.
-
-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.”
-
-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.)
-
-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.)
-
-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.
-
-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.
-
-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.
-
-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.
-
-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.
-
-507. Beginning of Combat Step
-
-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.)
-
-507.2. Second, the active player gets priority. (See rule 116, “Timing and Priority.”)
-
-508. Declare Attackers Step
-
-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”).
-
-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.
-
-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.
-
-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.
-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.
-
-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.
-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.
-
-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.”)
-
-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.
-
-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.
-
-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.
-
-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”).
-
-508.1j Once the player has enough mana in their mana pool, they pay all costs in any order. Partial payments are not allowed.
-
-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.
-
-508.1m Any abilities that trigger on attackers being declared trigger.
-
-508.2. Second, the active player gets priority. (See rule 116, “Timing and Priority.”)
-
-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.
-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.
-
-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.”)
-
-508.3. Triggered abilities that trigger on attackers being declared may have different trigger conditions.
-
-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.
-
-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.
-
-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.
-
-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.
-
-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.”
-
-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.
-
-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.
-
-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.
-
-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.
-
-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.
-
-508.7. One card (Portal Mage) allows a player to reselect which player or planeswalker a creature is attacking.
-
-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.
-
-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.
-
-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.
-
-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.
-
-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.
-
-508.8. If no creatures are declared as attackers or put onto the battlefield attacking, skip the declare blockers and combat damage steps.
-
-509. Declare Blockers Step
-
-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”).
-
-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.
-
-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.
-     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.
-Example: An attacking creature with flying and shadow can’t be blocked by a creature with flying but without shadow.
-
-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.
-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.
-
-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.
-
-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”).
-
-509.1f Once the player has enough mana in their mana pool, they pay all costs in any order. Partial payments are not allowed.
-
-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.
-
-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.
-
-509.1i Any abilities that trigger on blockers being declared trigger. See rule 509.4 for more information.
-
-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.
-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.
-
-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.
-
-509.3. Third, for each blocking creature, the defending player announces that creature’s damage assignment order, which consists of the creatures it’s blocking in an order of that player’s choice. (During the combat damage step, a blocking creature can’t assign combat damage to a creature it’s blocking unless each creature ahead of that blocked creature in its order is assigned lethal damage.) This turn-based action doesn’t use the stack.
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-509.3a During the declare blockers step, if an attacking creature is removed from combat or a spell or ability causes it to stop being blocked by a blocking creature, the attacking creature is removed from all relevant damage assignment orders. The relative order among the remaining attacking creatures is unchanged.
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-509.4. Fourth, the active player gets priority. (See rule 116, “Timing and Priority.”)
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-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.”)
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-509.5. Triggered abilities that trigger on blockers being declared may have different trigger conditions.
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-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.
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-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.
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-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.)
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-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.
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-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.
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-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.
-Example: A creature has the ability “Whenever this creature becomes blocked by a white creature, destroy that creature at end of combat.” If the creature becomes blocked by a black creature that is later turned white, the ability will not trigger.
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-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.
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-509.6. If a spell or ability causes a creature on the battlefield to block an attacking creature, the active player announces the blocking creature’s placement in the attacking creature’s damage assignment order. The relative order among the remaining blocking creatures is unchanged. Then the defending player announces the attacking creature’s placement in the blocking creature’s damage assignment order. The relative order among the remaining attacking creatures is unchanged. This is done as part of the blocking effect.
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-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.”
-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.
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-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.
-
-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.
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-510. Combat Damage Step
-
-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:
-
-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.
-
-510.1b An unblocked creature assigns its combat damage to the player or planeswalker it’s attacking. If it isn’t currently attacking anything (if, for example, it was attacking a planeswalker that has left the battlefield), it assigns no combat damage.
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-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.
-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.
-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.
-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.
-Example: The damage assignment order of an attacking Enormous Baloth (a 7/7 creature) is Trained Armodon (a 3/3 creature) that already has 2 damage marked on it, then Foriysian Brigade (a 2/4 creature that can block an additional creature), then Silverback Ape (a 5/5 creature). The damage assignment order of an attacking Durkwood Boars (a 4/4 creature) is the same Foriysian Brigade, then Goblin Piker (a 2/1 creature). Among other possibilities, the active player may have the Baloth assign 1 damage to the Armodon, 1 damage to the Brigade, and 5 damage to the Ape, and have the Boars assign 3 damage to the Brigade and 1 damage to the Piker.
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-510.1d A blocking creature assigns combat damage to the creatures it’s blocking. If it isn’t currently blocking any creatures (if, for example, they were destroyed or removed from combat), it assigns no combat damage. If it’s blocking exactly one creature, it assigns all its combat damage to that creature. If it’s blocking two or more creatures, it assigns its combat damage to those creatures according to the damage assignment order announced for it. This may allow the blocking creature to divide its combat damage. However, it can’t assign combat damage to a creature that it’s blocking unless, when combat damage assignments are complete, each creature that precedes that blocked creature is assigned lethal damage. When checking for assigned lethal damage, take into account damage already marked on the creature and damage from other creatures that’s being assigned during the same combat damage step, but not any abilities or effects that might change the amount of damage that’s actually dealt. An amount of damage that’s greater than a creature’s lethal damage may be assigned to it.
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-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”).
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-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.
-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.
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-510.3. Third, the active player gets priority. (See rule 116, “Timing and Priority.”)
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-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.”)
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-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.
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-511. End of Combat Step
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-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.”)
-
-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.
-
-511.3. As soon as the end of combat step ends, all creatures and planeswalkers are removed from combat. After the end of combat step ends, the combat phase is over and the postcombat main phase begins (see rule 505).
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-512. Ending Phase
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-512.1. The ending phase consists of two steps: end and cleanup.
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-513. End Step
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-513.1. The end step has no turn-based actions. Once it begins, the active player gets priority. (See rule 116, “Timing and Priority.”)
-
-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.”
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-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.”)
-
-514. Cleanup Step
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-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.
-
-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.
-
-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:
-
-514.3a At this point, the game checks to see if any state-based actions would be performed and/or any triggered abilities are waiting to be put onto the stack (including those that trigger “at the beginning of the next cleanup step”). If so, those state-based actions are performed, then those triggered abilities are put on the stack, then the active player gets priority. Players may cast spells and activate abilities. Once the stack is empty and all players pass in succession, another cleanup step begins.
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-
-6. Spells, Abilities, and Effects
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-600. General
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-601. Casting Spells
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-601.1. Previously, the action of casting a spell, or casting a card as a spell, was referred to on cards as “playing” that spell or that card. Cards that were printed with that text have received errata in the Oracle card reference so they now refer to “casting” that spell or that card.
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-601.1a Some effects still refer to “playing” a card. “Playing a card” means playing that card as a land or casting that card as a spell, whichever is appropriate.
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-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”).
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-601.2a To propose the casting of a spell, a player first moves that card (or that copy of a card) from where it is to the stack. It becomes the topmost object on the stack. It has all the characteristics of the card (or the copy of a card) associated with it, and that player becomes its controller. The spell remains on the stack until it’s countered, it resolves, or an effect moves it elsewhere.
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-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.
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-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.)
-Example: If a spell says “Tap two target creatures,” then the same creature can’t be chosen twice; the spell requires two different legal targets. A spell that says “Destroy target artifact and target land,” however, can target the same artifact land twice because it uses the word “target” in multiple places.
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-601.2d If the spell requires the player to divide or distribute an effect (such as damage or counters) among one or more targets, the player announces the division. Each of these targets must receive at least one of whatever is being divided.
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-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”).
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-601.2f The player determines the total cost of the spell. Usually this is just the mana cost. Some spells have additional or alternative costs. Some effects may increase or reduce the cost to pay, or may provide other alternative costs. Costs may include paying mana, tapping permanents, sacrificing permanents, discarding cards, and so on. The total cost is the mana cost or alternative cost (as determined in rule 601.2b), plus all additional costs and cost increases, and minus all cost reductions. If multiple cost reductions apply, the player may apply them in any order. If the mana component of the total cost is reduced to nothing by cost reduction effects, it is considered to be {0}. It can’t be reduced to less than {0}. Once the total cost is determined, any effects that directly affect the total cost are applied. Then the resulting total cost becomes “locked in.” If effects would change the total cost after this time, they have no effect.
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-601.2g If the total cost includes a mana payment, the player then has a chance to activate mana abilities (see rule 605, “Mana Abilities”). Mana abilities must be activated before costs are paid.
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-601.2h The player pays the total cost in any order. Partial payments are not allowed. Unpayable costs can’t be paid.
-Example: You cast Altar’s Reap, which costs {1}{B} and has an additional cost of sacrificing a creature. You sacrifice Thunderscape Familiar, whose effect makes your black spells cost {1} less to cast. Because a spell’s total cost is “locked in” before payments are actually made, you pay {B}, not {1}{B}, even though you’re sacrificing the Familiar.
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-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.
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-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”).
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-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.
-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.
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-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.
-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.
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-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.
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-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.
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-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.
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-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.
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-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.
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-601.5. Casting a spell that alters costs won’t affect spells and abilities that are already on the stack.
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-602. Activating Activated Abilities
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-602.1. Activated abilities have a cost and an effect. They are written as “[Cost]: [Effect.] [Activation instructions (if any).]”
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-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.
-Example: The activation cost of an ability that reads “{2}, {T}: You gain 1 life” is two mana of any type plus tapping the permanent that has the ability.
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-602.1b Some text after the colon of an activated ability states instructions that must be followed while activating that ability. Such text may state which players can activate that ability, may restrict when a player can activate the ability, or may define some aspect of the activation cost. This text is not part of the ability’s effect. It functions at all times. If an activated ability has any activation instructions, they appear last, after the ability’s effect.
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-602.1c An activated ability is the only kind of ability that can be activated. If an object or rule refers to activating an ability without specifying what kind, it must be referring to an activated ability.
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-602.1d Previously, the action of using an activated ability was referred to on cards as “playing” that ability. Cards that were printed with that text have received errata in the Oracle card reference so they now refer to “activating” that ability.
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-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.
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-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.
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-602.2b The remainder of the process for activating an ability is identical to the process for casting a spell listed in rules 601.2b–i. Those rules apply to activating an ability just as they apply to casting a spell. An activated ability’s analog to a spell’s mana cost (as referenced in rule 601.2f) is its activation cost.
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-602.3. Some abilities specify that one of their controller’s opponents does something the controller would normally do while it’s being activated, such as choose a mode or choose targets. In these cases, the opponent does so when the ability’s controller normally would do so.
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-602.3a If there is more than one opponent who could make such a choice, the ability’s controller decides which of those opponents will make the choice.
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-602.3b If the ability instructs its controller and another player to do something at the same time as the ability is being activated, the ability’s controller goes first, then the other player. This is an exception to rule 101.4.
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-602.4. Activating an ability that alters costs won’t affect spells and abilities that are already on the stack.
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-602.5. A player can’t begin to activate an ability that’s prohibited from being activated.
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-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).
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-602.5b If an activated ability has a restriction on its use (for example, “Activate this ability only once each turn”), the restriction continues to apply to that object even if its controller changes.
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-602.5c If an object acquires an activated ability with a restriction on its use from another object, that restriction applies only to that ability as acquired from that object. It doesn’t apply to other, identically worded abilities.
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-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.
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-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.
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-603. Handling Triggered Abilities
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-603.1. Triggered abilities have a trigger condition and an effect. They are written as “[When/Whenever/At] [trigger condition or event], [effect]. [Instructions (if any).]”
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-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.
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-603.2. Whenever a game event or game state matches a triggered ability’s trigger event, that ability automatically triggers. The ability doesn’t do anything at this point.
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-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.
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-603.2b When a phase or step begins, all abilities that trigger “at the beginning of” that phase or step trigger.
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-603.2c An ability triggers only once each time its trigger event occurs. However, it can trigger repeatedly if one event contains multiple occurrences.
-Example: A permanent has an ability whose trigger condition reads, “Whenever a land is put into a graveyard from the battlefield, . . . .” If someone casts a spell that destroys all lands, the ability will trigger once for each land put into the graveyard during the spell’s resolution.
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-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.
-Example: An ability that triggers when a permanent “becomes tapped” triggers only when the status of a permanent that’s already on the battlefield changes from untapped to tapped.
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-603.2e If a triggered ability’s trigger condition is met, but the object with that triggered ability is at no time visible to all players, the ability does not trigger.
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-603.2f An ability triggers only if its trigger event actually occurs. An event that’s prevented or replaced won’t trigger anything.
-Example: An ability that triggers on damage being dealt won’t trigger if all the damage is prevented.
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-603.3. Once an ability has triggered, its controller puts it on the stack as an object that’s not a card the next time a player would receive priority. See rule 116, “Timing and Priority.” The ability becomes the topmost object on the stack. It has the text of the ability that created it, and no other characteristics. It remains on the stack until it’s countered, it resolves, a rule causes it to be removed from the stack, or an effect moves it elsewhere.
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-603.3a A triggered ability is controlled by the player who controlled its source at the time it triggered, unless it’s a delayed triggered ability. To determine the controller of a delayed triggered ability, see rules 603.7d–f.
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-603.3b If multiple abilities have triggered since the last time a player received priority, each player, in APNAP order, puts triggered abilities they control on the stack in any order they choose. (See rule 101.4.) Then the game once again checks for and resolves state-based actions until none are performed, then abilities that triggered during this process go on the stack. This process repeats until no new state-based actions are performed and no abilities trigger. Then the appropriate player gets priority.
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-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.)
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-603.3d The remainder of the process for putting a triggered ability on the stack is identical to the process for casting a spell listed in rules 601.2c–d. If a choice is required when the triggered ability goes on the stack but no legal choices can be made for it, or if a rule or a continuous effect otherwise makes the ability illegal, the ability is simply removed from the stack.
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-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.)
-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.
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-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.
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-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.
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-603.6a Enters-the-battlefield abilities trigger when a permanent enters the battlefield. These are written, “When [this object] enters the battlefield, . . . “ or “Whenever a [type] enters the battlefield, . . .” Each time an event puts one or more permanents onto the battlefield, all permanents on the battlefield (including the newcomers) are checked for any enters-the-battlefield triggers that match the event.
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-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).
-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.
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-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.
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-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.
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-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.
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-603.7. An effect may create a delayed triggered ability that can do something at a later time. A delayed triggered ability will contain “when,” “whenever,” or “at,” although that word won’t usually begin the ability.
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-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.
-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.
-Example: If an effect reads “When this creature becomes untapped” and the named creature becomes untapped before the effect resolves, the ability waits for the next time that creature untaps.
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-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.
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-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.)
-Example: An ability that reads “Exile this creature at the beginning of the next end step” will exile the permanent even if it’s no longer a creature during the next end step. However, it won’t do anything if the permanent left the battlefield before then.
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-603.7d If a spell creates a delayed triggered ability, the source of that delayed triggered ability is that spell. The controller of that delayed triggered ability is the player who controlled that spell as it resolved.
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-603.7e If an activated or triggered ability creates a delayed triggered ability, the source of that delayed triggered ability is the same as the source of that other ability. The controller of that delayed triggered ability is the player who controlled that other ability as it resolved.
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-603.7f If a static ability generates a replacement effect which causes a delayed triggered ability to be created, the source of that delayed triggered ability is the object with that static ability. The controller of that delayed triggered ability is the same as the controller of that object at the time the replacement effect was applied.
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-603.7g If a static ability allows a player to take an action and creates a delayed triggered ability if that player does so, the source of that delayed triggered ability is the object with that static ability. The controller of that delayed triggered ability is the same as the controller of that object at the time the action was taken.
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-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.
-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.
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-603.9. Some triggered abilities trigger specifically when a player loses the game. These abilities trigger when a player loses or leaves the game, regardless of the reason, unless that player leaves the game as the result of a draw. See rule 104.3.
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-603.10. Normally, objects that exist immediately after an event are checked to see if the event matched any trigger conditions, and continuous effects that exist at that time are used to determine what the trigger conditions are and what the objects involved in the event look like. However, some triggered abilities are exceptions to this rule; the game “looks back in time” to determine if those abilities trigger, using the existence of those abilities and the appearance of objects immediately prior to the event. The list of exceptions is as follows:
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-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.
-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.
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-603.10b Abilities that trigger when a permanent phases out look back in time.
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-603.10c Abilities that trigger specifically when an object becomes unattached look back in time.
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-603.10d Abilities that trigger when a player loses control of an object look back in time.
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-603.10e Abilities that trigger when a spell is countered look back in time.
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-603.10f Abilities that trigger when a player loses the game look back in time.
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-603.10g Abilities that trigger when a player planeswalks away from a plane look back in time.
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-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.
-Example: An ability that reads “Reveal the first card you draw each turn. Whenever you reveal a basic land card this way, draw a card” is a static ability linked to a triggered ability.
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-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.
-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.
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-604. Handling Static Abilities
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-604.1. Static abilities do something all the time rather than being activated or triggered. They are written as statements, and they’re simply true.
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-604.2. Static abilities create continuous effects, some of which are prevention effects or replacement effects. These effects are active as long as the permanent with the ability remains on the battlefield and has the ability, or as long as the object with the ability remains in the appropriate zone, as described in rule 112.6.
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-604.3. Some static abilities are characteristic-defining abilities. A characteristic-defining ability conveys information about an object’s characteristics that would normally be found elsewhere on that object (such as in its mana cost, type line, or power/toughness box) or overrides information found elsewhere on that object. Characteristic-defining abilities function in all zones. They also function outside the game.
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-604.3a A static ability is a characteristic-defining ability if it meets the following criteria: (1) It defines an object’s colors, subtypes, power, or toughness; (2) it is printed on the card it affects, it was granted to the token it affects by the effect that created the token, or it was acquired by the object it affects as the result of a copy effect or text-changing effect; (3) it does not directly affect the characteristics of any other objects; (4) it is not an ability that an object grants to itself; and (5) it does not set the values of such characteristics only if certain conditions are met.
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-604.4. Many Auras, Equipment, and Fortifications have static abilities that modify the object they’re attached to, but those abilities don’t target that object. If an Aura, Equipment, or Fortification is moved to a different object, the ability stops applying to the original object and starts modifying the new one.
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-604.5. Some static abilities apply while a spell is on the stack. These are often abilities that refer to countering the spell. Also, abilities that say “As an additional cost to cast . . . ,” “You may pay [cost] rather than pay [this object]’s mana cost,” and “You may cast [this object] without paying its mana cost” work while a spell is on the stack.
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-604.6. Some static abilities apply while a card is in any zone that you could cast or play it from (usually your hand). These are limited to those that read, “You may [cast/play] [this card] . . . ,” “You can’t [cast/play] [this card] . . . ,” and “[Cast/Play] [this card] only . . . .”
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-604.7. Unlike spells and other kinds of abilities, static abilities can’t use an object’s last known information for purposes of determining how their effects are applied.
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-605. Mana Abilities
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-605.1. Some activated abilities and some triggered abilities are mana abilities, which are subject to special rules. Only abilities that meet either of the following two sets of criteria are mana abilities, regardless of what other effects they may generate or what timing restrictions (such as “Activate this ability only any time you could cast an instant”) they may have.
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-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.”)
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-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.
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-605.2. A mana ability remains a mana ability even if the game state doesn’t allow it to produce mana.
-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.
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-605.3. Activating an activated mana ability follows the rules for activating any other activated ability (see rule 602.2), with the following exceptions:
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-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.
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-605.3b An activated mana ability doesn’t go on the stack, so it can’t be targeted, countered, or otherwise responded to. Rather, it resolves immediately after it is activated. (See rule 405.6c.)
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-605.3c Once a player begins to activate a mana ability, that ability can’t be activated again until it has resolved.
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-605.4. Triggered mana abilities follow all the rules for other triggered abilities (see rule 603, “Handling Triggered Abilities”), with the following exception:
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-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.
-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.
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-605.5. Abilities that don’t meet the criteria specified in rules 605.1a–b and spells aren’t mana abilities.
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-605.5a An ability with a target is not a mana ability, even if it could put mana into a player’s mana pool when it resolves. The same is true for a triggered ability that could produce mana but triggers from an event other than activating a mana ability, or a triggered ability that triggers from activating a mana ability but couldn’t produce mana. These follow the normal rules for activated or triggered abilities, as appropriate.
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-605.5b A spell can never be a mana ability, even if it could put mana into a player’s mana pool when it resolves. It’s cast and resolves just like any other spell. Some older cards were printed with the card type “mana source”; these cards have received errata in the Oracle card reference and are now instants.
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-606. Loyalty Abilities
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-606.1. Some activated abilities are loyalty abilities, which are subject to special rules.
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-606.2. An activated ability with a loyalty symbol in its cost is a loyalty ability. Normally, only planeswalkers have loyalty abilities.
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-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.
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-606.4. The cost to activate a loyalty ability of a permanent is to put on or remove from that permanent a certain number of loyalty counters, as shown by the loyalty symbol in the ability’s cost.
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-606.5. A loyalty ability with a negative loyalty cost can’t be activated unless the permanent has at least that many loyalty counters on it.
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-607. Linked Abilities
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-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.
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-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.
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-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.
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-607.1c An ability printed on an object that fulfills both criteria described in rule 607.1 is linked to itself.
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-607.2. There are different kinds of linked abilities.
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-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.
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-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.”
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-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.
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-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.
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-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.
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-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.
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-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.
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-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.”
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-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.
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-607.2j The two abilities represented by the champion keyword are linked abilities. See rule 702.71, “Champion.”
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-607.2k Abilities preceded by an anchor word are linked to the ability that allows a player to choose that anchor word. See rule 614.12b.
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-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.
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-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.
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-607.4. An ability may be part of more than one pair of linked abilities.
-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.
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-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.
-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.
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-608. Resolving Spells and Abilities
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-608.1. Each time all players pass in succession, the spell or ability on top of the stack resolves. (See rule 609, “Effects.”)
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-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.
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-608.2a If a triggered ability has an intervening “if” clause, it checks whether the clause’s condition is true. If it isn’t, the ability is removed from the stack and does nothing. Otherwise, it continues to resolve. See rule 603.4.
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-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.
-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.
-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.
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-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.
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-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.)
-Example: A spell’s instruction reads, “You may sacrifice a creature. If you don’t, you lose 4 life.” A player who controls no creatures can’t choose the sacrifice option.
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-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.
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-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.
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-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.
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-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.
-Example: An effect that reads “Destroy all black creatures” destroys a white-and-black creature, but one that reads “Destroy all nonblack creatures” doesn’t.
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-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.
-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.
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-608.2j If an instant spell, sorcery spell, or ability that can legally resolve leaves the stack once it starts to resolve, it will continue to resolve fully.
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-608.2k As the final part of an instant or sorcery spell’s resolution, the spell is put into its owner’s graveyard. As the final part of an ability’s resolution, the ability is removed from the stack and ceases to exist.
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-608.3. If the object that’s resolving is a permanent spell, its resolution involves a single step (unless it’s an Aura). The spell card becomes a permanent and is put onto the battlefield under the control of the spell’s controller.
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-608.3a If the object that’s resolving is an Aura spell, its resolution involves two steps. First, it checks whether the target specified by its enchant ability is still legal, as described in rule 608.2b. (See rule 702.5, “Enchant.”) If so, the spell card becomes a permanent and is put onto the battlefield under the control of the spell’s controller attached to the object it was targeting.
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-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.
-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.
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-609. Effects
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-609.1. An effect is something that happens in the game as a result of a spell or ability. When a spell, activated ability, or triggered ability resolves, it may create one or more one-shot or continuous effects. Static abilities may create one or more continuous effects. Text itself is never an effect.
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-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.
-Example: An effect that changes all lands into creatures won’t alter land cards in players’ graveyards. But an effect that says spells cost more to cast will apply only to spells on the stack, since a spell is always on the stack while a player is casting it.
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-609.3. If an effect attempts to do something impossible, it does only as much as possible.
-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.
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-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.
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-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.
-Example: A player controls Vedalken Orrery, an artifact that says “You may cast nonland cards as though they had flash.” That player casts Shaman’s Trance, an instant that says, in part, “You may play cards from other players’ graveyards as though they were in your graveyard.” The player may cast a sorcery with flashback from another player’s graveyard as though it were in that player’s graveyard and as though it had flash.
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-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.
-
-609.6. Some continuous effects are replacement effects or prevention effects. See rules 614 and 615.
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-609.7. Some effects apply to damage from a source—for example, “The next time a red source of your choice would deal damage to you this turn, prevent that damage.”
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-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.
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-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.
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-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.
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-610. One-Shot Effects
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-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.
-
-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.
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-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.
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-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.
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-610.3b An object returned to the battlefield this way returns under its owner’s control unless otherwise specified.
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-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.
-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.
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-611. Continuous Effects
-
-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.
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-611.2. A continuous effect may be generated by the resolution of a spell or ability.
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-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.
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-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.
-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.
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-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.
-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.
-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.
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-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.
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-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.
-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.
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-611.3. A continuous effect may be generated by the static ability of an object.
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-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.
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-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.
-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.
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-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.
-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.
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-612. Text-Changing Effects
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-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.
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-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.
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-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.
-
-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.
-
-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.
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-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.
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-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.)
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-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.
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-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.”) 
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-613. Interaction of Continuous Effects
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-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:
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-613.1a Layer 1: Copy effects are applied. See rule 706, “Copying Objects.”
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-613.1b Layer 2: Control-changing effects are applied.
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-613.1c Layer 3: Text-changing effects are applied. See rule 612, “Text-Changing Effects.”
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-613.1d Layer 4: Type-changing effects are applied. These include effects that change an object’s card type, subtype, and/or supertype.
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-613.1e Layer 5: Color-changing effects are applied.
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-613.1f Layer 6: Ability-adding effects, ability-removing effects, and effects that say an object can’t have an ability are applied.
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-613.1g Layer 7: Power- and/or toughness-changing effects are applied.
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-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.)
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-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.)
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-613.3a Layer 7a: Effects from characteristic-defining abilities that define power and/or toughness are applied. See rule 604.3.
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-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.
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-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.
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-613.3d Layer 7d: Power and/or toughness changes from counters are applied. See rule 121, “Counters.”
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-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.
-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.
-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.
-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.
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-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.
-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.
-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).
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-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.
-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.
-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.
-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.
-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.
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-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.
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-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.
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-613.6b A continuous effect generated by the resolution of a spell or ability receives a timestamp at the time it’s created.
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-613.6c An object receives a timestamp at the time it enters a zone.
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-613.6d An Aura, Equipment, or Fortification receives a new timestamp at the time it becomes attached to an object or player.
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-613.6e A permanent receives a new timestamp at the time it turns face up or face down.
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-613.6f A double-faced permanent receives a new timestamp at the time it transforms.
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-613.6g A face-up plane card, phenomenon card, or scheme card receives a timestamp at the time it’s turned face up.
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-613.6h A face-up vanguard card receives a timestamp at the beginning of the game.
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-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.
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-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.
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-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.
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-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.
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-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.
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-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.
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-613.8. One continuous effect can override another. Sometimes the results of one effect determine whether another effect applies or what another effect does.
-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”).
-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.
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-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).
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-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).
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-614. Replacement Effects
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-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.
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-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.
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-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.
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-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.
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-614.1d Continuous effects that read “[This permanent] enters the battlefield . . .” or “[Objects] enter the battlefield . . .” are replacement effects.
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-614.1e Effects that read “As [this permanent] is turned face up . . . ,” are replacement effects.
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-614.2. Some replacement effects apply to damage from a source. See rule 609.7.
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-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.
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-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.
-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.
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-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.
-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.
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-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.
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-614.7. If a replacement effect would replace an event, but that event never happens, the replacement effect simply doesn’t do anything.
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-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.
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-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.
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-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.
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-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.
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-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.
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-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.
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-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.
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-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.
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-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.
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-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.
-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.
-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.
-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.
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-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.
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-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.”
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-614.13. An effect that modifies how a permanent enters the battlefield may cause other objects to change zones.
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-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.
-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.
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-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.
-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.
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-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.”
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-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.
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-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. 
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-614.17. Some effects state that something can’t happen. These effects aren’t replacement effects, but follow similar rules.
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-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.
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-614.17b If an event can’t happen, a player can’t choose to pay a cost that includes that event.
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-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.
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-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.
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-615. Prevention Effects
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-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.
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-615.1a Effects that use the word “prevent” are prevention effects. Prevention effects use “prevent” to indicate what damage will not be dealt.
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-615.2. Many prevention effects apply to damage from a source. See rule 609.7.
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-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.
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-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.
-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.
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-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.
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-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.
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-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.
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-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.
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-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.
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-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.
-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.
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-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.
-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.
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-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.
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-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.
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-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.
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-616. Interaction of Replacement and/or Prevention Effects
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-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).
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-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.
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-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.
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-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.
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-616.1d Any of the applicable replacement and/or prevention effects may be chosen.
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-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.
-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.
-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.
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-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.
-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.
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-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.
-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.
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-7. Additional Rules
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-700. General
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-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.
-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.”
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-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.
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-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.)
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-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.)
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-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.)
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-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.
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-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.
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-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.
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-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.)
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-700.3. Some effects cause objects to be temporarily grouped into piles.
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-700.3a Each of the affected objects must be put into exactly one of those piles, unless the effect specifies otherwise.
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-700.3b Each object in a pile is still an individual object. The pile is not an object.
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-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.
-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.
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-700.3d A pile can contain zero or more objects.
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-700.4. The term dies means “is put into a graveyard from the battlefield.”
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-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.
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-700.6. The term historic refers to an object that has the legendary supertype, the artifact card type, or the Saga subtype.
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-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.
-Example: An ability reads “Target creature gets +2/+2 until end of turn. Destroy that creature at the beginning of the next end step.” The ability will destroy the object it gave +2/+2 to even if that object isn’t a creature at the beginning of the next end step.
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-700.8. Some cards refer to cards with a name originally printed in a particular set.
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-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.
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-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.
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-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.
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-701. Keyword Actions
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-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.
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-701.2. Activate
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-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.”
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-701.3. Attach
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-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.
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-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.
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-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.
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-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.
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-701.4. Cast
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-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.”
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-701.4b To cast a card is to cast it as a spell.
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-701.5. Counter
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-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.
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-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.
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-701.6. Create
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-701.6a To create one or more tokens with certain characteristics, put the specified number of tokens with the specified characteristics onto the battlefield.
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-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.
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-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.
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-701.7. Destroy
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-701.7a To destroy a permanent, move it from the battlefield to its owner’s graveyard.
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-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.”
-
-701.7c A regeneration effect replaces a destruction event. See rule 701.14, “Regenerate.”
-
-701.8. Discard
-
-701.8a To discard a card, move it from its owner’s hand to that player’s graveyard.
-
-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.
-
-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”).
-
-701.9. Double
-
-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.
-
-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.
-
-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.
-
-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.
-
-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.
-
-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.
-
-701.10. Exchange
-
-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.
-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.
-
-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.
-
-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).
-
-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.
-
-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.
-
-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.
-
-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.
-
-701.11. Exile
-
-701.11a To exile an object, move it to the exile zone from wherever it is. See rule 406, “Exile.”
-
-701.12. Fight
-
-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.
-
-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.
-
-701.12c If a creature fights itself, it deals damage to itself equal to twice its power.
-
-701.12d The damage dealt when a creature fights isn’t combat damage.
-
-701.13. Play
-
-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.”
-
-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.
-
-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.
-
-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.
-
-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.
-
-701.14. Regenerate
-
-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.”
-
-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.”
-
-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.
-
-701.15. Reveal
-
-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.
-
-701.15b Revealing a card doesn’t cause it to leave the zone it’s in.
-
-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.
-
-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.
-
-701.16. Sacrifice
-
-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.
-
-701.17. Scry
-
-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.
-
-701.17b If a player is instructed to scry 0, no scry event occurs. Abilities that trigger whenever a player scries won’t trigger.
-
-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.
-
-701.18. Search
-
-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.
-
-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.
-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.
-
-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.
-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.
-
-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).
-
-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.
-
-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.
-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.
-
-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.
-
-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.
-
-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.
-
-701.19. Shuffle
-
-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.
-
-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.”
-
-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.
-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.
-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.
-
-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.
-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.
-
-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.
-
-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.
-
-701.20. Tap and Untap
-
-701.20a To tap a permanent, turn it sideways from an upright position. Only untapped permanents can be tapped.
-
-701.20b To untap a permanent, rotate it back to the upright position from a sideways position. Only tapped permanents can be untapped.
-
-701.21. Fateseal
-
-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.
-
-701.22. Clash
-
-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.
-
-701.22b “Clash with an opponent” means “Choose an opponent. You and that opponent each clash.”
-
-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.
-
-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.
-
-701.23. Planeswalk
-
-701.23a A player may planeswalk only during a Planechase game. Only the planar controller may planeswalk. See rule 901, “Planechase.”
-
-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.
-
-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.
-
-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.
-
-701.24. Set in Motion
-
-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.”
-
-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.
-
-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.
-
-701.25. Abandon
-
-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.”
-
-701.25b To abandon a scheme, turn it face down and put it on the bottom of its owner’s scheme deck.
-
-701.26. Proliferate
-
-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.
-
-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.”
-
-701.27. Transform
-
-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.”)
-
-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.
-
-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.
-
-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.
-
-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.
-
-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.
-
-701.28. Detain
-
-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.
-
-701.29. Populate
-
-701.29a To populate means to choose a creature token you control and create a token that’s a copy of that creature token.
-
-701.29b If you control no creature tokens when instructed to populate, you won’t create a token.
-
-701.30. Monstrosity
-
-701.30a “Monstrosity N” means “If this permanent isn’t monstrous, put N +1/+1 counters on it and it becomes monstrous.”
-
-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.
-
-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.
-
-701.31. Vote
-
-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.
-
-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.
-
-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.”
-
-701.31d If an effect gives a player multiple votes, those votes all happen at the same time the player would otherwise have voted.
-
-701.32. Bolster
-
-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.”
-
-701.33. Manifest
-
-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.
-
-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.)
-
-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.
-
-701.33d If an effect instructs a player to manifest multiple cards from their library, those cards are manifested one at a time.
-
-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.
-
-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.
-
-701.33g See rule 707, “Face-Down Spells and Permanents,” for more information.
-
-701.34. Support
-
-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.”
-
-701.35. Investigate
-
-701.35a “Investigate” means “Create a colorless Clue artifact token with ‘{2}, Sacrifice this artifact: Draw a card.’”
-
-701.36. Meld
-
-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.
-
-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.
-
-701.36c If an effect instructs a player to meld cards that can’t be melded, they stay in their current zone.
-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.
-
-701.37. Goad
-
-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.
-
-701.38. Exert
-
-701.38a To exert a permanent, you choose to have it not untap during your next untap step.
-
-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.
-
-701.38c An object that isn’t on the battlefield can’t be exerted.
-
-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.)
-
-701.39. Explore
-
-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.
-
-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.
-
-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.
-
-701.40. Assemble
-
-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.
-
-701.41. Surveil
-
-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.
-
-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.
-
-701.42. Adapt
-
-701.42a “Adapt N” means “If this permanent has no +1/+1 counters on it, put N +1/+1 counters on it.”
-
-701.43. Amass
-
-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.”
-
-701.43b The phrase “the [subtype] you amassed” refers to the creature you chose, whether or not it received counters.
-
-702. Keyword Abilities
-
-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.
-
-702.1a If an effect refers to a “[keyword ability] cost,” it refers only to the variable costs for that keyword.
-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.”
-
-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.
-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}.
-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}.”
-
-702.2. Deathtouch
-
-702.2a Deathtouch is a static ability.
-
-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.
-
-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.
-
-702.2d The deathtouch rules function no matter what zone an object with deathtouch deals damage from.
-
-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.
-
-702.2f Multiple instances of deathtouch on the same object are redundant.
-
-702.3. Defender
-
-702.3a Defender is a static ability.
-
-702.3b A creature with defender can’t attack.
-
-702.3c Multiple instances of defender on the same creature are redundant.
-
-702.4. Double Strike
-
-702.4a Double strike is a static ability that modifies the rules for the combat damage step. (See rule 510, “Combat Damage Step.”)
-
-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.
-
-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.
-
-702.4d Giving double strike to a creature with first strike after it has already dealt combat damage in the first combat damage step will allow the creature to assign combat damage in the second combat damage step.
-
-702.4e Multiple instances of double strike on the same creature are redundant.
-
-702.5. Enchant
-
-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.
-
-702.5b For more information about Auras, see rule 303, “Enchantments.”
-
-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.
-
-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.
-
-702.6. Equip
-
-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.”
-
-702.6b For more information about Equipment, see rule 301, “Artifacts.”
-
-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.
-
-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.
-
-702.6e If a permanent has multiple equip abilities, any of its equip abilities may be activated.
-
-702.7. First Strike
-
-702.7a First strike is a static ability that modifies the rules for the combat damage step. (See rule 510, “Combat Damage Step.”)
-
-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.
-
-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).
-
-702.7d Multiple instances of first strike on the same creature are redundant.
-
-702.8. Flash
-
-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.”
-
-702.8b Multiple instances of flash on the same object are redundant.
-
-702.9. Flying
-
-702.9a Flying is an evasion ability.
-
-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.”)
-
-702.9c Multiple instances of flying on the same creature are redundant.
-
-702.10. Haste
-
-702.10a Haste is a static ability.
-
-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.)
-
-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.)
-
-702.10d Multiple instances of haste on the same creature are redundant.
-
-702.11. Hexproof
-
-702.11a Hexproof is a static ability.
-
-702.11b “Hexproof” on a permanent means “This permanent can’t be the target of spells or abilities your opponents control.”
-
-702.11c “Hexproof” on a player means “You can’t be the target of spells or abilities your opponents control.”
-
-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.
-
-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.
-
-702.11f Multiple instances of the same hexproof ability on the same permanent or player are redundant.
-
-702.12. Indestructible
-
-702.12a Indestructible is a static ability.
-
-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).
-
-702.12c Multiple instances of indestructible on the same permanent are redundant.
-
-702.13. Intimidate
-
-702.13a Intimidate is an evasion ability.
-
-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.”)
-
-702.13c Multiple instances of intimidate on the same creature are redundant.
-
-702.14. Landwalk
-
-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.
-
-702.14b Landwalk is an evasion ability.
-
-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.”)
-
-702.14d Landwalk abilities don’t “cancel” one another.
-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.
-
-702.14e Multiple instances of the same kind of landwalk on the same creature are redundant.
-
-702.15. Lifelink
-
-702.15a Lifelink is a static ability.
-
-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.
-
-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.
-
-702.15d The lifelink rules function no matter what zone an object with lifelink deals damage from.
-
-702.15e If multiple sources with lifelink deal damage at the same time, they cause separate life gain events (see rule 118.9).
-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.
-
-702.15f Multiple instances of lifelink on the same object are redundant.
-
-702.16. Protection
-
-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.
-
-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.
-
-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.”)
-
-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.”)
-
-702.16e Any damage that would be dealt by sources that have the stated quality to a permanent or player with protection is prevented.
-
-702.16f Attacking creatures with protection can’t be blocked by creatures that have the stated quality.
-
-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].
-
-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.
-
-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.
-
-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.
-
-702.16k Multiple instances of protection from the same quality on the same permanent or player are redundant.
-
-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.
-
-702.17. Reach
-
-702.17a Reach is a static ability.
-
-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.”)
-
-702.17c Multiple instances of reach on the same creature are redundant.
-
-702.18. Shroud
-
-702.18a Shroud is a static ability. “Shroud” means “This permanent or player can’t be the target of spells or abilities.”
-
-702.18b Multiple instances of shroud on the same permanent or player are redundant.
-
-702.19. Trample
-
-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.”)
-
-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.
-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.
-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.
-
-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.
-
-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.
-
-702.19e Multiple instances of trample on the same creature are redundant.
-
-702.20. Vigilance
-
-702.20a Vigilance is a static ability that modifies the rules for the declare attackers step.
-
-702.20b Attacking doesn’t cause creatures with vigilance to tap. (See rule 508, “Declare Attackers Step.”)
-
-702.20c Multiple instances of vigilance on the same creature are redundant.
-
-702.21. Banding
-
-702.21a Banding is a static ability that modifies the rules for combat.
-
-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.
-
-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.)
-
-702.21d All creatures in an attacking band must attack the same player or planeswalker.
-
-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.
-
-702.21f An attacking creature that’s removed from combat is also removed from the band it was in.
-
-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.
-
-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.
-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).
-
-702.21i If one member of a band would become blocked due to an effect, the entire band becomes blocked.
-
-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.
-
-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.
-
-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.
-
-702.22. Rampage
-
-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.”)
-
-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.
-
-702.22c If a creature has multiple instances of rampage, each triggers separately.
-
-702.23. Cumulative Upkeep
-
-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.
-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.
-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.
-
-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.
-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.
-
-702.24. Flanking
-
-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.”
-
-702.24b If a creature has multiple instances of flanking, each triggers separately.
-
-702.25. Phasing
-
-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.”
-
-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.)
-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.
-Example: You control a phased-out creature. You cast a spell that says “Destroy all creatures.” The phased-out creature is not destroyed.
-
-702.25c If a permanent phases in, its status changes to “phased in.” The game once again treats it as though it exists.
-
-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.
-
-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.
-
-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.
-
-702.25g If an object would simultaneously phase out directly and indirectly, it just phases out indirectly.
-
-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.)
-
-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.
-
-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.
-
-702.25k If an effect causes a player to skip their untap step, the phasing event simply doesn’t occur that turn.
-
-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.
-
-702.25n Multiple instances of phasing on the same permanent are redundant.
-
-702.26. Buyback
-
-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.
-
-702.27. Shadow
-
-702.27a Shadow is an evasion ability.
-
-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.”)
-
-702.27c Multiple instances of shadow on the same creature are redundant.
-
-702.28. Cycling
-
-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.”
-
-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.
-
-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.
-
-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.
-
-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”).
-
-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.
-
-702.29. Echo
-
-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].”
-
-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.
-
-702.30. Horsemanship
-
-702.30a Horsemanship is an evasion ability.
-
-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.”)
-
-702.30c Multiple instances of horsemanship on the same creature are redundant.
-
-702.31. Fading
-
-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.”
-
-702.32. Kicker
-
-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.
-
-702.32b The phrase “Kicker [cost 1] and/or [cost 2]” means the same thing as “Kicker [cost 1], kicker [cost 2].”
-
-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.
-
-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.
-
-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.”
-
-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.
-
-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.
-
-702.33. Flashback
-
-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.
-
-702.34. Madness
-
-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.”
-
-702.34b Casting a spell using its madness ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.
-
-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.
-
-702.35. Fear
-
-702.35a Fear is an evasion ability.
-
-702.35b A creature with fear can’t be blocked except by artifact creatures and/or black creatures. (See rule 509, “Declare Blockers Step.”)
-
-702.35c Multiple instances of fear on the same creature are redundant.
-
-702.36. Morph
-
-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.”)
-
-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.
-
-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.
-
-702.36d You can’t normally cast a card face down. A morph ability allows you to do so.
-
-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.
-
-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.
-
-702.36g See rule 707, “Face-Down Spells and Permanents,” for more information about how to cast cards with a morph ability.
-
-702.37. Amplify
-
-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.”
-
-702.37b If a creature has multiple instances of amplify, each one works separately.
-
-702.38. Provoke
-
-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.”
-
-702.38b If a creature has multiple instances of provoke, each triggers separately.
-
-702.39. Storm
-
-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.”
-
-702.39b If a spell has multiple instances of storm, each triggers separately.
-
-702.40. Affinity
-
-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.”
-
-702.40b If a spell has multiple instances of affinity, each of them applies.
-
-702.41. Entwine
-
-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.
-
-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.
-
-702.42. Modular
-
-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.”
-
-702.42b If a creature has multiple instances of modular, each one works separately.
-
-702.43. Sunburst
-
-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.”
-
-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.
-
-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.
-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.”
-
-702.43d If an object has multiple instances of sunburst, each one works separately.
-
-702.44. Bushido
-
-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.”)
-
-702.44b If a creature has multiple instances of bushido, each triggers separately.
-
-702.45. Soulshift
-
-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.”
-
-702.45b If a permanent has multiple instances of soulshift, each triggers separately.
-
-702.46. Splice
-
-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.
-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.
-
-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.
-
-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.
-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.
-
-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.
-
-702.46e The spell loses any splice changes once it leaves the stack for any reason.
-
-702.47. Offering
-
-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.”
-
-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).
-
-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.)
-
-702.48. Ninjutsu
-
-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.”
-
-702.48b The card with ninjutsu remains revealed from the time the ability is announced until the ability leaves the stack.
-
-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.
-
-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.”
-
-702.49. Epic
-
-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.
-
-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.
-
-702.50. Convoke
-
-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.”
-
-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.
-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.
-
-702.50c A creature tapped to pay for mana in a spell’s total cost this way is said to have “convoked” that spell.
-
-702.50d Multiple instances of convoke on the same spell are redundant.
-
-702.51. Dredge
-
-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.”
-
-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.
-
-702.52. Transmute
-
-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.”
-
-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.
-
-702.53. Bloodthirst
-
-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.”
-
-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.”
-
-702.53c If an object has multiple instances of bloodthirst, each applies separately.
-
-702.54. Haunt
-
-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.”
-
-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.
-
-702.54c Triggered abilities of cards with haunt that refer to the haunted creature can trigger in the exile zone.
-
-702.55. Replicate
-
-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.
-
-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.
-
-702.56. Forecast
-
-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].”
-
-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.
-
-702.57. Graft
-
-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.”
-
-702.57b If a permanent has multiple instances of graft, each one works separately.
-
-702.58. Recover
-
-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.”
-
-702.59. Ripple
-
-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.”
-
-702.59b If a spell has multiple instances of ripple, each triggers separately.
-
-702.60. Split Second
-
-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.”
-
-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.
-
-702.60c Multiple instances of split second on the same spell are redundant.
-
-702.61. Suspend
-
-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.”
-
-702.61b A card is “suspended” if it’s in the exile zone, has suspend, and has a time counter on it.
-
-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.
-
-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.
-
-702.62. Vanishing
-
-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.”
-
-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.”
-
-702.62c If a permanent has multiple instances of vanishing, each works separately.
-
-702.63. Absorb
-
-702.63a Absorb is a static ability. “Absorb N” means “If a source would deal damage to this creature, prevent N of that damage.”
-
-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.
-
-702.63c If an object has multiple instances of absorb, each applies separately.
-
-702.64. Aura Swap
-
-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.”
-
-702.64b If either half of the exchange can’t be completed, the ability has no effect.
-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.
-Example: You activate the aura swap ability of an Aura that you control but you don’t own. The ability has no effect.
-
-702.65. Delve
-
-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.”
-
-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.
-
-702.65c Multiple instances of delve on the same spell are redundant.
-
-702.66. Fortify
-
-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.”
-
-702.66b For more information about Fortifications, see rule 301, “Artifacts.”
-
-702.66c If a Fortification has multiple instances of fortify, any of its fortify abilities may be used.
-
-702.67. Frenzy
-
-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.”
-
-702.67b If a creature has multiple instances of frenzy, each triggers separately.
-
-702.68. Gravestorm
-
-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.”
-
-702.68b If a spell has multiple instances of gravestorm, each triggers separately.
-
-702.69. Poisonous
-
-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.)
-
-702.69b If a creature has multiple instances of poisonous, each triggers separately.
-
-702.70. Transfigure
-
-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.”
-
-702.71. Champion
-
-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.”
-
-702.71b The two abilities represented by champion are linked. See rule 607, “Linked Abilities.”
-
-702.71c A permanent is “championed” by another permanent if the latter exiles the former as the direct result of a champion ability.
-
-702.72. Changeling
-
-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.
-
-702.73. Evoke
-
-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.
-
-702.74. Hideaway
-
-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.’”
-
-702.75. Prowl
-
-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.
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-702.76. Reinforce
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-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.”
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-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.
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-702.77. Conspire
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-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.
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-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.
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-702.78. Persist
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-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.”
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-702.79. Wither
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-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.
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-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.
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-702.79c The wither rules function no matter what zone an object with wither deals damage from.
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-702.79d Multiple instances of wither on the same object are redundant.
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-702.80. Retrace
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-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.
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-702.81. Devour
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-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.”
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-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.”
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-702.82. Exalted
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-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.”
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-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.
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-702.83. Unearth
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-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.”
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-702.84. Cascade
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-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.”
-
-702.84b If a spell has multiple instances of cascade, each triggers separately.
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-702.85. Annihilator
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-702.85a Annihilator is a triggered ability. “Annihilator N” means “Whenever this creature attacks, defending player sacrifices N permanents.”
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-702.85b If a creature has multiple instances of annihilator, each triggers separately.
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-702.86. Level Up
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-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.”
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-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.”
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-702.87. Rebound
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-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.”
-
-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.
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-702.87c Multiple instances of rebound on the same spell are redundant.
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-702.88. Totem Armor
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-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.”
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-702.89. Infect
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-702.89a Infect is a static ability.
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-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.
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-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.
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-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.
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-702.89e The infect rules function no matter what zone an object with infect deals damage from.
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-702.89f Multiple instances of infect on the same object are redundant.
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-702.90. Battle Cry
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-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.”
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-702.90b If a creature has multiple instances of battle cry, each triggers separately.
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-702.91. Living Weapon
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-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.”
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-702.92. Undying
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-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.”
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-702.93. Miracle
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-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.”
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-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.)
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-702.94. Soulbond
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-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.”
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-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.
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-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.
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-702.94d A creature can be paired with only one other creature.
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-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.
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-702.95. Overload
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-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.
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-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.
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-702.95c Overload’s second ability creates a text-changing effect. See rule 612, “Text-Changing Effects.”
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-702.96. Scavenge
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-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.”
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-702.97. Unleash
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-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.”
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-702.98. Cipher
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-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.’”
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-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.
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-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.
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-702.99. Evolve
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-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.”
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-702.99b A creature “evolves” when one or more +1/+1 counters are put on it as a result of its evolve ability resolving.
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-702.99c A creature can’t have a greater power or toughness than a noncreature permanent.
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-702.99d If a creature has multiple instances of evolve, each triggers separately.
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-702.100. Extort
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-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.”
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-702.100b If a permanent has multiple instances of extort, each triggers separately.
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-702.101. Fuse
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-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.
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-702.101b A fused split spell has the combined characteristics of its two halves. (See rule 708.4.)
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-702.101c The total cost of a fused split spell includes the mana cost of each half.
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-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.
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-702.102. Bestow
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-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.
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-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.
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-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.
-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.
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-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.
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-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.
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-702.103. Tribute
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-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.”
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-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.
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-702.104. Dethrone
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-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.”
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-702.104b If a creature has multiple instances of dethrone, each triggers separately.
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-702.105. Hidden Agenda
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-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.”
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-702.105b To secretly choose a card name, note that name on a piece of paper kept with the face-down conspiracy card.
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-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.
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-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.
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-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.
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-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.
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-702.106. Outlast
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-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.”
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-702.107. Prowess
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-702.107a Prowess is a triggered ability. “Prowess” means “Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.”
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-702.107b If a creature has multiple instances of prowess, each triggers separately.
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-702.108. Dash
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-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.
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-702.109. Exploit
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-702.109a Exploit is a triggered ability. “Exploit” means “When this creature enters the battlefield, you may sacrifice a creature.”
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-702.109b A creature with exploit “exploits a creature” when the controller of the exploit ability sacrifices a creature as that ability resolves.
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-702.110. Menace
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-702.110a Menace is an evasion ability.
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-702.110b A creature with menace can’t be blocked except by two or more creatures. (See rule 509, “Declare Blockers Step.”)
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-702.110c Multiple instances of menace on the same creature are redundant.
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-702.111. Renown
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-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.”
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-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.
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-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)
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-702.112. Awaken
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-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.
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-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.
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-702.113. Devoid
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-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.
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-702.114. Ingest
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-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.”
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-702.114b If a creature has multiple instances of ingest, each triggers separately.
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-702.115. Myriad
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-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.”
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-702.115b If a creature has multiple instances of myriad, each triggers separately.
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-702.116. Surge
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-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.
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-702.117. Skulk
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-702.117a Skulk is an evasion ability.
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-702.117b A creature with skulk can’t be blocked by creatures with greater power. (See rule 509, “Declare Blockers Step.”)
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-702.117c Multiple instances of skulk on the same creature are redundant.
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-702.118. Emerge
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-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.
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-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).
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-702.119. Escalate
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-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.
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-702.120. Melee
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-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.”
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-702.120b If a creature has multiple instances of melee, each triggers separately.
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-702.121. Crew
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-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.”
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-702.121b A creature “crews a Vehicle” when it’s tapped to pay the cost to activate a Vehicle’s crew ability.
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-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.
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-702.122. Fabricate
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-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.”
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-702.122b If a permanent has multiple instances of fabricate, each triggers separately.
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-702.123. Partner
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-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.
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-702.123b Your deck must contain exactly 100 cards, including its two commanders. Both commanders begin the game in the command zone.
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-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.
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-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.
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-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.
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-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.”
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-702.124. Undaunted
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-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.”
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-702.124b Players who have left the game are not counted when determining how many opponents you have.
-
-702.124c If a spell has multiple instances of undaunted, each of them applies.
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-702.125. Improvise
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-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.”
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-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.
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-702.125c Multiple instances of improvise on the same spell are redundant.
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-702.126. Aftermath
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-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.”
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-702.127. Embalm
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-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.”
-
-702.127b A token is “embalmed” if it’s created by a resolving embalm ability.
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-702.128. Eternalize
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-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.”
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-702.129. Afflict
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-702.129a Afflict is a triggered ability. “Afflict N” means “Whenever this creature becomes blocked, defending player loses N life.”
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-702.129b If a creature has multiple instances of afflict, each triggers separately.
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-702.130. Ascend
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-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.”
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-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.”
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-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.
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-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.
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-702.131. Assist
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-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.
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-702.132. Jump-Start
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-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.
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-702.133. Mentor
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-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.”
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-702.133b If a creature has multiple instances of mentor, each triggers separately.
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-702.134. Afterlife
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-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.”
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-702.134b If a permanent has multiple instances of afterlife, each triggers separately.
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-702.135. Riot
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-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.”
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-702.135b If a permanent has multiple instances of riot, each works separately.
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-702.136. Spectacle
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-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.
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-703. Turn-Based Actions
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-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.
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-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.”)
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-703.2. Turn-based actions are not controlled by any player.
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-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.
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-703.4. The turn-based actions are as follows:
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-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.
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-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.
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-703.4c Immediately after the draw step begins, the active player draws a card. See rule 504.1.
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-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.
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-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.”
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-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.
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-703.4g Immediately after the declare attackers step begins, the active player declares attackers. See rule 508.1.
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-703.4h Immediately after the declare blockers step begins, the defending player declares blockers. See rule 509.1.
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-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.
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-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.
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-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.
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-703.4m Immediately after combat damage has been assigned during the combat damage step, all combat damage is dealt simultaneously. See rule 510.2.
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-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.
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-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.
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-703.4q When each step or phase ends, any unused mana left in a player’s mana pool empties. See rule 500.4.
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-704. State-Based Actions
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-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.
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-704.1a Abilities that watch for a specified game state are triggered abilities, not state-based actions. (See rule 603, “Handling Triggered Abilities.”)
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-704.2. State-based actions are checked throughout the game and are not controlled by any player.
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-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.
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-704.4. Unlike triggered abilities, state-based actions pay no attention to what happens during the resolution of a spell or ability.
-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.
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-704.5. The state-based actions are as follows:
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-704.5a If a player has 0 or less life, that player loses the game.
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-704.5b If a player attempted to draw a card from a library with no cards in it since the last time state-based actions were checked, that player loses the game.
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-704.5c If a player has ten or more poison counters, that player loses the game. Ignore this rule in Two-Headed Giant games; see rule 704.5u instead.
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-704.5d If a token is in a zone other than the battlefield, it ceases to exist.
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-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.
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-704.5f If a creature has toughness 0 or less, it’s put into its owner’s graveyard. Regeneration can’t replace this event.
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-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.
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-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.
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-704.5i If a planeswalker has loyalty 0, it’s put into its owner’s graveyard.
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-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.”
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-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.”
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-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.
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-704.5n If an Equipment or Fortification is attached to an illegal permanent, it becomes unattached from that permanent. It remains on the battlefield.
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-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.
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-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.
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-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.
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-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.”
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-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.”
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-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.”
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-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.”
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-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.”
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-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.”
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-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.
-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.
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-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.
-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.
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-705. Flipping a Coin
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-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.
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-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.
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-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.”
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-706. Copying Objects
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-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.)
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-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.
-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.)
-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.
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-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).
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-706.2b Once an object has been copied, changing the copiable values of the original object won’t cause the copy to change.
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-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.
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-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.
-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.
-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.
-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.
-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.
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-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.
-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.
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-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.
-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.
-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.
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-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.
-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.
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-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.”
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-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.
-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.
-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.
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-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.”)
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-706.9. Copy effects may include modifications or exceptions to the copying process.
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-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.
-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.
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-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.
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-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.
-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.
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-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.
-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.
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-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.
-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.
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-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.
-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.
-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.
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-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.
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-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.
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-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.
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-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.
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-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.
-
-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.
-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.
-
-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.
-
-707. Face-Down Spells and Permanents
-
-707.1. Some cards allow spells and permanents to be face down.
-
-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.”)
-
-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.
-
-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).
-
-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.
-
-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.
-
-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.
-
-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.
-
-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.
-
-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.
-
-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.
-
-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.
-
-708. Split Cards
-
-708.1. Split cards have two card faces on a single card. The back of a split card is the normal Magic card back.
-
-708.2. Although split cards have two castable halves, each split card is only one card. For example, a player who has drawn or discarded a split card has drawn or discarded one card, not two.
-
-708.3. A player chooses which half of a split card they are casting before putting it onto the stack.
-
-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.
-
-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.
-
-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.)
-
-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.
-
-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.
-
-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.
-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.
-
-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.
-
-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”).
-
-709. Flip Cards
-
-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.
-
-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.
-
-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.
-
-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.
-
-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.
-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.
-
-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.
-
-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.
-
-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.
-
-710. Leveler Cards
-
-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.
-
-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].”
-
-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].”
-
-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].”
-
-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.
-
-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.
-
-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.
-
-710.6. In every zone other than the battlefield, a leveler card has the power and toughness denoted by its uppermost power/toughness box.
-
-711. Double-Faced Cards
-
-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.”)
-
-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.
-
-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.
-
-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.
-
-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.”
-
-711.2. Players who are allowed to look at a double-faced card may look at both faces.
-
-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.
-
-711.4. Each face of a double-faced card has its own set of characteristics.
-
-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.
-
-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.
-
-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.
-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.
-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.
-
-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.
-
-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.”
-
-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.
-
-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.
-
-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.”
-
-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.
-
-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.
-
-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.”
-
-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.
-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.
-
-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.
-
-712. Meld Cards
-
-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.
-
-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.
-
-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.”)
-
-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.
-
-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.
-
-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.
-
-712.3b While the two cards of a meld pair are on the battlefield as a melded permanent, the object represented by those cards has only the characteristics of the combined back face, and its converted mana cost is the sum of the converted mana costs of its front faces. If a permanent is copying a melded permanent, the converted mana cost of the copy is 0. See rule 202.3c.
-
-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.
-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.
-
-712.4. If a melded permanent leaves the battlefield, one permanent leaves the battlefield and two cards are put into the appropriate zone.
-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.
-
-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.
-
-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.
-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.
-
-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.
-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.
-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.
-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.
-
-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.
-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.
-
-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.
-
-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).
-
-712.6. Meld cards in a player’s deck may be represented by checklist cards. See rule 713, “Checklist Cards.”
-
-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.”
-
-712.8. A meld card enters the battlefield with its front face up unless it’s being melded with its counterpart.
-
-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.”
-
-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.
-
-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.
-
-713. Checklist Cards
-
-713.1. A checklist card is a game supplement that can be used to represent a double-faced card or meld card.
-
-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.
-
-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.
-
-713.4. For all game purposes, the checklist card is considered to be the card it’s representing.
-
-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.
-
-714. Saga Cards
-
-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.
-
-714.2. A chapter symbol is a keyword ability that represents a triggered ability referred to as a chapter ability.
-
-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.
-
-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].”
-
-714.2c “{rN1}, {rN2}—[Effect]” means the same as “{rN1}—[Effect]” and “{rN2}—[Effect].”
-
-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.
-
-714.3. Sagas use lore counters to track their progress.
-
-714.3a As a Saga enters the battlefield, its controller puts a lore counter it.
-
-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.
-
-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.
-
-715. Controlling Another Player
-
-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.
-
-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.
-
-715.1b If a turn is skipped, any pending player-controlling effects wait until the player who would be affected actually takes a turn.
-
-715.2. One card (Word of Command) allows a player to control another player for a limited duration.
-
-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.
-
-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.
-Example: The controller of a player can see that player’s hand and the face of any face-down creatures they control.
-
-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.
-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.
-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.
-
-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.
-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.
-
-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.
-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.
-
-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.
-
-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.
-
-715.8. A player who controls another player also continues to make their own choices and decisions.
-
-715.9. A player may gain control of themselves. That player will make their own decisions and choices as normal.
-
-716. Ending the Turn
-
-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”).
-
-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).
-
-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”).
-
-716.1c Check state-based actions. No player gets priority, and no triggered abilities are put onto the stack.
-
-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.
-
-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.”
-
-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.
-
-717. The Monarch
-
-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.
-
-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.”
-
-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.
-
-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.
-
-718. Restarting the Game
-
-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:
-
-718.1a The starting player in the new game is the player who controlled the spell or ability that restarted the game.
-
-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.
-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.
-
-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.”)
-
-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.
-
-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.
-
-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.”
-
-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.
-
-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.
-
-719. Subgames
-
-719.1. One card (Shahrazad) allows players to play a Magic subgame.
-
-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.
-
-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.
-
-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.”
-
-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.)
-
-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.
-
-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.
-
-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.)
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-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.”)
-
-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.
-
-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.
-
-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.
-
-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.
-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.
-
-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.
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-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.
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-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.
-
-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.
-
-719.6. A subgame can be created within a subgame. The existing subgame becomes the main game in relation to the new subgame.
-
-720. Taking Shortcuts
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-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.
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-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.
-
-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.
-
-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.
-
-720.2. Taking a shortcut follows the following procedure.
-
-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.
-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.
-
-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.
-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.
-
-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.
-
-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.
-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.
-
-720.4. If a loop contains only mandatory actions, the game is a draw. (See rules 104.4b and 104.4f.)
-
-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.
-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.
-
-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.
-
-721. Handling Illegal Actions
-
-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.
-
-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.
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-8. Multiplayer Rules
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-800. General
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-800.1. A multiplayer game is a game that begins with more than two players. This section contains additional optional rules that can be used for multiplayer play.
-
-800.2. These rules consist of a series of options that can be added to a multiplayer game and a number of variant styles of multiplayer play. A single game may use multiple options but only one variant.
-
-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.
-
-800.4. Unlike two-player games, multiplayer games can continue after one or more players have left the game.
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-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.
-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.
-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.
-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.
-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.
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-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.
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-800.4c If an effect that gives a player still in the game control of an object ends, there is no other effect giving control of that object to another player in the game, and the object entered the battlefield under the control of a player who has left the game, the object is exiled. This is not a state-based action. It happens as soon as the control-changing effect ends.
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-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.
-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.
-
-800.4e If combat damage would be assigned to a player who has left the game, that damage isn’t assigned.
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-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.
-
-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.
-
-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.
-
-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.
-
-800.4j If a player who has left the game would begin a turn, that turn doesn’t begin.
-
-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.
-
-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.”
-
-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.
-
-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.
-
-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.
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-801. Limited Range of Influence Option
-
-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.
-
-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.
-
-801.2a The most commonly chosen limited ranges of influence are 1 seat and 2 seats. Different players may have different ranges of influence.
-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.
-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.
-
-801.2b A player is always within their own range of influence.
-
-801.2c The particular players within each player’s range of influence are determined as each turn begins.
-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.
-
-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.
-
-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.
-
-801.4. Objects and players outside a player’s range of influence can’t be the targets of spells or abilities that player controls.
-
-801.5. Some cards require players to make choices. These cards work differently when the limited range of influence option is used.
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-801.5a If a player is asked to choose an object or player, they must choose one within their range of influence.
-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.
-
-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.
-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.
-
-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.
-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.
-
-801.6. A player can’t activate the activated abilities of an object outside of their range of influence.
-
-801.7. A triggered ability doesn’t trigger unless its trigger event happens entirely within the range of influence of its source’s controller.
-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.
-
-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.
-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.
-
-801.8. An Aura can’t enchant an object or player outside its controller’s range of influence. If an Aura is attached to an illegal object or player, the Aura is put into its owner’s graveyard as a state-based action. See rule 704.
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-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.
-
-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.
-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.
-
-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.
-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.
-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.
-
-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.
-
-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.”
-
-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.
-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.
-
-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.
-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.
-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.
-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.
-
-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.
-
-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.
-
-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.
-
-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.
-
-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.”
-
-802. Attack Multiple Players Option
-
-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.
-
-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.
-
-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.
-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.
-
-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.”
-
-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.
-
-802.3b Creatures in a band can’t attack different players. See rule 702.21, “Banding.”
-
-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.
-
-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.
-
-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.
-
-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.”
-
-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.”
-
-803. Attack Left and Attack Right Options
-
-803.1. Some multiplayer games use the optional attack left or attack right rules.
-
-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.
-
-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.
-
-804. Deploy Creatures Option
-
-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.
-
-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.”
-
-805. Shared Team Turns Option
-
-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.
-
-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.
-
-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.
-
-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.
-
-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.
-
-805.4. Each team takes turns rather than each player.
-
-805.4a The team whose turn it is is the active team. Each other team is a nonactive team.
-
-805.4b Each player on a team draws a card during that team’s draw step.
-
-805.4c Each player on a team may play a land during each of that team’s turns.
-
-805.5. Teams have priority, not individual players.
-
-805.5a A player may cast a spell, activate an ability, or take a special action when their team has priority.
-
-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.
-
-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.
-
-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.
-
-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.
-
-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.
-
-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.
-
-805.10. The shared team turns option uses different combat rules than other multiplayer options.
-
-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.
-
-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.
-
-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.
-
-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.
-
-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.
-
-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.
-
-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.
-
-806. Free-for-All Variant
-
-806.1. In Free-for-All multiplayer games, a group of players compete as individuals against each other.
-
-806.2. Any multiplayer options used are determined before play begins. The Free-for-All variant uses the following default options.
-
-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.”
-
-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.”
-
-806.2c The deploy creatures option isn’t used in the Free-for-All variant.
-
-806.3. The players are randomly seated around the table.
-
-807. Grand Melee Variant
-
-807.1. The Grand Melee variant is a modification of the Free-for-All variant, in which a group of players compete against each other as individuals. Grand Melee is normally used only in games begun with ten or more players.
-
-807.2. Any multiplayer options used are decided before play begins. The Grand Melee variant uses the following default options.
-
-807.2a Each player has a range of influence of 1 (see rule 801).
-
-807.2b The attack left option is used (see rule 803).
-
-807.2c The attack multiple players and deploy creatures options aren’t used in the Grand Melee variant.
-
-807.3. The players are seated at random.
-
-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.
-
-807.4a There is one turn marker for each full four players in the game.
-Example: A Grand Melee game with sixteen players has four turn markers. A game with fifteen players has three turn markers.
-
-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.
-
-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.
-
-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.
-
-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.
-
-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.
-
-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.
-
-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.
-
-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.
-
-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.
-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.
-
-807.5. Rather than having a single stack, Grand Melee games contain multiple stacks. Each turn marker represents its own stack.
-
-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.
-
-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.
-
-808. Team vs. Team Variant
-
-808.1. Team vs. Team games are played with two or more teams. Each team may have any number of players on it.
-
-808.2. Each team sits together on one side of the table. Each team decides the order in which its players sit.
-
-808.3. Any multiplayer options used are determined before play begins. The Team vs. Team variant uses the following default options.
-
-808.3a The attack multiple players option is used (see rule 802).
-
-808.3b The deploy creatures options and limited range of influence options usually aren’t used in the Team vs. Team variant.
-
-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.
-
-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.
-
-809. Emperor Variant
-
-809.1. The Emperor variant involves two or more teams of three players each.
-
-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.
-
-809.3. The Emperor variant uses the following default options.
-
-809.3a The range of influence is limited to 2 for emperors and 1 for generals. See rule 801, “Limited Range of Influence Option.”
-
-809.3b Emperor games use the deploy creatures option (see rule 804).
-
-809.3c A player can attack only an opponent seated immediately next to them.
-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.
-
-809.4. Randomly determine which emperor goes first. Turn order goes to the players’ left.
-
-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.)
-
-809.5a A team wins the game if its emperor wins.
-
-809.5b A team loses the game if its emperor loses.
-
-809.5c The game is a draw for a team if the game is a draw for its emperor.
-
-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.
-
-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.
-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.
-
-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.
-
-810. Two-Headed Giant Variant
-
-810.1. Two-Headed Giant games are played with two teams of two players each.
-
-810.2. The Two-Headed Giant variant uses the shared team turns option. (See rule 805.)
-
-810.3. Each team sits together on one side of the table. Each team decides the order in which its players sit.
-
-810.4. Each team has a shared life total, which starts at 30 life.
-
-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.
-
-810.6. The team who plays first skips the draw step of its first turn.
-
-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.
-
-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.
-
-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.
-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.
-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.
-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.
-
-810.8b If a player concedes, their team leaves the game immediately. That team loses the game.
-
-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.)
-
-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.)
-
-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.
-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.
-
-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.
-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.
-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.
-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.
-
-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.)
-
-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.
-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.
-
-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.
-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.
-
-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.
-
-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.
-
-810.9g If an effect says that a player can’t gain life, no player on that player’s team can gain life.
-
-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.
-
-810.10. Effects that cause players to get poison counters happen to each player individually. The poison counters are shared by the team.
-
-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.
-
-810.10b If an effect says that a player loses poison counters, that player’s team loses that many poison counters.
-
-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.
-
-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.
-
-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.)
-
-811. Alternating Teams Variant
-
-811.1. Alternating Teams games are played with two or more teams of equal size.
-
-811.2. Any multiplayer options used are determined before play begins. The Alternating Teams variant uses the following default options.
-
-811.2a The recommended range of influence is 2. See rule 801, “Limited Range of Influence Option.”
-
-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.”
-
-811.2c The deploy creatures option isn’t normally used in the Alternating Teams variant.
-
-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.
-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.
-
-811.4. A player can’t attack opponents who aren’t seated next to them.
-
-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.
-
-
-9. Casual Variants
-
-900. General
-
-900.1. This section contains additional optional rules that can be used for certain casual game variants. It is by no means comprehensive.
-
-900.2. The casual variants detailed here use supplemental zones, rules, cards, and other game implements not used in traditional Magic games.
-
-901. Planechase
-
-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.
-
-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.”
-
-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.”)
-
-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.
-
-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.
-
-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.
-
-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.
-
-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.
-
-901.7a A face-up plane card or phenomenon card that’s turned face down becomes a new object.
-
-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.
-
-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.)
-
-901.9a If the die roll is a blank face, nothing happens. The active player gets priority.
-
-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.
-
-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.)
-
-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.
-
-901.10a If a plane leaves the game while a “planeswalking ability” is on the stack, that ability ceases to exist.
-
-901.10b Abilities from phenomena owned by a player who left the game remain on the stack controlled by the new planar controller.
-
-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.
-
-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.
-
-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.
-
-901.11c If a player planeswalks when there is more than one face-up plane card, that player planeswalks away from all such planes.
-
-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.
-
-901.12a Each player has their own planar deck.
-
-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.
-
-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.
-
-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.
-
-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.”)
-
-901.14. In Grand Melee Planechase games, multiple plane cards or phenomenon cards may be face up at the same time.
-
-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.
-
-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.
-
-901.15. Single Planar Deck Option
-
-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.
-
-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.
-
-901.15c If any rule or ability refers to a player’s planar deck, the communal planar deck is used.
-
-902. Vanguard
-
-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.
-
-902.2. A Vanguard game may be a two-player game or a multiplayer game.
-
-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.
-
-902.4. Each player’s starting life total is 20 plus or minus the life modifier of their vanguard card.
-Example: The life modifier of a player’s vanguard card is -3. That player’s starting life total is 17.
-
-902.5. Each player’s starting hand size is seven cards, as modified by the hand modifier of their vanguard card.
-
-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.
-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.
-
-902.5b A player’s maximum hand size is seven, as modified by the hand modifier of their vanguard card.
-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.
-
-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.
-
-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.
-
-903. Commander
-
-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.
-
-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.”
-
-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.
-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.
-
-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.
-
-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.
-
-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).
-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.
-
-903.4a Color identity is established before the game begins.
-
-903.4b Reminder text is ignored when determining a card’s color identity. See rule 207.2.
-
-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.
-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.
-
-903.5. Each Commander deck is subject to the following deck construction rules.
-
-903.5a Each deck must contain exactly 100 cards, including its commander.
-
-903.5b Other than basic lands, each card in a Commander deck must have a different English name.
-
-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.
-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.
-
-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.
-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.
-
-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.
-
-903.7. Once the starting player has been determined, each player sets their life total to 40 and draws a hand of seven cards.
-
-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.”
-
-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.
-
-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.
-
-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.)
-
-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.)
-
-903.11. Brawl Option
-
-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.
-
-903.11b Brawl decks are usually constructed using cards from the Standard format.
-
-903.11c A player designates either a legendary planeswalker or a legendary creature as their commander.
-
-903.11d A player’s deck must contain exactly 60 cards, including its commander.
-
-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.
-
-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.
-
-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.
-
-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.
-
-904. Archenemy
-
-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.
-
-904.2. The default setup for an Archenemy game is the Team vs. Team multiplayer variant (see rule 808) involving exactly two teams. The attack multiple players option (see rule 802) and the shared team turns option (see rule 805) are used; no other multiplayer options are used.
-
-904.2a One of the teams consists of exactly one player, who is designated the archenemy.
-
-904.2b The other team consists of any number of players.
-
-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.”)
-
-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.
-
-904.5. The archenemy’s starting life total is 40. Each other player’s starting life total is 20.
-
-904.6. Rather than a randomly determined player, the archenemy takes the first turn of the game.
-
-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.
-
-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.
-
-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.
-
-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.)
-
-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).
-
-904.12. Supervillain Rumble Option
-
-904.12a As an alternative option, players may play a Free-for-All game in which each player has their own scheme deck. The attack multiple players option (see rule 802) is used; no other multiplayer options are used.
-
-904.12b Each player in this game is an archenemy.
-
-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.
-
-905. Conspiracy Draft
-
-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.
-
-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.
-
-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.
-
-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.
-
-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.
-
-905.2. Some cards have abilities that function during the draft.
-
-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.
-
-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.
-
-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.
-
-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.”
-
-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.
-
-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.”
-
-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.
-
-905.6. Once the starting player has been determined, each player sets their life total to 20 and draws a hand of seven cards.
-
-Glossary
-
-Abandon
-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.”
-
-Ability
-1. Text on an object that explains what that object does or can do.
-2. An activated or triggered ability on the stack. This kind of ability is an object.
-See rule 112, “Abilities,” and section 6, “Spells, Abilities, and Effects.”
-
-Ability Word
-An italicized word with no rules meaning that ties together abilities on different cards that have similar functionality. See rule 207.2c.
-
-Absorb
-A keyword ability that prevents damage. See rule 702.63, “Absorb.”
-
-Activate
-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.”
-
-Activated Ability
-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.”
-
-Activation Cost
-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.”
-
-Active Player
-The player whose turn it is. See rule 102.1.
-
-Active Player, Nonactive Player Order
-A system that determines the order by which players make choices if multiple players are instructed to make choices at the same time. See rule 101.4. This rule is modified for games using the shared team turns option; see rule 805.6.
-
-Active Team
-The team whose turn it is in a game using the shared team turns option. See rule 805.4a.
-
-Adapt
-A keyword action that puts +1/+1 counters on a creature that doesn’t have any yet. See rule 701.42, “Adapt.”
-
-Additional Cost
-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.”
-
-Affinity
-A keyword ability that reduces how much mana you need to spend to cast a spell. See rule 702.40, “Affinity.”
-
-Afflict
-A keyword ability that makes the defending player lose life for blocking. See rule 702.129, “Afflict.”
-
-Afterlife
-A keyword ability that leaves behind Spirit creature tokens when certain creatures die. See rule 702.134, “Afterlife.”
-
-Aftermath
-A keyword ability that lets a player cast one half of a split card only from their graveyard. See rule 702.126, “Aftermath.”
-
-Alternating Teams Variant
-A multiplayer variant played among two or more teams of equal size. See rule 811, “Alternating Teams Variant.”
-
-Alternative Cost
-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.”
-
-Amass
-A keyword action than gives you a Zombie Army creature token or grows an Army you already have. See rule 701.43, “Amass.”
-
-Amplify
-A keyword ability than can have a creature enter the battlefield with +1/+1 counters on it. See rule 702.37, “Amplify.”
-
-Anchor Word
-A word that precedes one of two abilities a permanent may enter the battlefield with. See rule 614.12b.
-
-Annihilator
-A keyword ability that can make a creature particularly brutal when it attacks. See rule 702.85, “Annihilator.”
-
-Ante
-1. A zone used only when playing “for keeps.”
-2. To put a card into the ante zone.
-See rule 407, “Ante.”
-
-Any Target
-A spell or ability may require “any target.” “Any target” is the same as “target creature, player, or planeswalker.” See rule 114.4.
-
-APNAP Order
-See Active Player, Nonactive Player Order.
-
-Archenemy
-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.”
-2. A player in an Archenemy game who is playing with a scheme deck.
-
-Artifact
-A card type. An artifact is a permanent. See rule 301, “Artifacts.”
-
-Artifact Creature
-A combination of artifact and creature that’s subject to the rules for both. See rule 301, “Artifacts,” and rule 302, “Creatures.”
-
-Artifact Land
-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.”
-
-Artifact Type
-A subtype that’s correlated to the artifact card type. See rule 301, “Artifacts.” See rule 205.3g for the list of artifact types.
-
-As Though
-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.
-
-Ascend
-A keyword causing a player to get the designation of the city’s blessing once they control ten permanents. See rule 702.130, “Ascend.”
-
-Assemble
-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.
-
-Assign Combat Damage
-To determine how an attacking or blocking creature will deal its combat damage. See rule 510, “Combat Damage Step.”
-
-Assist
-A keyword ability that lets another player help you pay for a spell. See rule 702.131, “Assist.”
-
-At End of Turn (Obsolete)
-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.”
-
-Attach
-To move an Aura, Equipment, or Fortification onto another object. See rule 701.3, “Attach.”
-
-Attack
-To send a creature into combat offensively. A creature can attack a player or a planeswalker. See rule 508, “Declare Attackers Step.”
-
-Attack Alone
-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.
-
-Attack Left Option
-An option that may be used in certain multiplayer variants. See rule 803, “Attack Left and Attack Right Options.”
-
-Attack Multiple Players Option
-An option that may be used in certain multiplayer variants. See rule 802, “Attack Multiple Players Option.”
-
-Attack Right Option
-An option that may be used in certain multiplayer variants. See rule 803, “Attack Left and Attack Right Options.”
-
-Attacking Creature
-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.”
-
-Attacking Team
-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.”
-
-Attacks and Isn’t Blocked
-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.
-
-Aura
-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.”
-
-Aura Swap
-A keyword ability that lets you exchange an Aura on the battlefield with one in your hand. See rule 702.64, “Aura Swap.”
-
-Awaken
-A keyword ability that lets you turn a land you control into a creature. See rule 702.112, “Awaken.”
-
-Banding, “Bands with Other”
-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.”
-
-Base Power, Base Toughness
-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.”
-
-Basic
-A supertype that’s normally relevant on lands. Any land with this supertype is a basic land. See rule 205.4, “Supertypes.”
-
-Basic Landcycling
-See Typecycling.
-
-Basic Land Type
-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.”
-
-Battle Cry
-A keyword ability that makes other attacking creatures better in combat. See rule 702.90, “Battle Cry.”
-
-Battlefield
-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.”
-
-Becomes
-A word used in some trigger events to indicate a change in status or characteristics. See rule 603.2d.
-
-Beginning of Combat Step
-Part of the turn. This step is the first step of the combat phase. See rule 507, “Beginning of Combat Step.”
-
-Beginning Phase
-Part of the turn. This phase is the first phase of the turn. See rule 501, “Beginning Phase.”
-
-Bestow
-A keyword ability that lets a creature card be cast as an Aura. See rule 702.102, “Bestow.”
-
-Block
-To send a creature into combat defensively. A creature can block an attacking creature. See rule 509, “Declare Blockers Step.”
-
-Block Alone
-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.
-
-Blocked Creature
-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.”
-
-Blocking Creature
-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.”
-
-Bloodthirst
-A keyword ability that can have a creature enter the battlefield with +1/+1 counters on it. See rule 702.53, “Bloodthirst.”
-
-Bolster
-A keyword action that puts +1/+1 counters on the weakest creature a player controls. See rule 701.32, “Bolster.”
-
-Booster Pack
-A group of unopened Magic cards from a particular expansion. Booster packs are used in Limited formats. See rule 100.2b.
-
-Brawl
-An option for the Commander casual variant. See rule 903.11, “Brawl Option.”
-
-Bury (Obsolete)
-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].”
-
-Bushido
-A keyword ability that can make a creature better in combat. See rule 702.44, “Bushido.”
-
-Buyback
-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.”
-
-Card
-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.”
-
-Card Pool
-In a Limited format, the cards a player may use, in addition to basic land cards, to build their deck.
-
-Card Type
-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.”
-
-Cascade
-A keyword ability that may let a player cast a random extra spell for no cost. See rule 702.84, “Cascade.”
-
-Cast
-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.”
-
-Caster (Obsolete)
-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.”
-
-Casting Cost (Obsolete)
-An obsolete term for mana cost. Cards printed with this text have received errata in the Oracle card reference.
-
-Champion, Championed
-“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.”
-
-Change a Target
-To choose a new, legal target for a spell or ability. See rule 114.7.
-
-Changeling
-A characteristic-defining ability that grants the object it’s on every creature type. See rule 702.72, “Changeling.”
-
-Chaos Ability
-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.
-
-Chaos Symbol
-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.
-
-Characteristics
-Information that defines an object. See rule 109.3.
-
-Characteristic-Defining Ability
-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.
-
-Checklist Card
-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.”
-
-Cipher
-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.”
-
-City’s Blessing
-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.”
-
-Clash
-To have a mini-contest involving the top cards of players’ libraries. See rule 701.22, “Clash.”
-
-Cleanup Step
-Part of the turn. This step is the second and final step of the ending phase. See rule 514, “Cleanup Step.”
-
-Collector Number
-A number printed on most cards that has no effect on game play. See rule 212, “Information Below the Text Box.”
-
-Color
-1. A characteristic of an object. See rule 105, “Colors,” and rule 202, “Mana Cost and Color.”
-2. An attribute mana may have. See rule 106, “Mana.”
-
-Colorless
-1. An object with no color is colorless. Colorless is not a color. See rule 105, “Colors,” and rule 202, “Mana Cost and Color.”
-2. A type of mana. See rule 106, “Mana,” and rule 107.4c.
-
-Color Identity
-A set of colors that determines what cards may be included in a deck for the Commander casual variant. See rule 903.4.
-
-Color Indicator
-A characteristic of an object. See rule 105, “Colors,” and rule 204, “Color Indicator.”
-
-Combat Damage
-Damage dealt during the combat damage step by attacking creatures and blocking creatures as a consequence of combat. See rule 510, “Combat Damage Step.”
-
-Combat Damage Step
-Part of the turn. This step is the fourth step of the combat phase. See rule 510, “Combat Damage Step.”
-
-Combat Phase
-Part of the turn. This phase is the third phase of the turn. See rule 506, “Combat Phase.”
-
-Command
-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.”
-
-Commander
-1. A casual variant in which each deck is led by a legendary creature. See rule 903, “Commander.”
-2. A designation given to one legendary creature card in each player’s deck in the Commander casual variant.
-
-Commander Ninjutsu
-A variant of the ninjutsu ability. See rule 702.48, “Ninjutsu.”
-
-Commander Tax
-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.
-
-Concede
-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.”
-
-Conspiracy
-A card type used in Limited formats such as Conspiracy Draft. A conspiracy card is not a permanent. See rule 313, “Conspiracies.”
-
-Conspiracy Draft
-A casual variant in which players participate in a booster draft and then play multiplayer games. See rule 905, “Conspiracy Draft.”
-
-Conspire
-A keyword ability that creates a copy of a spell. See rule 702.77, “Conspire.”
-
-Constructed
-A way of playing in which each player creates their own deck ahead of time. See rule 100.2a.
-
-Continuous Effect
-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.”
-
-Continuous Artifact (Obsolete)
-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.”
-
-Control, Controller
-“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.
-
-Control Another Player
-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.”
-
-Converted Mana Cost
-The total amount of mana in a mana cost, regardless of color. See rule 202.3.
-
-Convoke
-A keyword ability that lets you tap creatures rather than pay mana to cast a spell. See rule 702.50, “Convoke.”
-
-Copiable Values
-Values of an object’s characteristics that are checked by copy effects. See rules 706.2 and 706.3.
-
-Copy
-1. To create a new object whose copiable values have been set to those of another object.
-2. An object whose copiable values have been set to those of another object.
-See rule 706, “Copying Objects.”
-
-Cost
-An action or payment necessary to take another action or to stop another action from taking place. See rule 117, “Costs.”
-
-Counter
-1. To cancel a spell or ability so it doesn’t resolve and none of its effects occur. See rule 701.5, “Counter.”
-2. A marker placed on an object or player that modifies its characteristics or interacts with a rule or ability. See rule 121, “Counters.”
-
-Counts As (Obsolete)
-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.
-
-Create
-To create a token is to put a token onto the battlefield. See rule 701.6, “Create.”
-
-Creature
-A card type. A creature is a permanent. See rule 302, “Creatures.”
-
-Creature Type
-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.
-
-Crew
-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.”
-
-Cumulative Upkeep
-A keyword ability that imposes an increasing cost to keep a permanent on the battlefield. See rule 702.23, “Cumulative Upkeep.”
-
-Cycling
-A keyword ability that lets a card be discarded and replaced with a new card. See rule 702.28, “Cycling.”
-
-Damage
-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.”
-
-Damage Assignment Order
-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.
-
-Dash
-A keyword ability that allows creatures to be especially aggressive. See rule 702.108, “Dash.”
-
-Deal
-See Damage.
-
-Deathtouch
-A keyword ability that causes damage dealt by an object to be especially effective. See rule 702.2, “Deathtouch.”
-
-Deck
-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.”
-
-Declare Attackers
-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.
-
-Declare Attackers Step
-Part of the turn. This step is the second step of the combat phase. See rule 508, “Declare Attackers Step.”
-
-Declare Blockers
-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.
-
-Declare Blockers Step
-Part of the turn. This step is the third step of the combat phase. See rule 509, “Declare Blockers Step.”
-
-Defender
-A keyword ability that prohibits a creature from attacking. See rule 702.3, “Defender.”
-
-Defending Player
-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.
-
-Defending Team
-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.”
-
-Delayed Triggered Ability
-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.
-
-Delve
-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.”
-
-Dependency
-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.
-
-Deploy Creatures Option
-An option that may be used in certain multiplayer variants to pass control of creatures between teammates. See rule 804, “Deploy Creatures Option.”
-
-Destroy
-To move a permanent from the battlefield to its owner’s graveyard. See rule 701.7, “Destroy.”
-
-Detain
-A keyword action that temporarily stops a permanent from attacking, blocking, or having its activated abilities activated. See rule 701.28, “Detain.”
-
-Dethrone
-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.”
-
-Devoid
-A characteristic-defining ability that makes an object colorless. See rule 702.113, “Devoid.”
-
-Devotion
-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.
-
-Devour
-A keyword ability that can have a creature enter the battlefield with +1/+1 counters on it. See rule 702.81, “Devour.”
-
-Dies
-A creature or planeswalker “dies” if it is put into a graveyard from the battlefield. See rule 700.4.
-
-Discard
-To move a card from its owner’s hand to that player’s graveyard. See rule 701.8, “Discard.”
-
-Double Agenda
-A variant of the hidden agenda ability. See rule 702.105, “Hidden Agenda.”
-
-Double Strike
-A keyword ability that lets a creature deal its combat damage twice. See rule 702.4, “Double Strike.”
-
-Double-Faced Cards
-Cards with two faces, one on each side of the card, and no Magic card back. See rule 711, “Double-Faced Cards.”
-
-Draft
-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.
-2. To choose a card during a draft and put it into your card pool.
-
-Draft Round
-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.
-
-Draw
-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.”
-2. The result of a game in which neither player wins or loses. See rule 104.4.
-
-Draw Step
-Part of the turn. This step is the third and final step of the beginning phase. See rule 504, “Draw Step.”
-
-Dredge
-A keyword ability that lets a player return a card from their graveyard to their hand. See rule 702.51, “Dredge.”
-
-During (Obsolete)
-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.
-
-Echo
-A keyword ability that imposes a cost to keep a permanent on the battlefield. See rule 702.29, “Echo.”
-
-EDH (Obsolete)
-An older name for the Commander casual variant. See rule 903, “Commander.”
-
-Effect
-Something that happens in the game as a result of a spell or ability. See rule 609, “Effects.”
-
-Embalm
-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.”
-
-Emblem
-An emblem is a marker used to represent an object that has one or more abilities, but no other characteristics. See rule 113, “Emblems.”
-
-Emerge
-A keyword ability that lets a player cast a spell for less by sacrificing a creature. See rule 702.118, “Emerge.”
-
-Emperor
-The middle player on each team in an Emperor game. See rule 809, “Emperor Variant.”
-
-Emperor Variant
-A multiplayer variant played among three-player teams. See rule 809, “Emperor Variant.”
-
-Enchant
-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.”
-
-Enchantment
-A card type. An enchantment is a permanent. See rule 303, “Enchantments.” See also Aura.
-
-Enchantment Type
-A subtype that’s correlated to the enchantment card type. See rule 303, “Enchantments.” See rule 205.3h for the list of enchantment types.
-
-Encoded
-A term that describes the relationship between a permanent and a card exiled by a cipher ability. See rule 702.98, “Cipher.”
-
-Encounter
-To move a phenomenon card off the top of a planar deck and turn it face up. See rule 310, “Phenomena.”
-
-End of Combat Step
-Part of the turn. This step is the fifth and final step of the combat phase. See rule 511, “End of Combat Step.”
-
-End Step
-Part of the turn. This step is the first step of the ending phase. See rule 513, “End Step.”
-
-End the Turn
-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.”
-
-Ending Phase
-Part of the turn. This phase is the fifth and final phase of the turn. See rule 512, “Ending Phase.”
-
-Energy Symbol
-The energy symbol {E} represents one energy counter. To pay {E}, a player removes one energy counter from themselves.
-
-Enters the Battlefield
-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.
-
-Entwine
-A keyword ability that lets a player choose all modes for a spell rather than just the number specified. See rule 702.41, “Entwine.”
-
-Epic
-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.”
-
-Equip
-A keyword ability that lets a player attach an Equipment to a creature they control. See rule 301, “Artifacts,” and rule 702.6, “Equip.”
-
-Equipment
-An artifact subtype. Equipment can be attached to creatures. See rule 301, “Artifacts,” and rule 702.6, “Equip.”
-
-Escalate
-A keyword ability on some modal spells that adds a cost for choosing additional modes. See rule 702.119, “Escalate.”
-
-Eternalize
-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.”
-
-Evasion Ability
-An ability that restricts what creatures can block an attacking creature. See rules 509.1b–c.
-
-Event
-Anything that happens in a game. See rule 700.1.
-
-Evoke
-A keyword ability that causes a permanent to be sacrificed when it enters the battlefield. See rule 702.73, “Evoke.”
-
-Evolve
-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.”
-
-Exalted
-A keyword ability that can make a creature better in combat. See rule 702.82, “Exalted.”
-
-Exchange
-To swap two things, such as objects, sets of objects, or life totals. See rule 701.10, “Exchange.”
-
-Exert
-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.”
-
-Exile
-1. A zone. Exile is essentially a holding area for cards. It used to be known as the “removed-from-the-game” zone.
-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.
-See rule 406, “Exile.”
-
-Expansion Symbol
-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.”
-
-Exploit
-A keyword ability that lets you sacrifice a creature for a benefit. See rule 702.109, “Exploit.”
-
-Explore
-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.”
-
-Extort
-A keyword ability that lets you gain life and have opponents lose life whenever you cast a spell. See rule 702.100, “Extort.”
-
-Extra Turn
-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.
-
-Fabricate
-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.”
-
-Face Down
-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.”
-2. A status a permanent may have. See rule 110.6 and rule 702.36, “Morph.”
-3. Face-down spells have additional rules. See rule 707, “Face-Down Spells and Permanents,” and rule 702.36, “Morph.”
-
-Face Up
-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.”
-2. A default status a permanent may have. See rule 110.6 and rule 702.36, “Morph.”
-
-Fading
-A keyword ability that limits how long a permanent remains on the battlefield. See rule 702.31, “Fading.”
-
-Fateseal
-To manipulate some of the cards on top of an opponent’s library. See rule 701.21, “Fateseal.”
-
-Fear
-A keyword ability that restricts how a creature may be blocked. See rule 702.35, “Fear.”
-
-Fight
-When two creatures fight, each deals damage equal to its power to the other. See rule 701.12, “Fight.”
-
-First Strike
-A keyword ability that lets a creature deal its combat damage before other creatures. See rule 702.7, “First Strike.”
-
-Flanking
-A keyword ability that can make a creature better in combat. See rule 702.24, “Flanking.”
-
-Flash
-A keyword ability that lets a player play a card any time they could cast an instant. See rule 702.8, “Flash.”
-
-Flashback
-A keyword ability that lets a player cast a card from their graveyard. See rule 702.33, “Flashback.”
-
-Flavor Text
-Text in italics (but not in parentheses) in the text box of a card that has no effect on play. See rule 207.2.
-
-Flip Cards
-Cards with a two-part card frame (one part of which is printed upside down) on a single card. See rule 709, “Flip Cards.”
-
-Flipped
-A status a permanent may have. See rule 110.6 and rule 709, “Flip Cards.” See also Unflipped.
-
-Flipping a Coin
-A method of randomization with two possible outcomes of equal likelihood. See rule 705, “Flipping a Coin.”
-
-Flying
-A keyword ability that restricts how a creature may be blocked. See rule 702.9, “Flying.”
-
-Forecast
-A keyword ability that allows an activated ability to be activated from a player’s hand. See rule 702.56, “Forecast.”
-
-Forest
-One of the five basic land types. Any land with this subtype has the ability “{T}: Add {G}.” See rule 305.6.
-
-Forestcycling
-See Typecycling.
-
-Forestwalk
-See Landwalk.
-
-Fortification
-An artifact subtype. Fortifications can be attached to lands. See rule 301, “Artifacts,” and rule 702.66, “Fortify.”
-
-Fortify
-A keyword ability that lets a player attach a Fortification to a land they control. See rule 301, “Artifacts,” and rule 702.66, “Fortify.”
-
-Frenzy
-A keyword ability that can make a creature better in combat. See rule 702.67, “Frenzy.”
-
-Free-for-All
-A multiplayer variant in which a group of players compete as individuals against each other. See rule 806, “Free-for-All Variant.”
-
-Fuse
-A keyword ability that allows a player to cast both halves of a split card. See rule 702.101, “Fuse.”
-
-Fused Split Spell
-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.”
-
-General
-Any player in the Emperor multiplayer variant who isn’t an emperor. See rule 809, “Emperor Variant.”
-
-Generic Mana
-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.
-
-Global Enchantment (Obsolete)
-An obsolete term for a non-Aura enchantment. Cards printed with this text have received errata in the Oracle card reference.
-
-Goad
-A keyword action that forces a creature to attack and to attack another player if able. See rule 701.37, “Goad.”
-
-Graft
-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.”
-
-Grand Melee
-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.”
-
-Gravestorm
-A keyword ability that creates copies of a spell. See rule 702.68, “Gravestorm.”
-
-Graveyard
-1. A zone. A player’s graveyard is their discard pile.
-2. All the cards in a player’s graveyard.
-See rule 404, “Graveyard.”
-
-Hand
-1. A zone. A player’s hand is where that player holds cards they have drawn but not played yet.
-2. All the cards in a player’s hand.
-See rule 402, “Hand.”
-
-Hand Modifier
-A characteristic that only vanguards have. See rule 210, “Hand Modifier.”
-
-Haste
-A keyword ability that lets a creature ignore the “summoning sickness” rule. See rule 702.10, “Haste,” and rule 302.6.
-
-Haunt
-A keyword ability that exiles cards. A card exiled this way “haunts” a creature targeted by the haunt ability. See rule 702.54, “Haunt.”
-
-Hexproof
-A keyword ability that precludes a permanent or player from being targeted by an opponent. See rule 702.11, “Hexproof.”
-
-Hidden Agenda
-A keyword ability that allows a conspiracy card to be put into the command zone face down. See rule 702.105, “Hidden Agenda.”
-
-Hidden Zone
-A zone in which not all players can be expected to see the cards’ faces. See rule 400.2. See also Public Zone.
-
-Hideaway
-A keyword ability that lets a player store a secret card. See rule 702.74, “Hideaway.”
-
-Historic
-An object is historic if it has the legendary supertype, the artifact card type, or the Saga subtype. See rule 700.6.
-
-Horsemanship
-A keyword ability that restricts how a creature may be blocked. See rule 702.30, “Horsemanship.”
-
-Hybrid Card
-A card with one or more hybrid mana symbols in its mana cost. See rule 202.2f.
-
-Hybrid Mana Symbols
-A mana symbol that represents a cost that can be paid in one of two ways. See rule 107.4.
-
-If
-See Intervening “If” Clause.
-
-Illegal Action
-An action that violates the rules of the game and/or requirements or restrictions created by effects. See rule 721, “Handling Illegal Actions.”
-
-Illegal Target
-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.
-
-Illustration
-A picture printed on the upper half of a card that has no effect on game play. See rule 203, “Illustration.”
-
-Illustration Credit
-Information printed directly below the text box that has no effect on game play. See rule 212, “Information Below the Text Box.”
-
-Imprint
-“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.
-
-Improvise
-A keyword ability that lets you tap artifacts rather than pay mana to cast a spell. See rule 702.125, “Improvise.”
-
-In Play (Obsolete)
-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.
-
-In Response To
-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.
-
-Independent
-See Dependency.
-
-Indestructible
-A keyword ability that precludes a permanent from being destroyed. See rule 702.12.
-
-Infect
-A keyword ability that affects how an object deals damage to creatures and players. See rule 702.89, “Infect.”
-
-Ingest
-A keyword ability that can exile the top card of a player’s library. See rule 702.114, “Ingest.”
-
-Instant
-A card type. An instant is not a permanent. See rule 304, “Instants.”
-
-Instead
-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.”
-
-Interrupt (Obsolete)
-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.
-
-Intervening “If” Clause
-A specially worded condition checked as a triggered ability would trigger and again as it would resolve. See rule 603.4
-
-Intimidate
-A keyword ability that restricts how a creature may be blocked. See rule 702.13, “Intimidate.”
-
-Investigate
-A keyword action that creates a Clue artifact token. See rule 701.35, “Investigate.”
-
-Island
-One of the five basic land types. Any land with this subtype has the ability “{T}: Add {U}.” See rule 305.6.
-
-Islandcycling
-See Typecycling.
-
-Islandhome (Obsolete)
-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.
-
-Islandwalk
-See Landwalk.
-
-Jump-Start
-A keyword ability that lets a player cast a card from their graveyard by discarding a card. See rule 702.132, “Jump-Start.”
-
-Keyword Ability
-A game term, such as “flying” or “haste,” used as shorthand for a longer ability or group of abilities. See rule 702, “Keyword Abilities.”
-
-Keyword Action
-A verb, such as “destroy” or “cast,” used as a game term rather than as its normal English meaning. See rule 701, “Keyword Actions.”
-
-Kicker, Kicked
-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.”
-
-Land
-A card type. A land is a permanent. See rule 305, “Lands.”
-
-Land Type
-A subtype that’s correlated to the land card type. See rule 305, “Lands.” See rule 205.3i for the list of land types.
-
-Landwalk
-A generic term for a group of keyword abilities that restrict whether a creature may be blocked. See rule 702.14, “Landwalk.”
-
-Last Known Information
-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.
-
-Layer
-A system used to determine in which order continuous effects are applied. See rule 613, “Interaction of Continuous Effects.” See also Dependency, Timestamp Order.
-
-Leaves the Battlefield
-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.
-
-Legal Text
-Information printed directly below the text box that has no effect on game play. See rule 212, “Information Below the Text Box.”
-
-Legend (Obsolete)
-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.
-
-Legendary
-A supertype that’s normally relevant on permanents. See rule 205.4, “Supertypes.” See also Legend Rule.
-
-Legend Rule
-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.
-
-Lethal Damage
-An amount of damage greater than or equal to a creature’s toughness. See rules 119.6, 510.1, and 704.5g.
-
-Level Symbol
-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.”
-
-Level Up
-A keyword ability that can put level counters on a creature. See rule 702.86, “Level Up.”
-
-Leveler Cards
-Cards with striated text boxes and three power/toughness boxes. See rule 710, “Leveler Cards.”
-
-Library
-1. A zone. A player’s library is where that player draws cards from.
-2. All the cards in a player’s library.
-See rule 401, “Library.”
-
-Life, Life Total
-Each player has an amount of “life,” represented by that player’s “life total.” Life may be gained or lost. See rule 118, “Life.”
-
-Life Modifier
-A characteristic that only vanguards have. See rule 211, “Life Modifier.”
-
-Lifelink
-A keyword ability that causes a player to gain life. See rule 702.15, “Lifelink.”
-
-Limited
-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.
-
-Limited Range of Influence
-An optional rule used in some multiplayer games that limits what a player can affect. See rule 801, “Limited Range of Influence Option.”
-
-Linked Abilities
-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.”
-
-Living Weapon
-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.”
-
-Local Enchantment (Obsolete)
-An obsolete term for an Aura. Cards printed with this text have received errata in the Oracle card reference.
-
-Loop
-A set of actions that could be repeated indefinitely. See rule 720, “Taking Shortcuts.”
-
-Lose the Game
-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).
-
-Loyalty
-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.”
-2. A characteristic that only planeswalkers have. See rule 306.5.
-
-Loyalty Ability
-An activated ability with a loyalty symbol in its cost. See rule 606, “Loyalty Abilities.”
-
-Madness
-A keyword ability that lets a player cast a card they discard. See rule 702.34, “Madness.”
-
-Main Game
-The game in which a spell (or ability) that created a subgame was cast (or activated). See rule 719, “Subgames.”
-
-Main Phase
-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.”
-
-Mana
-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.”
-
-Mana Ability
-An activated or triggered ability that could create mana and doesn’t use the stack. See rule 605, “Mana Abilities.”
-
-Mana Burn (Obsolete)
-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.
-
-Mana Cost
-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.”
-
-Mana Pool
-Where mana created by an effect is temporarily stored. See rule 106.4.
-
-Mana Source (Obsolete)
-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.
-
-Mana Symbol
-An icon that represents mana or a mana cost. See rule 107.4.
-
-Manifest
-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.”
-
-Match
-A multiplayer game or a two-player series of games (usually best-two-of-three) played in a tournament. See rule 100.6.
-
-Maximum Hand Size
-The number of cards in hand a player must discard down to during their cleanup step. See rule 402.2 and 514.1.
-
-Megamorph
-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.”
-
-Meld
-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.”
-
-Meld Cards
-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.”
-
-Melee
-A keyword ability that improves an attacking creature based on the number of opponents you attacked. See rule 702.120, “Melee.”
-
-Menace
-An evasion ability that makes creatures unblockable by a single creature. See rule 702.110, “Menace.”
-
-Mentor
-A keyword ability that lets your bigger creatures power up your smaller creatures when they attack together. See rule 702.133, “Mentor.”
-
-Miracle
-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.”
-
-Modal, Mode
-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.
-
-Modular
-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.”
-
-Monarch
-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.”
-
-Mono Artifact (Obsolete)
-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.
-
-Monocolored
-An object with exactly one color is monocolored. Colorless objects aren’t monocolored. See rule 105, “Colors,” and rule 202, “Mana Cost and Color.”
-
-Monocolored Hybrid Mana Symbols
-See Hybrid Mana Symbols.
-
-Monstrosity
-A keyword action that puts +1/+1 counters on a creature and makes it become monstrous. See rule 701.30, “Monstrosity.”
-
-Monstrous
-A designation given to a creature whose ability including a monstrosity instruction has resolved. See rule 701.30, “Monstrosity.”
-
-Morph
-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.”
-
-Mountain
-One of the five basic land types. Any land with this subtype has the ability “{T}: Add {R}.” See rule 305.6.
-
-Mountaincycling
-See Typecycling.
-
-Mountainwalk
-See Landwalk.
-
-Move
-To remove a counter from one object and put it on a different object. See rule 121.5.
-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.”
-
-Mulligan
-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.
-
-Multicolored
-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.”
-
-Multikicker
-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.
-
-Multiplayer Game
-A game that begins with more than two players. See section 8, “Multiplayer Rules.”
-
-Myriad
-Myriad is a triggered ability that effectively lets a creature attack in all possible directions. See rule 702.115, “Myriad.”
-
-Name
-A characteristic, and part of a card. A card’s name is printed in its upper left corner. See rule 201, “Name.”
-
-Ninjutsu
-A keyword ability that lets a creature suddenly enter combat. See rule 702.48, “Ninjutsu.”
-
-Nonbasic Land
-Any land that doesn’t have the supertype “basic.” See rule 205.4, “Supertypes.”
-
-Nontraditional Magic Card
-An oversized Magic card that has a Magic card back but not a “Deckmaster” back. See rule 108.2.
-
-Object
-An ability on the stack, a card, a copy of a card, a token, a spell, or a permanent. See rule 109, “Objects.”
-
-Offering
-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.”
-
-One-Shot Effect
-An effect that does something just once and doesn’t have a duration. See rule 610, “One-Shot Effects.” See also Continuous Effects.
-
-Ongoing
-A supertype that appears only on scheme cards. See rule 205.4, “Supertypes.”
-
-Opening Hand
-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.
-
-Opponent
-Someone a player is playing against. See rules 102.2 and 102.3.
-
-Option
-An additional rule or set of rules that can be used in a multiplayer game. See rule 800.2.
-
-Oracle
-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.
-
-Outlast
-A keyword ability that allows a creature to grow larger over time. See rule 702.106, “Outlast.”
-
-Outside the Game
-An object is “outside the game” if it isn’t in any of the game’s zones. See rule 400.10.
-
-Overload
-A keyword ability that allows a spell to affect either a single target or many objects. See rule 702.95, “Overload.”
-
-Owner
-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.
-
-Paired
-A term that describes a creature that’s been affected by a soulbond ability. See rule 702.94, “Soulbond.”
-
-Partner, “Partner with [name]”
-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.”
-
-Pass
-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.”
-
-Pass in Succession
-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.”
-
-Pay
-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.”
-
-Permanent
-A card or token on the battlefield. See rule 110, “Permanents.”
-
-Permanent Card
-A card that could be put onto the battlefield. See rule 110.4a.
-
-Permanent Spell
-A spell that will enter the battlefield as a permanent as part of its resolution. See rule 110.4b.
-
-Permanently (Obsolete)
-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.
-
-Persist
-A keyword ability that can return a creature from the graveyard to the battlefield. See rule 702.78, “Persist.”
-
-Phase
-1. A subsection of a turn. See section 5, “Turn Structure.”
-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.”
-
-Phased In, Phased Out
-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.)
-
-Phasing
-A keyword ability that causes a permanent to sometimes be treated as though it does not exist. See rule 702.25, “Phasing.”
-
-Phenomenon
-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.”
-
-Phyrexian Mana Symbol
-A mana symbol that represents a cost that can be paid either by spending colored mana or by paying life. See rule 107.4.
-
-Phyrexian Symbol
-A symbol used in rules text to represent any of the five Phyrexian mana symbols. See rule 107.4g.
-
-Pile
-A temporary grouping of cards. See rule 700.3.
-
-Placed
-(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.”
-
-Plains
-One of the five basic land types. Any land with this subtype has the ability “{T}: Add {W}.” See rule 305.6.
-
-Plainscycling
-See Typecycling.
-
-Plainswalk
-See Landwalk.
-
-Planar Deck
-A deck of at least ten plane cards needed to play the Planechase casual variant. See rule 901.3.
-
-Planar Die
-A specialized six-sided die needed to play the Planechase casual variant. See rule 901.3.
-
-Plane
-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.”
-
-Planechase
-A casual variant in which plane cards and phenomenon cards add additional abilities and randomness to the game. See rule 901, “Planechase.”
-
-Planeswalk
-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.”
-
-Planeswalker
-A card type. A planeswalker is a permanent. See rule 306, “Planeswalkers.”
-
-Planeswalker Symbol
-The Planeswalker symbol {PW} appears on the planar die in the Planechase casual variant. See rule 107.11.
-
-Planeswalker Type
-A subtype that’s correlated to the planeswalker card type. See rule 306, “Planeswalkers.” See rule 205.3j for the list of planeswalker types.
-
-Planeswalker Uniqueness Rule (Obsolete)
-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.
-
-Play
-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.”
-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.”
-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.
-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.
-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.
-
-Player
-One of the people in the game. See rule 102, “Players.”
-
-Poison Counter
-A counter that may be given to a player. See rule 121, “Counters,” and rule 704.5c.
-
-Poisoned
-Having one or more poison counters. See rule 121, “Counters.”
-
-Poisonous
-A keyword ability that causes a player to get poison counters. See rule 702.69, “Poisonous.”
-
-Poly Artifact (Obsolete)
-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.”
-
-Populate
-A keyword action that creates a copy of a creature token you control. See rule 701.29, “Populate.”
-
-Postcombat Main Phase
-A main phase that occurs after a combat phase. See Main Phase.
-
-Power
-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.”
-2. A characteristic that only creatures have. See rule 302.4.
-
-Precombat Main Phase
-The first main phase of a turn. See Main Phase.
-
-Prevent
-A word used by prevention effects to indicate what damage will not be dealt. See rule 615, “Prevention Effects.”
-
-Prevention Effect
-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.”
-
-Priority
-Which player can take actions at any given time is determined by a system of “priority.” See rule 116, “Timing and Priority.”
-
-Proliferate
-To give an additional counter to any number of players and/or permanents of each kind they already have. See rule 701.26, “Proliferate.”
-
-Protection
-A keyword ability that provides a range of benefits against objects with a specific quality. See rule 702.16, “Protection.”
-
-Provoke
-A keyword ability that can force a creature to block. See rule 702.38, “Provoke.”
-
-Prowess
-A keyword ability that causes a creature to get +1/+1 whenever its controller casts a noncreature spell. See rule 702.107, “Prowess.”
-
-Prowl
-A keyword ability that may allow a spell to be cast for an alternative cost. See rule 702.75, “Prowl.”
-
-Public Zone
-A zone in which all players can be expected to see the cards’ faces. See rule 400.2. See also Hidden Zone.
-
-Rampage
-A keyword ability that can make a creature better in combat. See rule 702.22, “Rampage.”
-
-Range of Influence
-See Limited Range of Influence.
-
-Reach
-A keyword ability that allows a creature to block an attacking creature with flying. See rule 702.17, “Reach.” See also Flying.
-
-Rebound
-A keyword ability that allows an instant or sorcery spell to be cast a second time. See rule 702.87, “Rebound.”
-
-Recover
-A keyword ability that lets a player return a card from their graveyard to their hand. See rule 702.58, “Recover.”
-
-Redirect (Obsolete)
-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.
-
-Redirection Effect
-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.
-
-Reflexive Triggered Ability
-An ability that triggers based on actions taken earlier during a spell or ability’s resolution. See rule 603.12.
-
-Regenerate
-To replace a permanent’s destruction with an alternate sequence of events. See rule 701.14, “Regenerate.”
-
-Reinforce
-A keyword ability that lets a player put +1/+1 counters on a creature. See rule 702.76, “Reinforce.”
-
-Reminder Text
-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.
-
-Removed from Combat
-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.
-
-Remove from the Game, Removed, Removed-from-the-Game Zone (Obsolete)
-“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.
-
-Renown
-A keyword ability that makes a creature stronger after it deals combat damage to a player. See rule 702.111, “Renown.”
-
-Renowned
-A designation given to a permanent as a result of the renown ability. See rule 702.111, “Renown.”
-
-Replacement Effect
-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.”
-
-Replicate
-A keyword ability that creates copies of a spell. See rule 702.55, “Replicate.”
-
-Requirement
-An effect that forces one or more creatures to attack or block. See rules 508.1d and 509.1c.
-
-Resolve
-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.”
-
-Restart the Game
-To immediately end the current game and restart it. See rule 104, “Ending the Game.”
-
-Respond
-To cast an instant spell or activate an ability while another spell or ability is already on the stack. See rule 116.7.
-
-Restriction
-An effect that precludes one or more creatures from attacking or blocking. See rules 508.1c and 509.1b.
-
-Retrace
-A keyword ability that lets a player cast a card from their graveyard. See rule 702.80, “Retrace.”
-
-Reveal
-To show a card to all players for a brief time. See rule 701.15, “Reveal.”
-
-Riot
-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.”
-
-Ripple
-A keyword ability that may let a player cast extra cards from their library for no cost. See rule 702.59, “Ripple.”
-
-Rules Text
-A characteristic that defines a card’s abilities. See rule 207.1.
-
-Sacrifice
-To move a permanent you control to its owner’s graveyard. See rule 701.16, “Sacrifice.”
-
-Saga
-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.” 
-
-Scavenge
-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.”
-
-Scheme
-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.”
-
-Scry
-To manipulate some of the cards on top of your library. See rule 701.17, “Scry.”
-
-Search
-To look at all cards in a stated zone and possibly find a card that matches a given description. See rule 701.18, “Search.”
-
-Set Aside (Obsolete)
-“Set [something] aside” is an obsolete term for “exile [something].” Cards with that text have received errata in the Oracle card reference. See Exile.
-
-Set in Motion
-To move a scheme card off the top of your scheme deck and turn it face up. See rule 701.24, “Set in Motion.”
-
-Shadow
-A keyword ability that restricts how a creature may be blocked and which creatures it can block. See rule 702.27, “Shadow.”
-
-Shared Life Total
-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.”
-
-Shared Team Turns Option
-An option that may be used in certain multiplayer variants, such as Two-Headed Giant and Archenemy. See rule 805, “Shared Team Turns Option.”
-
-Shortcut
-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.”
-
-Shroud
-A keyword ability that precludes a permanent or player from being targeted. See rule 702.18, “Shroud.”
-
-Shuffle
-To randomize the cards in a deck (before a game) or library (during a game). See rule 103.1.
-
-Sideboard
-Extra cards that may be used to modify a deck between games of a match. See rules 100.4.
-
-Silver-Bordered
-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.
-
-Skip
-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.”
-
-Skulk
-A keyword ability that restricts how a creature may be blocked. See rule 702.117, “Skulk.”
-
-Slivercycling
-See Typecycling.
-
-Snow
-A supertype that’s normally relevant on permanents. See rule 205.4, “Supertypes.”
-
-Snow Mana Symbol
-The snow mana symbol {S} represents a cost that can be paid with one mana produced by a snow permanent. See rule 107.4h.
-
-Snow-Covered (Obsolete)
-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.
-
-Sorcery
-A card type. A sorcery is not a permanent. See rule 307, “Sorceries.”
-
-Soulbond
-A keyword ability that makes creatures better by pairing them together. See rule 702.94, “Soulbond.”
-
-Soulshift
-A keyword ability that lets a player return a card from their graveyard to their hand. See rule 702.45, “Soulshift.”
-
-Source of an Ability
-The object that generated that ability. See rule 112.7.
-
-Source of Damage
-The object that dealt that damage. See rule 609.7.
-
-Special Action
-An action a player may take that doesn’t use the stack. See rule 115, “Special Actions.”
-
-Spectacle
-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.”
-
-Spell
-A card on the stack. Also a copy (of either a card or another spell) on the stack. See rule 111, “Spells.”
-
-Spell Ability
-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.
-
-Spell Type
-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.
-
-Splice
-A keyword ability that lets a player add a card’s rules text onto another spell. See rule 702.46, “Splice.”
-
-Split Cards
-Cards with two card faces on a single card. See rule 708, “Split Cards.”
-
-Split Second
-A keyword ability that makes it nearly impossible for a player to respond to a spell. See rule 702.60, “Split Second.”
-
-Stack
-A zone. The stack is the zone in which spells, activated abilities, and triggered abilities wait to resolve. See rule 405, “Stack.”
-
-Starting Hand Size
-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.
-
-Starting Life Total
-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.
-
-Starting Player
-The player chosen to take the first turn of a game. See rule 103.2.
-
-Starting Team
-The team chosen to take the first turn of a game using the shared team turns option. See rule 103.2.
-
-State-Based Actions
-Game actions that happen automatically whenever certain conditions are met. See rule 704, “State-Based Actions.”
-
-State Trigger
-A triggered ability that triggers when a game state is true rather than triggering when an event occurs. See rule 603.8.
-
-Static Ability
-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.”
-
-Status
-The physical state of a permanent. See rule 110.6.
-
-Step
-A subsection of a phase. See section 5, “Turn Structure.”
-
-Storm
-A keyword ability that creates copies of a spell. See rule 702.39, “Storm.”
-
-Subgame
-A completely separate Magic game created by an effect. See rule 719, “Subgames.”
-
-Subtype
-A characteristic that appears after the card type and a long dash on a card’s type line. See rule 205.3, “Subtypes.”
-
-Successfully Cast (Obsolete)
-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.”
-
-Summon (Obsolete)
-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.
-
-Summoning Sickness Rule
-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.
-
-Sunburst
-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.”
-
-Supertype
-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.”
-
-Supervillain Rumble
-A Free-for-All game in which each player is an archenemy. See rule 806, “Free-for-All,” and rule 904, “Archenemy.”
-
-Support
-A keyword action that lets you put +1/+1 counters on creatures. See rule 701.34, “Support.”
-
-Surge
-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.”
-
-Surveil
-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.”
-
-Suspend
-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.
-
-Swamp
-One of the five basic land types. Any land with this subtype has the ability “{T}: Add {B}.” See rule 305.6.
-
-Swampcycling
-See Typecycling.
-
-Swampwalk
-See Landwalk.
-
-Tap
-To turn a permanent sideways from an upright position. See rule 701.20, “Tap and Untap.”
-
-Tapped
-A status a permanent may have. See rule 110.6 and rule 701.20, “Tap and Untap.” See also Untapped.
-
-Tap Symbol
-The tap symbol {T} in an activation cost means “Tap this permanent.” See rule 107.5.
-
-Target
-A preselected object or player a spell or ability will affect. See rule 114, “Targets.”
-
-Team
-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.”
-
-Teammate
-In a multiplayer game between teams, a player’s teammates are the other players on their team. See rule 102.3.
-
-Team vs. Team Variant
-A multiplayer variant played among two or more teams, each of which sits together. See rule 808, “Team vs. Team Variant.”
-
-Text Box
-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.”
-
-Text-Changing Effect
-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.”
-
-Threshold
-“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.
-
-Timestamp Order
-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.
-
-Token
-A marker used to represent any permanent that isn’t represented by a card. See rule 110.5.
-
-Tombstone Icon
-An icon that appears in the upper left of some Odyssey block cards that has no effect on game play. See rule 107.9.
-
-Total Casting Cost (Obsolete)
-An obsolete term for converted mana cost. Cards printed with this text have received errata in the Oracle card reference.
-
-Total Cost
-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.
-
-Totem Armor
-A keyword ability that allows an Aura to protect the permanent it’s enchanting. See rule 702.88, “Totem Armor.”
-
-Toughness
-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.”
-2. A characteristic that only creatures have. See rule 302.4.
-
-Tournament
-An organized play activity where players compete against other players. See rule 100.6.
-
-Tournament Rules
-Additional rules that apply to games played in a sanctioned tournament. See rule 100.6.
-
-Traditional Magic Card
-A Magic card that measures approximately 2.5 inches (6.3 centimeters) by 3.5 inches (8.8 centimeters). See rule 108.2.
-
-Trample
-A keyword ability that modifies how a creature assigns combat damage. See rule 702.19, “Trample.”
-
-Transfigure
-A keyword ability that lets a player search their library for a replacement creature card. See rule 702.70, “Transfigure.”
-
-Transform
-To turn a double-faced card so its other face is up. See rule 701.27, “Transform.”
-
-Transmute
-A keyword ability that lets a player search their library for a replacement card. See rule 702.52, “Transmute.”
-
-Tribal
-A card type. Whether or not a tribal is a permanent depends on its other card type. See rule 308, “Tribals.”
-
-Tribute
-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.”
-
-Trigger
-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.”
-
-Trigger Condition
-The first part of a triggered ability, consisting of “when,” “whenever,” or “at” followed by a trigger event. See rule 603, “Handling Triggered Abilities.”
-
-Triggered Ability
-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.”
-
-Trigger Event
-The event that a triggered ability looks for. Whenever the trigger event occurs, the triggered ability triggers. See rule 603, “Handling Triggered Abilities.”
-
-Turn-Based Actions
-Game actions that happen automatically when certain steps or phases begin, or when each step or phase ends. See rule 703, “Turn-Based Actions.”
-
-Turn Markers
-Markers used to keep track of which players are taking turns in a Grand Melee game. See rule 807.4.
-
-Two-Headed Giant Variant
-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.”
-
-Type
-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.”
-2. An attribute mana has. See rule 106, “Mana.”
-
-Type Icon
-An icon that appears in the upper left of some Future Sight cards that has no effect on game play. See rule 107.10.
-
-Type Line
-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.”
-
-Type-Changing Effect
-An effect that changes an object’s card type, subtype, and/or supertype. See rules 205.1a–b, 305.7, and 613.1d.
-
-Typecycling
-A variant of the cycling ability. See rule 702.28, “Cycling.”
-
-Unattach
-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.
-
-Unblockable (Obsolete)
-A term that meant “can’t be blocked.” Cards that used this term have received errata in the Oracle card reference.
-
-Unblocked Creature
-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.”
-
-Undaunted
-A keyword ability that reduces the cost of a spell based on the number of opponents you have. See rule 702.124, “Undaunted.”
-
-Undying
-A keyword ability that can return a creature from the graveyard to the battlefield. See rule 702.92, “Undying.”
-
-Unearth
-A keyword ability that lets a player return a creature card from their graveyard to the battlefield. See rule 702.83, “Unearth.”
-
-Unflipped
-A default status a permanent may have. See rule 110.6 and rule 709, “Flip Cards.” See also Flipped.
-
-Unleash
-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.”
-
-Unless
-A word used to indicate a certain style of cost. See rule 117.12a.
-
-Untap
-To rotate a permanent back to the upright position from a sideways position. See rule 701.20, “Tap and Untap.”
-
-Untap Step
-Part of the turn. This step is the first step of the beginning phase. See rule 502, “Untap Step.”
-
-Untap Symbol
-The untap symbol {Q} in an activation cost means “Untap this permanent.” See rule 107.6.
-
-Untapped
-A default status a permanent may have. See rule 110.6 and rule 701.20, “Tap and Untap.” See also Tapped.
-
-Upkeep Step
-Part of the turn. This step is the second step of the beginning phase. See rule 503, “Upkeep Step.”
-
-Vanguard
-1. A casual variant in which each player plays the role of a famous character. See rule 902, “Vanguard.”
-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.”
-
-Vanishing
-A keyword ability that limits how long a permanent remains on the battlefield. See rule 702.62, “Vanishing.”
-
-Variant
-An additional set of rules that determines the style of a multiplayer game. See rule 800.2.
-
-Vehicle
-An artifact subtype. Vehicles can become artifact creatures. See rule 301, “Artifacts,” and rule 702.121, “Crew.”
-
-Vigilance
-A keyword ability that lets a creature attack without tapping. See rule 702.20, “Vigilance.”
-
-Vote
-Some cards instruct players to vote from among given options. See rule 701.31, “Vote.”
-
-Wall
-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.
-
-Win the Game
-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).
-
-Wither
-A keyword ability that affects how an object deals damage to a creature. See rule 702.79, “Wither.”
-
-Wizardcycling
-See Typecycling.
-
-World
-A supertype that’s normally relevant on enchantments. See rule 205.4, “Supertypes.” See also World Rule.
-
-World Rule
-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.
-
-X
-A placeholder for a number that needs to be determined. See rule 107.3.
-
-Y
-See X.
-
-You, Your
-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.
-
-Zone
-A place where objects can be during a game. See section 4, “Zones.”
-
-Zone-Change Triggers
-Trigger events that involve objects changing zones. See rule 603.6.
-
-
-Credits
-
-Magic: The Gathering Original Game Design: Richard Garfield
-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
-Editing: Del Laugel (lead), Ira Humphrey, Gregg Luben, Nat Moes, Matt Tabak, and Hans Ziegler
-Magic Rules Management: Eli Shiffrin
-
-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.
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-Thanks to all our project team members and the many others too numerous to mention who have contributed to this product.
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-These rules are effective as of June 14, 2019.
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-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.
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+Magic: The Gatheing Compehensive Rules
+
+These ules ae effective as of Octobe 4, 2019.
+
+Intoduction
+
+This document is the ultimate authoity fo Magic: The Gatheing® competitive game play. It consists of a seies of numbeed ules followed by a glossay. Many of the numbeed ules ae divided into subules, and each sepaate ule and subule of the game has its own numbe. (Note that subules skip the lettes “l” and “o” due to potential confusion with the numbes “1” and “0”; subule 704.5k is followed by 704.5m, then 704.5n, then 704.5p, fo example.)
+
+Changes may have been made to this document since its publication. You can download the most ecent vesion fom the Magic ules website at Magic.Wizads.com/Rules. If you have questions, you can get the answes fom us at Suppot.Wizads.com.
+
+Contents
+
+1. Game Concepts
+100. Geneal
+101. The Magic Golden Rules
+102. Playes
+103. Stating the Game
+104. Ending the Game
+105. Colos
+106. Mana
+107. Numbes and Symbols
+108. Cads
+109. Objects
+110. Pemanents
+111. Tokens
+112. Spells
+113. Abilities
+114. Emblems
+115. Tagets
+116. Special Actions
+117. Timing and Pioity
+118. Costs
+119. Life
+120. Damage
+121. Dawing a Cad
+122. Countes
+
+2. Pats of a Cad
+200. Geneal
+201. Name
+202. Mana Cost and Colo
+203. Illustation
+204. Colo Indicato
+205. Type Line
+206. Expansion Symbol
+207. Text Box
+208. Powe/Toughness
+209. Loyalty
+210. Hand Modifie
+211. Life Modifie
+212. Infomation Below the Text Box
+
+3. Cad Types
+300. Geneal
+301. Atifacts
+302. Ceatues
+303. Enchantments
+304. Instants
+305. Lands
+306. Planeswalkes
+307. Soceies
+308. Tibals
+309. Planes
+310. Phenomena
+311. Vanguads
+312. Schemes
+313. Conspiacies
+
+4. Zones
+400. Geneal
+401. Libay
+402. Hand
+403. Battlefield
+404. Gaveyad
+405. Stack
+406. Exile
+407. Ante
+408. Command
+
+5. Tun Stuctue
+500. Geneal
+501. Beginning Phase
+502. Untap Step
+503. Upkeep Step
+504. Daw Step
+505. Main Phase
+506. Combat Phase
+507. Beginning of Combat Step
+508. Declae Attackes Step
+509. Declae Blockes Step
+510. Combat Damage Step
+511. End of Combat Step
+512. Ending Phase
+513. End Step
+514. Cleanup Step
+
+6. Spells, Abilities, and Effects
+600. Geneal
+601. Casting Spells
+602. Activating Activated Abilities
+603. Handling Tiggeed Abilities
+604. Handling Static Abilities
+605. Mana Abilities
+606. Loyalty Abilities
+607. Linked Abilities
+608. Resolving Spells and Abilities
+609. Effects
+610. One-Shot Effects
+611. Continuous Effects
+612. Text-Changing Effects
+613. Inteaction of Continuous Effects
+614. Replacement Effects
+615. Pevention Effects
+616. Inteaction of Replacement and/o Pevention Effects
+
+7. Additional Rules
+700. Geneal
+701. Keywod Actions
+702. Keywod Abilities
+703. Tun-Based Actions
+704. State-Based Actions
+705. Flipping a Coin
+706. Copying Objects
+707. Face-Down Spells and Pemanents
+708. Split Cads
+709. Flip Cads
+710. Levele Cads
+711. Double-Faced Cads
+712. Meld Cads
+713. Checklist Cads
+714. Saga Cads
+715. Adventue Cads
+716. Contolling Anothe Playe
+717. Ending Tuns and Phases
+718. The Monach
+719. Restating the Game
+720. Subgames
+721. Taking Shotcuts
+722. Handling Illegal Actions
+
+8. Multiplaye Rules
+800. Geneal
+801. Limited Range of Influence Option
+802. Attack Multiple Playes Option
+803. Attack Left and Attack Right Options
+804. Deploy Ceatues Option
+805. Shaed Team Tuns Option
+806. Fee-fo-All Vaiant
+807. Gand Melee Vaiant
+808. Team vs. Team Vaiant
+809. Empeo Vaiant
+810. Two-Headed Giant Vaiant
+811. Altenating Teams Vaiant
+
+9. Casual Vaiants
+900. Geneal
+901. Planechase
+902. Vanguad
+903. Commande
+904. Achenemy
+905. Conspiacy Daft
+
+Glossay
+
+Cedits
+
+1. Game Concepts
+
+100. Geneal
+
+100.1. These Magic ules apply to any Magic game with two o moe playes, including two-playe games and multiplaye games.
+
+100.1a A two-playe game is a game that begins with only two playes.
+
+100.1b A multiplaye game is a game that begins with moe than two playes. See section 8, “Multiplaye Rules.”
+
+100.2. To play, each playe needs thei own deck of taditional Magic cads, small items to epesent any tokens and countes, and some way to clealy tack life totals.
+
+100.2a In constucted play (a way of playing in which each playe ceates thei own deck ahead of time), each deck must contain at least sixty cads. A constucted deck may contain any numbe of basic land cads and no moe than fou of any cad with a paticula English name othe than basic land cads.
+
+100.2b In limited play (a way of playing in which each playe gets the same quantity of unopened Magic poduct such as booste packs and ceates thei own deck using only this poduct and basic land cads), each deck must contain at least foty cads. A limited deck may contain as many duplicates of a cad as ae included with the poduct.
+
+100.3. Some casual vaiants equie additional items, such as specially designated cads, nontaditional Magic cads, and dice. See section 9, “Casual Vaiants.”
+
+100.4. Each playe may also have a sideboad, which is a goup of additional cads the playe may use to modify thei deck between games of a match.
+
+100.4a In constucted play, a sideboad may contain no moe than fifteen cads. The fou-cad limit (see ule 100.2a) applies to the combined deck and sideboad.
+
+100.4b In limited play involving individual playes, all cads in a playe’s cad pool not included in thei deck ae in that playe’s sideboad.
+
+100.4c In limited play involving the Two-Headed Giant multiplaye vaiant, all cads in a team’s cad pool but not in eithe playe’s deck ae in that team’s sideboad.
+
+100.4d In limited play involving othe multiplaye team vaiants, each cad in a team’s cad pool but not in any playe’s deck is assigned to the sideboad of one of those playes. Each playe has thei own sideboad; cads may not be tansfeed between playes.
+
+100.5. Thee is no maximum deck size.
+
+100.6. Most Magic tounaments (oganized play activities whee playes compete against othe playes to win pizes) have additional ules coveed in the Magic: The Gatheing Tounament Rules (found at WPN.Wizads.com/en/esouces/ules-documents). These ules may limit the use of some cads, including baing all cads fom some olde sets.
+
+100.6a Tounaments usually consist of a seies of matches. A two-playe match usually involves playing until one playe has won two games. A multiplaye match usually consists of only one game.
+
+100.6b Playes can use the Magic Stoe & Event Locato at Wizads.com/Locato to find tounaments in thei aea.
+
+100.7. Cetain pomotional cads and cads in the Unglued, Unhinged, and Unstable sets ae pinted with a silve bode. These cads ae intended fo casual play and may have featues and text that aen’t coveed by these ules.
+
+101. The Magic Golden Rules
+
+101.1. Wheneve a cad’s text diectly contadicts these ules, the cad takes pecedence. The cad oveides only the ule that applies to that specific situation. The only exception is that a playe can concede the game at any time (see ule 104.3a).
+
+101.2. When a ule o effect allows o diects something to happen, and anothe effect states that it can’t happen, the “can’t” effect takes pecedence.
+Example: If one effect eads “You may play an additional land this tun” and anothe eads “You can’t play lands this tun,” the effect that pecludes you fom playing lands wins.
+
+101.2a Adding abilities to objects and emoving abilities fom objects don’t fall unde this ule. (See ule 113.10.)
+
+101.3. Any pat of an instuction that’s impossible to pefom is ignoed. (In many cases the cad will specify consequences fo this; if it doesn’t, thee’s no effect.)
+
+101.4. If multiple playes would make choices and/o take actions at the same time, the active playe (the playe whose tun it is) makes any choices equied, then the next playe in tun ode (usually the playe seated to the active playe’s left) makes any choices equied, followed by the emaining nonactive playes in tun ode. Then the actions happen simultaneously. This ule is often efeed to as the “Active Playe, Nonactive Playe (APNAP) ode” ule.
+Example: A cad eads “Each playe sacifices a ceatue.” Fist, the active playe chooses a ceatue they contol. Then each of the nonactive playes, in tun ode, chooses a ceatue they contol. Then all ceatues chosen this way ae sacificed simultaneously.
+
+101.4a If an effect has each playe choose a cad in a hidden zone, such as thei hand o libay, those cads may emain face down as they’e chosen. Howeve, each playe must clealy indicate which face-down cad they ae choosing.
+
+101.4b A playe knows the choices made by the pevious playes when making thei choice, except as specified in 101.4a.
+
+101.4c If a playe would make moe than one choice at the same time, the playe makes the choices in the ode specified. If no ode is specified, the playe chooses the ode.
+
+101.4d If a choice made by a nonactive playe causes the active playe, o a diffeent nonactive playe ealie in the tun ode, to have to make a choice, APNAP ode is estated fo all outstanding choices.
+
+102. Playes
+
+102.1. A playe is one of the people in the game. The active playe is the playe whose tun it is. The othe playes ae nonactive playes.
+
+102.2. In a two-playe game, a playe’s opponent is the othe playe.
+
+102.3. In a multiplaye game between teams, a playe’s teammates ae the othe playes on thei team, and the playe’s opponents ae all playes not on thei team.
+
+102.4. A spell o ability may use the tem “you team” as shothand fo “you and/o you teammates.” In a game that isn’t a multiplaye game between teams, “you team” means the same thing as “you.”
+
+103. Stating the Game
+
+103.1. At the stat of a game, each playe shuffles thei deck so that the cads ae in a andom ode. Each playe may then shuffle o cut thei opponents’ decks. The playes’ decks become thei libaies.
+
+103.1a If a playe is using a sideboad (see ule 100.4) o cads being epesented by checklist cads (see ule 713), those cads ae set aside befoe shuffling.
+
+103.1b In a Commande game, each playe puts thei commande fom thei deck face up into the command zone befoe shuffling. See ule 903.6.
+
+103.1c In a Conspiacy Daft game, each playe puts any numbe of conspiacy cads fom thei sideboad into the command zone befoe shuffling. See ule 905.4.
+
+103.2. Afte the decks have been shuffled, the playes detemine which one of them will choose who takes the fist tun. In the fist game of a match (including a single-game match), the playes may use any mutually ageeable method (flipping a coin, olling dice, etc.) to do so. In a match of seveal games, the lose of the pevious game chooses who takes the fist tun. If the pevious game was a daw, the playe who made the choice in that game makes the choice in this game. The playe chosen to take the fist tun is the stating playe. The game’s default tun ode begins with the stating playe and poceeds clockwise.
+
+103.2a In a game using the shaed team tuns option, thee is a stating team athe than a stating playe.
+
+103.2b In an Achenemy game, these methods aen’t used to detemine who takes the fist tun. Rathe, the achenemy takes the fist tun.
+
+103.2c One cad (Powe Play) states that its contolle is the stating playe. This effect supesedes these methods.
+
+103.3. Each playe begins the game with a stating life total of 20. Some vaiant games have diffeent stating life totals.
+
+103.3a In a Two-Headed Giant game, each team’s stating life total is 30.
+
+103.3b In a Vanguad game, each playe’s stating life total is 20 plus o minus the life modifie of thei vanguad cad.
+
+103.3c In a Commande game, each playe’s stating life total is 40.
+
+103.3d In a two-playe Bawl game, each playe’s stating life total is 25. In a multiplaye Bawl game, each playe’s stating life total is 30.
+
+103.3e In an Achenemy game, the achenemy’s stating life total is 40.
+
+103.4. Each playe daws a numbe of cads equal to thei stating hand size, which is nomally seven. (Some effects can modify a playe’s stating hand size.) A playe who is dissatisfied with thei initial hand may take a mulligan. Fist, the stating playe declaes whethe they will take a mulligan. Then each othe playe in tun ode does the same. Once each playe has made a declaation, all playes who decided to take mulligans do so at the same time. To take a mulligan, a playe shuffles the cads in thei hand back into thei libay, daws a new hand of cads equal to thei stating hand size, then puts a numbe of those cads equal to the numbe of times that playe has taken a mulligan on the bottom of thei libay in any ode. Once a playe chooses not to take a mulligan, the emaining cads become that playe’s opening hand, and that playe may not take any futhe mulligans. This pocess is then epeated until no playe takes a mulligan. A playe can take mulligans until thei opening hand would be zeo cads, afte which they may not take futhe mulligans.
+
+103.4a In a Vanguad game, each playe’s stating hand size is seven plus o minus the hand modifie of thei vanguad cad.
+
+103.4b If an effect allows a playe to pefom an action “any time [that playe] could mulligan,” the playe may pefom that action at a time they would declae whethe they will take a mulligan. This need not be in the fist ound of mulligans. Othe playes may have aleady made thei mulligan declaations by the time the playe has the option to pefom this action. If the playe pefoms the action, they then declae whethe they will take a mulligan.
+
+103.4c In a multiplaye game and in any Bawl game, the fist mulligan a playe takes doesn’t count towad the numbe of cads that playe will put on the bottom of thei libay o the numbe of mulligans that playe may take. Subsequent mulligans ae counted towad these numbes as nomal.
+
+103.4d In a multiplaye game using the shaed team tuns option, fist each playe on the stating team declaes whethe that playe will take a mulligan, then the playes on each othe team in tun ode do the same. Teammates may consult while making thei decisions. Then all mulligans ae taken at the same time. A playe may take a mulligan even afte a teammate has decided to keep thei opening hand.
+
+103.5. Some cads allow a playe to take actions with them fom thei opening hand. Once the mulligan pocess (see ule 103.4) is complete, the stating playe may take any such actions in any ode. Then each othe playe in tun ode may do the same.
+
+103.5a If a cad allows a playe to begin the game with that cad on the battlefield, the playe taking this action puts that cad onto the battlefield.
+
+103.5b If a cad allows a playe to eveal it fom thei opening hand, the playe taking this action does so. The cad emains evealed until the fist tun begins. Each cad may be evealed this way only once.
+
+103.5c In a multiplaye game using the shaed team tuns option, fist each playe on the stating team, in whateve ode that team likes, may take such actions. Teammates may consult while making thei decisions. Then each playe on each othe team in tun ode does the same.
+
+103.6. In a Planechase game, the stating playe moves the top cad of thei plana deck off that plana deck and tuns it face up. If it’s a phenomenon cad, the playe puts that cad on the bottom of thei plana deck and epeats this pocess until a plane cad is tuned face up. The face-up plane cad becomes the stating plane. (See ule 901, “Planechase.”)
+
+103.7. The stating playe takes thei fist tun.
+
+103.7a In a two-playe game, the playe who plays fist skips the daw step (see ule 504, “Daw Step”) of thei fist tun.
+
+103.7b In a Two-Headed Giant game, the team who plays fist skips the daw step of thei fist tun.
+
+103.7c In all othe multiplaye games, no playe skips the daw step of thei fist tun.
+
+104. Ending the Game
+
+104.1. A game ends immediately when a playe wins, when the game is a daw, o when the game is estated.
+
+104.2. Thee ae seveal ways to win the game.
+
+104.2a A playe still in the game wins the game if that playe’s opponents have all left the game. This happens immediately and oveides all effects that would peclude that playe fom winning the game.
+
+104.2b An effect may state that a playe wins the game.
+
+104.2c In a multiplaye game between teams, a team with at least one playe still in the game wins the game if all othe teams have left the game. Each playe on the winning team wins the game, even if one o moe of those playes had peviously lost that game.
+
+104.2d In an Empeo game, a team wins the game if its empeo wins the game. (See ule 809.5.)
+
+104.3. Thee ae seveal ways to lose the game.
+
+104.3a A playe can concede the game at any time. A playe who concedes leaves the game immediately. That playe loses the game.
+
+104.3b If a playe’s life total is 0 o less, that playe loses the game the next time a playe would eceive pioity. (This is a state-based action. See ule 704.)
+
+104.3c If a playe is equied to daw moe cads than ae left in thei libay, they daw the emaining cads and then lose the game the next time a playe would eceive pioity. (This is a state-based action. See ule 704.)
+
+104.3d If a playe has ten o moe poison countes, that playe loses the game the next time a playe would eceive pioity. (This is a state-based action. See ule 704.)
+
+104.3e An effect may state that a playe loses the game.
+
+104.3f If a playe would both win and lose the game simultaneously, that playe loses the game.
+
+104.3g In a multiplaye game between teams, a team loses the game if all playes on that team have lost the game.
+
+104.3h In a multiplaye game using the limited ange of influence option (see ule 801), an effect that states that a playe wins the game instead causes all of that playe’s opponents within the playe’s ange of influence to lose the game. This may not cause the game to end.
+
+104.3i In an Empeo game, a team loses the game if its empeo loses the game. (See ule 809.5.)
+
+104.3j In a Commande game, a playe that’s been dealt 21 o moe combat damage by the same commande ove the couse of the game loses the game. (This is a state-based action. See ule 704. See also ule 903.10.)
+
+104.3k In a tounament, a playe may lose the game as a esult of a penalty given by a judge. See ule 100.6.
+
+104.4. Thee ae seveal ways fo the game to be a daw.
+
+104.4a If all the playes emaining in a game lose simultaneously, the game is a daw.
+
+104.4b If a game that’s not using the limited ange of influence option (including a two-playe game) somehow entes a “loop” of mandatoy actions, epeating a sequence of events with no way to stop, the game is a daw. Loops that contain an optional action don’t esult in a daw.
+
+104.4c An effect may state that the game is a daw.
+
+104.4d In a multiplaye game between teams, the game is a daw if all emaining teams lose simultaneously.
+
+104.4e In a multiplaye game using the limited ange of influence option, the effect of a spell o ability that states that the game is a daw causes the game to be a daw fo that spell o ability’s contolle and all playes within thei ange of influence. Only those playes leave the game; the game continues fo all othe playes.
+
+104.4f In a multiplaye game using the limited ange of influence option, if the game somehow entes a “loop” of mandatoy actions, epeating a sequence of events with no way to stop, the game is a daw fo each playe who contols an object that’s involved in that loop, as well as fo each playe within the ange of influence of any of those playes. Only those playes leave the game; the game continues fo all othe playes.
+
+104.4g In a multiplaye game between teams, the game is a daw fo a team if the game is a daw fo all emaining playes on that team.
+
+104.4h In the Empeo vaiant, the game is a daw fo a team if the game is a daw fo its empeo. (See ule 809.5.)
+
+104.4i In a tounament, all playes in the game may agee to an intentional daw. See ule 100.6.
+
+104.5. If a playe loses the game, that playe leaves the game. If the game is a daw fo a playe, that playe leaves the game. The multiplaye ules handle what happens when a playe leaves the game; see ule 800.4.
+
+104.6. One cad (Kan Libeated) estats the game. All playes still in the game when it estats then immediately begin a new game. See ule 719, “Restating the Game.”
+
+105. Colos
+
+105.1. Thee ae five colos in the Magic game: white, blue, black, ed, and geen.
+
+105.2. An object can be one o moe of the five colos, o it can be no colo at all. An object is the colo o colos of the mana symbols in its mana cost, egadless of the colo of its fame. An object’s colo o colos may also be defined by a colo indicato o a chaacteistic-defining ability. See ule 202.2.
+
+105.2a A monocoloed object is exactly one of the five colos.
+
+105.2b A multicoloed object is two o moe of the five colos.
+
+105.2c A cololess object has no colo.
+
+105.3. Effects may change an object’s colo o give a colo to a cololess object. If an effect gives an object a new colo, the new colo eplaces all pevious colos the object had (unless the effect said the object became that colo “in addition” to its othe colos). Effects may also make a coloed object become cololess.
+
+105.4. If a playe is asked to choose a colo, they must choose one of the five colos. “Multicoloed” is not a colo. Neithe is “cololess.”
+
+105.5. If an effect efes to a colo pai, it means exactly two of the five colos. Thee ae ten colo pais: white and blue, white and black, blue and black, blue and ed, black and ed, black and geen, ed and geen, ed and white, geen and white, and geen and blue.
+
+106. Mana
+
+106.1. Mana is the pimay esouce in the game. Playes spend mana to pay costs, usually when casting spells and activating abilities.
+
+106.1a Thee ae five colos of mana: white, blue, black, ed, and geen.
+
+106.1b Thee ae six types of mana: white, blue, black, ed, geen, and cololess.
+
+106.2. Mana is epesented by mana symbols (see ule 107.4). Mana symbols also epesent mana costs (see ule 202).
+
+106.3. Mana is poduced by the effects of mana abilities (see ule 605). It may also be poduced by the effects of spells, as well as by the effects of abilities that aen’t mana abilities. A spell o ability that poduces mana instucts a playe to add that mana.
+
+106.4. When an effect instucts a playe to add mana, that mana goes into a playe’s mana pool. Fom thee, it can be used to pay costs immediately, o it can stay in the playe’s mana pool as unspent mana. Each playe’s mana pool empties at the end of each step and phase, and the playe is said to lose this mana. Cads with abilities that poduce mana o efe to unspent mana have eceived eata in the Oacle™ cad efeence to no longe explicitly efe to the mana pool.
+
+106.4a If any mana emains in a playe’s mana pool afte mana is spent to pay a cost, that playe announces what mana is still thee.
+
+106.4b If a playe passes pioity (see ule 117) while thee is mana in thei mana pool, that playe announces what mana is thee.
+
+106.5. If an ability would poduce one o moe mana of an undefined type, it poduces no mana instead.
+Example: Meteo Cate has the ability “{T}: Choose a colo of a pemanent you contol. Add one mana of that colo.” If you contol no coloed pemanents, activating Meteo Cate’s mana ability poduces no mana.
+
+106.6. Some spells o abilities that poduce mana estict how that mana can be spent, have an additional effect that affects the spell o ability that mana is spent on, o ceate a delayed tiggeed ability (see ule 603.7a) that tigges when that mana is spent. This doesn’t affect the mana’s type.
+Example: A playe’s mana pool contains {R}{G} which can be spent only to cast ceatue spells. That playe activates Doubling Cube’s ability, which eads “{3}, {T}: Double the amount of each type of unspent mana you have.” The playe’s mana pool now has {R}{R}{G}{G} in it, {R}{G} of which can be spent on anything.
+
+106.6a Some eplacement effects incease the amount of mana poduced by a spell o ability. In these cases, any estictions o additional effects ceated by the spell o ability will apply to all mana poduced. If the spell o ability ceates a delayed tiggeed ability that tigges when the mana is spent, a sepaate delayed tiggeed ability is ceated fo each mana poduced. If the spell o ability ceates a continuous effect o eplacement effect if the mana is spent, a sepaate effect is ceated once fo each mana poduced.
+
+106.7. Some abilities poduce mana based on the type of mana anothe pemanent o pemanents “could poduce.” The type of mana a pemanent could poduce at any time includes any type of mana that an ability of that pemanent would poduce if the ability wee to esolve at that time, taking into account any applicable eplacement effects in any possible ode. Ignoe whethe any costs of the ability could o could not be paid. If that pemanent wouldn’t poduce any mana unde these conditions, o no type of mana can be defined this way, thee’s no type of mana it could poduce.
+Example: Exotic Ochad has the ability “{T}: Add one mana of any colo that a land an opponent contols could poduce.” If you opponent contols no lands, activating Exotic Ochad’s mana ability will poduce no mana. The same is tue if you and you opponent each contol no lands othe than Exotic Ochads. Howeve, if you contol a Foest and an Exotic Ochad, and you opponent contols an Exotic Ochad, then each Exotic Ochad could poduce {G}.
+
+106.8. If an effect would add mana epesented by a hybid mana symbol to a playe’s mana pool, that playe chooses one half of that symbol. If a coloed half is chosen, one mana of that colo is added to that playe’s mana pool. If a geneic half is chosen, an amount of cololess mana epesented by that half’s numbe is added to that playe’s mana pool.
+
+106.9. If an effect would add mana epesented by a Phyexian mana symbol to a playe’s mana pool, one mana of the colo of that symbol is added to that playe’s mana pool.
+
+106.10. If an effect would add mana epesented by a geneic mana symbol to a playe’s mana pool, that much cololess mana is added to that playe’s mana pool.
+
+106.11. If an effect would add mana epesented by one o moe snow mana symbols to a playe’s mana pool, that much cololess mana is added to that playe’s mana pool.
+
+106.12. To “tap [a pemanent] fo mana” is to activate a mana ability of that pemanent that includes the {T} symbol in its activation cost. See ule 605, “Mana Abilities.”
+
+106.12a An ability that tigges wheneve a pemanent “is tapped fo mana” o is tapped fo mana of a specified type tigges wheneve such a mana ability esolves and poduces mana o the specified type of mana.
+
+106.12b A eplacement effect that applies if a pemanent “is tapped fo mana” o tapped fo mana of a specific type and/o amount modifies the mana poduction event while such an ability is esolving and poducing mana o the specified type and/o amount of mana.
+
+106.13. One cad (Dain Powe) causes one playe to lose unspent mana and anothe to add “the mana lost this way.” (Note that these may be the same playe.) This empties the fome playe’s mana pool and causes the mana emptied this way to be put into the latte playe’s mana pool. Which pemanents, spells, and/o abilities poduced that mana ae unchanged, as ae any estictions o additional effects associated with any of that mana.
+
+107. Numbes and Symbols
+
+107.1. The only numbes the Magic game uses ae integes.
+
+107.1a You can’t choose a factional numbe, deal factional damage, gain factional life, and so on. If a spell o ability could geneate a factional numbe, the spell o ability will tell you whethe to ound up o down.
+
+107.1b Most of the time, the Magic game uses only positive numbes and zeo. You can’t choose a negative numbe, deal negative damage, gain negative life, and so on. Howeve, it’s possible fo a game value, such as a ceatue’s powe, to be less than zeo. If a calculation o compaison needs to use a negative value, it does so. If a calculation that would detemine the esult of an effect yields a negative numbe, zeo is used instead, unless that effect doubles o sets to a specific value a playe’s life total o a ceatue’s powe and/o toughness.
+Example: If a 3/4 ceatue gets -5/-0, it’s a -2/4 ceatue. It doesn’t assign damage in combat. Its total powe and toughness is 2. Giving it +3/+0 would aise its powe to 1.
+Example: Viidian Joine is a 1/2 ceatue with the ability “{T}: Add an amount of {G} equal to Viidian Joine’s powe.” An effect gives it -2/-0, then its ability is activated. The ability adds no mana to you mana pool.
+Example: Chameleon Colossus is a 4/4 ceatue with the ability “{2}{G}{G}: Chameleon Colossus gets +X/+X until end of tun, whee X is its powe.” An effect gives it -6/-0, then its ability is activated. It emains a -2/4 ceatue. It doesn’t become -4/2.
+
+107.1c If a ule o ability instucts a playe to choose “any numbe,” that playe may choose any positive numbe o zeo.
+
+107.2. If anything needs to use a numbe that can’t be detemined, eithe as a esult o in a calculation, it uses 0 instead.
+
+107.3. Many objects use the lette X as a placeholde fo a numbe that needs to be detemined. Some objects have abilities that define the value of X; the est let thei contolle choose the value of X.
+
+107.3a If a spell o activated ability has a mana cost, altenative cost, additional cost, and/o activation cost with an {X}, [-X], o X in it, and the value of X isn’t defined by the text of that spell o ability, the contolle of that spell o ability chooses and announces the value of X as pat of casting the spell o activating the ability. (See ule 601, “Casting Spells.”) While a spell is on the stack, any X in its mana cost o in any altenative cost o 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.
+
+107.3b If a playe 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 playe cast that spell while paying neithe its mana cost no an altenative cost that includes X, then the only legal choice fo X is 0. This doesn’t apply to effects that only educe a cost, even if they educe it to zeo. See ule 601, “Casting Spells.”
+
+107.3c If a spell o activated ability has an {X}, [-X], o X in its cost and/o its text, and the value of X is defined by the text of that spell o ability, then that’s the value of X while that spell o ability is on the stack. The contolle of that spell o ability doesn’t get to choose the value. Note that the value of X may change while that spell o ability is on the stack.
+
+107.3d If a cost associated with a special action, such as a suspend cost o a moph cost, has an {X} o an X in it, the value of X is chosen by the playe taking the special action immediately befoe they pay that cost.
+
+107.3e Sometimes X appeas in the text of a spell o ability but not in a mana cost, altenative cost, additional cost, o activation cost. If the value of X isn’t defined, the contolle of the spell o ability chooses the value of X at the appopiate time (eithe as it’s put on the stack o as it esolves).
+
+107.3f If a cad in any zone othe than the stack has an {X} in its mana cost, the value of {X} is teated as 0, even if the value of X is defined somewhee within its text.
+
+107.3g If an effect instucts a playe to pay an object’s mana cost that includes {X}, the value of X is teated as 0 unless the object is a spell on the stack. In that case, the value of X is the value chosen o detemined fo it as the spell was cast.
+
+107.3h Nomally, all instances of X on an object have the same value at any given time.
+
+107.3i If an object gains an ability, the value of X within that ability is the value defined by that ability, o 0 if that ability doesn’t define a value of X. This is an exception to ule 107.3h. This may occu with ability-adding effects, text-changing effects, o copy effects.
+
+107.3j If an object’s activated ability has an {X}, [-X], o X in its activation cost, the value of X fo that ability is independent of any othe values of X chosen fo that object o fo othe instances of abilities of that object. This is an exception to ule 107.3h.
+
+107.3k If an object’s entes-the-battlefield tiggeed ability o eplacement effect efes to X, and the spell that became that object as it esolved had a value of X chosen fo any of its costs, the value of X fo that ability is the same as the value of X fo that spell, although the value of X fo that pemanent is 0. This is an exception to ule 107.3h.
+
+107.3m Some objects use the lette Y in addition to the lette X. Y follows the same ules as X.
+
+107.4. The mana symbols ae {W}, {U}, {B}, {R}, {G}, and {C}; the numeical symbols {0}, {1}, {2}, {3}, {4}, and so on; the vaiable symbol {X}; the hybid symbols {W/U}, {W/B}, {U/B}, {U/R}, {B/R}, {B/G}, {R/G}, {R/W}, {G/W}, and {G/U}; the monocoloed hybid symbols {2/W}, {2/U}, {2/B}, {2/R}, and {2/G}; the Phyexian mana symbols {W/P}, {U/P}, {B/P}, {R/P}, and {G/P}; and the snow symbol {S}.
+
+107.4a Thee ae five pimay coloed mana symbols: {W} is white, {U} blue, {B} black, {R} ed, and {G} geen. These symbols ae used to epesent coloed mana, and also to epesent coloed mana in costs. Coloed mana in costs can be paid only with the appopiate colo of mana. See ule 202, “Mana Cost and Colo.”
+
+107.4b Numeical symbols (such as {1}) and vaiable symbols (such as {X}) epesent geneic mana in costs. Geneic mana in costs can be paid with any type of mana. Fo moe infomation about {X}, see ule 107.3.
+
+107.4c The cololess mana symbol {C} is used to epesent one cololess mana, and also to epesent a cost that can be paid only with one cololess mana.
+
+107.4d The symbol {0} epesents zeo mana and is used as a placeholde fo a cost that can be paid with no esouces. (See ule 118.5.)
+
+107.4e Hybid mana symbols ae also coloed mana symbols. Each one epesents a cost that can be paid in one of two ways, as epesented by the two halves of the symbol. A hybid symbol such as {W/U} can be paid with eithe white o blue mana, and a monocoloed hybid symbol such as {2/B} can be paid with eithe one black mana o two mana of any type. A hybid mana symbol is all of its component colos.
+Example: {G/W}{G/W} can be paid by spending {G}{G}, {G}{W}, o {W}{W}.
+
+107.4f Phyexian mana symbols ae coloed mana symbols: {W/P} is white, {U/P} is blue, {B/P} is black, {R/P} is ed, and {G/P} is geen. A Phyexian mana symbol epesents a cost that can be paid eithe with one mana of its colo o by paying 2 life.
+Example: {W/P}{W/P} can be paid by spending {W}{W}, by spending {W} and paying 2 life, o by paying 4 life.
+
+107.4g In ules text, the Phyexian symbol {P} with no coloed backgound means any of the five Phyexian mana symbols.
+
+107.4h The snow mana symbol {S} epesents one mana in a cost. This mana can be paid with one mana of any type poduced by a snow pemanent (see ule 205.4g). Effects that educe the amount of geneic mana you pay don’t affect {S} costs. Snow is neithe a colo no a type of mana.
+
+107.5. The tap symbol is {T}. The tap symbol in an activation cost means “Tap this pemanent.” A pemanent that’s aleady tapped can’t be tapped again to pay the cost. A ceatue’s activated ability with the tap symbol in its activation cost can’t be activated unless the ceatue has been unde its contolle’s contol continuously since thei most ecent tun began. See ule 302.6.
+
+107.6. The untap symbol is {Q}. The untap symbol in an activation cost means “Untap this pemanent.” A pemanent that’s aleady untapped can’t be untapped again to pay the cost. A ceatue’s activated ability with the untap symbol in its activation cost can’t be activated unless the ceatue has been unde its contolle’s contol continuously since thei most ecent tun began. See ule 302.6.
+
+107.7. Each activated ability of a planeswalke has a loyalty symbol in its cost. Positive loyalty symbols point upwad and featue a plus sign followed by a numbe. Negative loyalty symbols point downwad and featue a minus sign followed by a numbe o an X. Neutal loyalty symbols don’t point in eithe diection and featue a 0. [+N] means “Put N loyalty countes on this pemanent,” [-N] means “Remove N loyalty countes fom this pemanent,” and [0] means “Put zeo loyalty countes on this pemanent.”
+
+107.8. The text box of a levele cad contains two level symbols, each of which is a keywod ability that epesents a static ability. The level symbol includes eithe a ange of numbes, indicated hee as “N1-N2,” o a single numbe followed by a plus sign, indicated hee as “N3+.” Any abilities pinted within the same text box stiation as a level symbol ae pat of its static ability. The same is tue of the powe/toughness box pinted within that stiation, indicated hee as “[P/T].” See ule 710, “Levele Cads.”
+
+107.8a “{LEVEL N1-N2} [Abilities] [P/T]” means “As long as this ceatue has at least N1 level countes on it, but no moe than N2 level countes on it, it has base powe and toughness [P/T] and has [abilities].”
+
+107.8b “{LEVEL N3+} [Abilities] [P/T]” means “As long as this ceatue has N3 o moe level countes on it, it has base powe and toughness [P/T] and has [abilities].”
+
+107.9. A tombstone icon appeas to the left of the name of many Odyssey™ block cads with abilities that ae elevant in a playe’s gaveyad. The pupose of the icon is to make those cads stand out when they’e in a gaveyad. This icon has no effect on game play.
+
+107.10. A type icon appeas in the uppe left cone of each cad fom the Futue Sight® set pinted with an altenate “timeshifted” fame. If the cad has a single cad type, this icon indicates what it is: claw maks fo ceatue, a flame fo socey, a lightning bolt fo instant, a sunise fo enchantment, a chalice fo atifact, and a pai of mountain peaks fo land. If the cad has multiple cad types, that’s indicated by a black and white coss. This icon has no effect on game play.
+
+107.11. The Planeswalke symbol is {PW}. It appeas on one face of the plana die used in the Planechase casual vaiant. See ule 901, “Planechase.”
+
+107.12. The chaos symbol is {CHAOS}. It appeas on one face of the plana die used in the Planechase casual vaiant, as well as in abilities that efe to the esults of olling the plana die. See ule 901, “Planechase.”
+
+107.13. A colo indicato is a cicula symbol that appeas to the left of the type line on some cads. The colo of the symbol defines the cad’s colo o colos. See ule 202, “Mana Cost and Colo.”
+
+107.14. The enegy symbol is {E}. It epesents one enegy counte. To pay {E}, a playe emoves one enegy counte fom themselves.
+
+107.15. The text box of a Saga cad contains chapte symbols, each of which is a keywod ability that epesents a tiggeed ability. A chapte symbol includes a Roman numeal, indicated hee as “N”. The text pinted in the text box stiation to the ight of a chapte symbol is the effect of the tiggeed ability it epesents. See ule 714, “Saga Cads.”
+
+107.15a “{N}—[Effect]” means “When one o moe loe countes ae put onto this Saga, if the numbe of loe countes on it was less than N and became at least N, [effect].”
+
+107.15b “{N1}, {N2}—[Effect]” is the same as “{N1}—[Effect]” and “{N2}—[Effect].”
+
+108. Cads
+
+108.1. Use the Oacle cad efeence when detemining a cad’s woding. A cad’s Oacle text can be found using the Gathee cad database at Gathee.Wizads.com.
+
+108.2. When a ule o text on a cad efes to a “cad,” it means only a Magic cad o an object epesented by a Magic cad.
+
+108.2a Most Magic games use only taditional Magic cads, which measue appoximately 2.5 inches (6.3 cm) by 3.5 inches (8.8 cm). Cetain fomats also use nontaditional Magic cads, ovesized cads that may have diffeent backs.
+
+108.2b Tokens aen’t consideed cads—even a cad-sized game supplement that epesents a token isn’t consideed a cad fo ules puposes.
+
+108.3. The owne of a cad in the game is the playe who stated the game with it in thei deck. If a cad is bought into the game fom outside the game athe than stating in a playe’s deck, its owne is the playe who bought it into the game. If a cad stats the game in the command zone, its owne is the playe who put it into the command zone to stat the game. Legal owneship of a cad in the game is ielevant to the game ules except fo the ules fo ante. (See ule 407.)
+
+108.3a In a Planechase game using the single plana deck option, the plana contolle is consideed to be the owne of all cads in the plana deck. See ule 901.6.
+
+108.3b Some spells and abilities allow a playe to take cads they own fom outside the game and bing them into the game. (See ule 400.10b.) If a cad outside that game is involved in a Magic game, its owne is detemined as descibed in ule 108.3. If a cad outside that game is in the sideboad of a Magic game (see ule 100.4), its owne is consideed to be the playe who stated the game with it in thei sideboad. In all othe cases, the owne of a cad outside the game is its legal owne.
+
+108.4. A cad doesn’t have a contolle unless that cad epesents a pemanent o spell; in those cases, its contolle is detemined by the ules fo pemanents o spells. See ules 110.2 and 112.2.
+
+108.4a If anything asks fo the contolle of a cad that doesn’t have one (because it’s not a pemanent o spell), use its owne instead.
+
+108.5. Nontaditional Magic cads can’t stat the game in any zone othe than the command zone (see ule 408). If an effect would bing a nontaditional Magic cad into the game fom outside the game, it doesn’t; that cad emains outside the game.
+
+108.6. Fo moe infomation about cads, see section 2, “Pats of a Cad.”
+
+109. Objects
+
+109.1. An object is an ability on the stack, a cad, a copy of a cad, a token, a spell, a pemanent, o an emblem.
+
+109.2. If a spell o ability uses a desciption of an object that includes a cad type o subtype, but doesn’t include the wod “cad,” “spell,” “souce,” o “scheme,” it means a pemanent of that cad type o subtype on the battlefield.
+
+109.2a If a spell o ability uses a desciption of an object that includes the wod “cad” and the name of a zone, it means a cad matching that desciption in the stated zone.
+
+109.2b If a spell o ability uses a desciption of an object that includes the wod “spell,” it means a spell matching that desciption on the stack.
+
+109.2c If a spell o ability uses a desciption of an object that includes the wod “souce,” it means a souce matching that desciption—eithe a souce of an ability o a souce of damage—in any zone. See ule 609.7.
+
+109.2d If an ability of a scheme cad includes the text “this scheme,” it means the scheme cad in the command zone on which that ability is pinted.
+
+109.3. An object’s chaacteistics ae name, mana cost, colo, colo indicato, cad type, subtype, supetype, ules text, abilities, powe, toughness, loyalty, hand modifie, and life modifie. Objects can have some o all of these chaacteistics. Any othe infomation about an object isn’t a chaacteistic. Fo example, chaacteistics don’t include whethe a pemanent is tapped, a spell’s taget, an object’s owne o contolle, what an Aua enchants, and so on.
+
+109.4. Only objects on the stack o on the battlefield have a contolle. Objects that ae neithe on the stack no on the battlefield aen’t contolled by any playe. See ule 108.4. Thee ae five exceptions to this ule:
+
+109.4a An emblem is contolled by the playe that puts it into the command zone. See ule 114, “Emblems.”
+
+109.4b In a Planechase game, a face-up plane o phenomenon cad is contolled by the playe designated as the plana contolle. This is usually the active playe. See ule 901.6.
+
+109.4c In a Vanguad game, each vanguad cad is contolled by its owne. See ule 902.6.
+
+109.4d In an Achenemy game, each scheme cad is contolled by its owne. See ule 904.7.
+
+109.4e In a Conspiacy Daft game, each conspiacy cad is contolled by its owne. See ule 905.5.
+
+109.5. The wods “you” and “you” on an object efe to the object’s contolle, its would-be contolle (if a playe is attempting to play, cast, o activate it), o its owne (if it has no contolle). Fo a static ability, this is the cuent contolle of the object it’s on. Fo an activated ability, this is the playe who activated the ability. Fo a tiggeed ability, this is the contolle of the object when the ability tiggeed, unless it’s a delayed tiggeed ability. To detemine the contolle of a delayed tiggeed ability, see ules 603.7d–f.
+
+110. Pemanents
+
+110.1. A pemanent is a cad o token on the battlefield. A pemanent emains on the battlefield indefinitely. A cad o token becomes a pemanent as it entes the battlefield and it stops being a pemanent as it’s moved to anothe zone by an effect o ule.
+
+110.2. A pemanent’s owne is the same as the owne of the cad that epesents it (unless it’s a token; see ule 111.2). A pemanent’s contolle is, by default, the playe unde whose contol it enteed the battlefield. Evey pemanent has a contolle.
+
+110.2a If an effect instucts a playe to put an object onto the battlefield, that object entes the battlefield unde that playe’s contol unless the effect states othewise.
+
+110.2b If an effect causes a playe to gain contol of anothe playe’s pemanent spell, the fist playe contols the pemanent that spell becomes, but the pemanent’s contolle by default is the playe who put that spell onto the stack. (This distinction is elevant in multiplaye games; see ule 800.4c.)
+
+110.3. A nontoken pemanent’s chaacteistics ae the same as those pinted on its cad, as modified by any continuous effects. See ule 613, “Inteaction of Continuous Effects.”
+
+110.4. Thee ae five pemanent types: atifact, ceatue, enchantment, land, and planeswalke. Instant and socey cads can’t ente the battlefield and thus can’t be pemanents. Some tibal cads can ente the battlefield and some can’t, depending on thei othe cad types. See section 3, “Cad Types.”
+
+110.4a The tem “pemanent cad” is used to efe to a cad that could be put onto the battlefield. Specifically, it means an atifact, ceatue, enchantment, land, o planeswalke cad.
+
+110.4b The tem “pemanent spell” is used to efe to a spell that will ente the battlefield as a pemanent as pat of its esolution. Specifically, it means an atifact, ceatue, enchantment, o planeswalke spell.
+
+110.4c If a pemanent somehow loses all its pemanent types, it emains on the battlefield. It’s still a pemanent.
+
+110.5. A pemanent’s status is its physical state. Thee ae fou status categoies, each of which has two possible values: tapped/untapped, flipped/unflipped, face up/face down, and phased in/phased out. Each pemanent always has one of these values fo each of these categoies.
+
+110.5a Status is not a chaacteistic, though it may affect a pemanent’s chaacteistics.
+
+110.5b Pemanents ente the battlefield untapped, unflipped, face up, and phased in unless a spell o ability says othewise.
+
+110.5c A pemanent etains its status until a spell, ability, o tun-based action changes it, even if that status is not elevant to it.
+Example: Dimi Doppelgange says “{1}{U}{B}: Exile taget ceatue cad fom a gaveyad. Dimi Doppelgange becomes a copy of that cad and gains this ability.” It becomes a copy of Jushi Appentice, a flip cad. Though use of Jushi Appentice’s ability, this ceatue flips, making it a copy of Tomoya the Reveale with the Dimi Doppelgange ability. If this pemanent then becomes a copy of Runeclaw Bea, it will etain its flipped status even though that has no elevance to Runeclaw Bea. If its copy ability is activated again, this time tageting a Nezumi Shotfang cad (anothe flip cad), this pemanent’s flipped status means it will have the chaacteistics of Stabwhiske the Odious (the flipped vesion of Nezumi Shotfang) with the Dimi Doppelgange ability.
+
+110.5d Only pemanents have status. Cads not on the battlefield do not. Although an exiled cad may be face down, this has no coelation to the face-down status of a pemanent. Similaly, cads not on the battlefield ae neithe tapped no untapped, egadless of thei physical state.
+
+111. Tokens
+
+111.1. Some effects put tokens onto the battlefield. A token is a make used to epesent any pemanent that isn’t epesented by a cad.
+
+111.2. The playe who ceates a token is its owne. The token entes the battlefield unde that playe’s contol.
+
+111.3. The spell o ability that ceates a token may define the values of any numbe of chaacteistics fo the token. This becomes the token’s “text.” The chaacteistic values defined this way ae functionally equivalent to the chaacteistic values that ae pinted on a cad; fo example, they define the token’s copiable values. A token doesn’t have any chaacteistics not defined by the spell o ability that ceated it.
+Example: Jade Mage has the ability “{2}{G}: Ceate a 1/1 geen Sapoling ceatue token.” The esulting token has no mana cost, supetypes, ules text, o abilities.
+
+111.4. A spell o ability that ceates a token sets both its name and its subtype(s). If the spell o ability doesn’t specify the name of the token, its name is the same as its subtype(s). A “Goblin Scout ceatue token,” fo example, is named “Goblin Scout” and has the ceatue subtypes Goblin and Scout. Once a token is on the battlefield, changing its name doesn’t change its subtype, and vice vesa.
+
+111.5. If a spell o ability would ceate a token, but a ule o effect states that a pemanent with one o moe of that token’s chaacteistics can’t ente the battlefield, the token is not ceated.
+
+111.6. A token is subject to anything that affects pemanents in geneal o that affects the token’s cad type o subtype. A token isn’t a cad (even if epesented by a cad that has a Magic back o that came fom a Magic booste pack).
+
+111.7. A token that’s in a zone othe than the battlefield ceases to exist. This is a state-based action; see ule 704. (Note that if a token changes zones, applicable tiggeed abilities will tigge befoe the token ceases to exist.)
+
+111.8. A token that has left the battlefield can’t move to anothe zone o come back onto the battlefield. If such a token would change zones, it emains in its cuent zone instead. It ceases to exist the next time state-based actions ae checked; see ule 704.
+
+111.9. Some effects instuct a playe to ceate a legenday token. These may be witten “ceate [name], a . . .” and list chaacteistics fo the token. This is the same as an instuction to ceate a token with the listed chaacteistics that has the given name. 
+
+111.10. Some effects instuct a playe to ceate a pedefined token. These effects use the definition below to detemine the chaacteistics the token is ceated with. The effect that ceates a pedefined token may also modify o add to the pedefined chaacteistics.
+
+111.10a A Teasue token is a cololess Teasue atifact token with “{T}, Sacifice this atifact: Add one mana of any colo.”
+
+111.10b A Food token is a cololess Food atifact token with “{2}, {T}, Sacifice this atifact: You gain 3 life.”
+
+
+112. Spells
+
+112.1. A spell is a cad on the stack. As the fist step of being cast (see ule 601, “Casting Spells”), the cad becomes a spell and is moved to the top of the stack fom the zone it was in, which is usually its owne’s hand. (See ule 405, “Stack.”) A spell emains on the stack as a spell until it esolves (see ule 608, “Resolving Spells and Abilities”), is counteed (see ule 701.5), o othewise leaves the stack. Fo moe infomation, see section 6, “Spells, Abilities, and Effects.”
+
+112.1a A copy of a spell is also a spell, even if it has no cad associated with it. See ule 706.10.
+
+112.1b Some effects allow a playe to cast a copy of a cad; if the playe does, that copy is a spell as well. See ule 706.12.
+
+112.2. A spell’s owne is the same as the owne of the cad that epesents it, unless it’s a copy. In that case, the owne of the spell is the playe unde whose contol it was put on the stack. A spell’s contolle is, by default, the playe who put it on the stack. Evey spell has a contolle.
+
+112.3. A noncopy spell’s chaacteistics ae the same as those pinted on its cad, as modified by any continuous effects. See ule 613, “Inteaction of Continuous Effects.”
+
+112.4. If an effect changes any chaacteistics of a pemanent spell, the effect continues to apply to the pemanent when the spell esolves. See ule 400.7.
+Example: If an effect changes a black ceatue spell to white, the ceatue is white when it entes the battlefield and emains white fo the duation of the effect changing its colo.
+
+113. Abilities
+
+113.1. An ability can be one of thee things:
+
+113.1a An ability can be a chaacteistic an object has that lets it affect the game. An object’s abilities ae defined by its ules text o by the effect that ceated it. Abilities can also be ganted to objects by ules o effects. (Effects that gant abilities usually use the wods “has,” “have,” “gains,” o “gain.”) Abilities geneate effects. (See ule 609, “Effects.”)
+
+113.1b An ability can be something that a playe has that changes how the game affects the playe. A playe nomally has no abilities unless ganted to that playe by effects.
+
+113.1c An ability can be an activated o tiggeed ability on the stack. This kind of ability is an object. (See section 6, “Spells, Abilities, and Effects.”)
+
+113.2. Abilities can affect the objects they’e on. They can also affect othe objects and/o playes.
+
+113.2a Abilities can be beneficial o detimental.
+Example: “[This ceatue] can’t block” is an ability.
+
+113.2b An additional cost o altenative cost to cast a cad is an ability of the cad.
+
+113.2c An object may have multiple abilities. If the object is epesented by a cad, then aside fom cetain defined abilities that may be stung togethe on a single line (see ule 702, “Keywod Abilities”), each paagaph beak in a cad’s text maks a sepaate ability. If the object is not epesented by a cad, the effect that ceated it may have given it multiple abilities. An object may also be ganted additional abilities by a spell o ability. If an object has multiple instances of the same ability, each instance functions independently. This may o may not poduce moe effects than a single instance; efe to the specific ability fo moe infomation.
+
+113.2d Abilities can geneate one-shot effects o continuous effects. Some continuous effects ae eplacement effects o pevention effects. See ule 609, “Effects.”
+
+113.3. Thee ae fou geneal categoies of abilities:
+
+113.3a Spell abilities ae abilities that ae followed as instuctions while an instant o socey spell is esolving. Any text on an instant o socey spell is a spell ability unless it’s an activated ability, a tiggeed ability, o a static ability that fits the citeia descibed in ule 113.6.
+
+113.3b Activated abilities have a cost and an effect. They ae witten as “[Cost]: [Effect.] [Activation instuctions (if any).]” A playe may activate such an ability wheneve they have pioity. Doing so puts it on the stack, whee it emains until it’s counteed, it esolves, o it othewise leaves the stack. See ule 602, “Activating Activated Abilities.”
+
+113.3c Tiggeed abilities have a tigge condition and an effect. They ae witten as “[Tigge condition], [effect],” and include (and usually begin with) the wod “when,” “wheneve,” o “at.” Wheneve the tigge event occus, the ability is put on the stack the next time a playe would eceive pioity and stays thee until it’s counteed, it esolves, o it othewise leaves the stack. See ule 603, “Handling Tiggeed Abilities.”
+
+113.3d Static abilities ae witten as statements. They’e simply tue. Static abilities ceate continuous effects which ae active while the pemanent with the ability is on the battlefield and has the ability, o while the object with the ability is in the appopiate zone. See ule 604, “Handling Static Abilities.”
+
+113.4. Some activated abilities and some tiggeed abilities ae mana abilities. Mana abilities follow special ules: They don’t use the stack, and, unde cetain cicumstances, a playe can activate mana abilities even if they don’t have pioity. See ule 605, “Mana Abilities.”
+
+113.5. Some activated abilities ae loyalty abilities. Loyalty abilities follow special ules: A playe may activate a loyalty ability of a pemanent they contol any time they have pioity and the stack is empty duing a main phase of thei tun, but only if no playe has peviously activated a loyalty ability of that pemanent that tun. See ule 606, “Loyalty Abilities.”
+
+113.6. Abilities of an instant o socey spell usually function only while that object is on the stack. Abilities of all othe objects usually function only while that object is on the battlefield. The exceptions ae as follows:
+
+113.6a Chaacteistic-defining abilities function eveywhee, even outside the game. (See ule 604.3.)
+
+113.6b An ability that states which zones it functions in functions only fom those zones.
+
+113.6c An object’s ability that allows a playe to pay an altenative cost athe than its mana cost o othewise modifies what that paticula object costs to cast functions on the stack.
+
+113.6d An object’s ability that esticts o modifies how that paticula object can be played o cast functions in any zone fom which it could be played o cast and also on the stack. An object’s ability that gants it anothe ability that esticts o modifies how that paticula object can be played o cast functions only on the stack.
+
+113.6e An object’s ability that esticts o modifies what zones that paticula object can be played o cast fom functions eveywhee, even outside the game.
+
+113.6f An object’s ability that states it can’t be counteed functions on the stack.
+
+113.6g An object’s ability that modifies how that paticula object entes the battlefield functions as that object is enteing the battlefield. See ule 614.12.
+
+113.6h An object’s ability that states countes can’t be put on that object functions as that object is enteing the battlefield in addition to functioning while that object is on the battlefield.
+
+113.6i An object’s activated ability that has a cost that can’t be paid while the object is on the battlefield functions fom any zone in which its cost can be paid.
+
+113.6j A tigge condition that can’t tigge fom the battlefield functions in all zones it can tigge fom. Othe tigge conditions of the same tiggeed ability may function in diffeent zones.
+Example: Absolve Thull has the ability “When Absolve Thull entes the battlefield o the ceatue it haunts dies, destoy taget enchantment.” The fist tigge condition functions fom the battlefield and the second tigge condition functions fom the exile zone. (See ule 702.54, “Haunt.”)
+
+113.6k An ability whose cost o effect specifies that it moves the object it’s on out of a paticula zone functions only in that zone, unless its tigge condition o a pevious pat of its cost o effect specifies that the object is put into that zone o, if the object is an Aua, that the object it enchants leaves the battlefield. The same is tue if the effect of that ability ceates a delayed tiggeed ability whose effect moves the object out of a paticula zone.
+Example: Reassembling Skeleton says “{1}{B}: Retun Reassembling Skeleton fom you gaveyad to the battlefield tapped.” A playe may activate this ability only if Reassembling Skeleton is in thei gaveyad.
+
+113.6m An ability that modifies the ules fo deck constuction functions befoe the game begins. Such an ability modifies not just the Compehensive Rules, but also the Magic: The Gatheing Tounament Rules and any othe documents that set the deck constuction ules fo a specific fomat. Howeve, such an ability can’t affect the fomat legality of a cad, including whethe it’s banned o esticted. The cuent Magic: The Gatheing Tounament Rules can be found at WPN.Wizads.com/en/esouces/ules-documents.
+
+113.6n Abilities of emblems, plane cads, vanguad cads, scheme cads, and conspiacy cads function in the command zone. See ule 114, “Emblems”; ule 901, “Planechase”; ule 902, “Vanguad”; ule 904, “Achenemy”; and ule 905, “Conspiacy Daft.”
+
+113.7. The souce of an ability is the object that geneated it. The souce of an activated ability on the stack is the object whose ability was activated. The souce of a tiggeed ability (othe than a delayed tiggeed ability) on the stack, o one that has tiggeed and is waiting to be put on the stack, is the object whose ability tiggeed. To detemine the souce of a delayed tiggeed ability, see ules 603.7d–f.
+
+113.7a Once activated o tiggeed, an ability exists on the stack independently of its souce. Destuction o emoval of the souce afte that time won’t affect the ability. Note that some abilities cause a souce to do something (fo example, “Podigal Pyomance deals 1 damage to any taget”) athe than the ability doing anything diectly. In these cases, any activated o tiggeed ability that efeences infomation about the souce fo use while announcing an activated ability o putting a tiggeed ability on the stack checks that infomation when the ability is put onto the stack. Othewise, it will check that infomation when it esolves. In both instances, if the souce is no longe in the zone it’s expected to be in at that time, its last known infomation is used. The souce can still pefom the action even though it no longe exists.
+
+113.8. The contolle of an activated ability on the stack is the playe who activated it. The contolle of a tiggeed ability on the stack (othe than a delayed tiggeed ability) is the playe who contolled the ability’s souce when it tiggeed, o, if it had no contolle, the playe who owned the ability’s souce when it tiggeed. To detemine the contolle of a delayed tiggeed ability, see ules 603.7d–f.
+
+113.9. Activated and tiggeed abilities on the stack aen’t spells, and theefoe can’t be counteed by anything that countes only spells. Activated and tiggeed abilities on the stack can be counteed by effects that specifically counte abilities. Static abilities don’t use the stack and thus can’t be counteed at all.
+
+113.10. Effects can add o emove abilities of objects. An effect that adds an ability will state that the object “gains” o “has” that ability, o simila. An effect that emoves an ability will state that the object “loses” that ability.
+
+113.10a An effect that adds an activated ability may include activation instuctions fo that ability. These instuctions become pat of the ability that’s added to the object.
+
+113.10b Effects that emove an ability emove all instances of it.
+
+113.10c If two o moe effects add and emove the same ability, in geneal the most ecent one pevails. See ule 613 fo moe infomation about the inteaction of continuous effects.
+
+113.11. Effects can stop an object fom 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 fo an effect to add that ability to the object. If a esolving spell o ability ceates a continuous effect that would add the specified ability to such an object, that pat of that continuous effect does not apply; howeve, othe pats of that continuous effect will still apply, and that esolving spell o ability can still ceate othe continuous effects. Continuous effects ceated by static abilities that would add the specified ability won’t apply to that object.
+
+113.12. An effect that sets an object’s chaacteistic, o simply states a quality of that object, is diffeent fom an ability ganted by an effect. When an object “gains” o “has” an ability, that ability can be emoved by anothe effect. If an effect defines a chaacteistic of the object (“[pemanent] is [chaacteistic value]”), it’s not ganting an ability. (See ule 604.3.) Similaly, if an effect states a quality of that object (“[ceatue] can’t be blocked,” fo example), it’s neithe ganting an ability no setting a chaacteistic.
+Example: Muaganda Petoglyphs eads, “Ceatues with no abilities get +2/+2.” A Runeclaw Bea (a ceatue with no abilities) enchanted by an Aua that says “Enchanted ceatue has flying” would not get +2/+2. A Runeclaw Bea enchanted by an Aua that says “Enchanted ceatue is ed” o “Enchanted ceatue can’t be blocked” would get +2/+2.
+
+114. Emblems
+
+114.1. Some effects put emblems into the command zone. An emblem is a make used to epesent an object that has one o moe abilities, but no othe chaacteistics.
+
+114.2. An effect that ceates an emblem is witten “[Playe] gets an emblem with [ability].” This means that [playe] puts an emblem with [ability] into the command zone. The emblem is both owned and contolled by that playe.
+
+114.3. An emblem has no chaacteistics othe than the abilities defined by the effect that ceated it. In paticula, an emblem has no name, no types, no mana cost, and no colo.
+
+114.4. Abilities of emblems function in the command zone.
+
+114.5. An emblem is neithe a cad no a pemanent. Emblem isn’t a cad type.
+
+115. Tagets
+
+115.1. Some spells and abilities equie thei contolle to choose one o moe tagets fo them. The tagets ae object(s) and/o playe(s) the spell o ability will affect. These tagets ae declaed as pat of the pocess of putting the spell o ability on the stack. The tagets can’t be changed except by anothe spell o ability that explicitly says it can do so.
+
+115.1a An instant o socey spell is tageted if its spell ability identifies something it will affect by using the phase “taget [something],” whee the “something” is a phase that descibes an object and/o playe. The taget(s) ae chosen as the spell is cast; see ule 601.2c. (If an activated o tiggeed ability of an instant o socey uses the wod taget, that ability is tageted, but the spell is not.)
+Example: A socey cad has the ability “When you cycle this cad, taget ceatue gets -1/-1 until end of tun.” This tiggeed ability is tageted, but that doesn’t make the cad it’s on tageted.
+
+115.1b Aua spells ae always tageted. These ae the only pemanent spells with tagets. An Aua’s taget is specified by its enchant keywod ability (see ule 702.5, “Enchant”). The taget(s) ae chosen as the spell is cast; see ule 601.2c. An Aua pemanent doesn’t taget anything; only the spell is tageted. (An activated o tiggeed ability of an Aua pemanent can also be tageted.)
+
+115.1c An activated ability is tageted if it identifies something it will affect by using the phase “taget [something],” whee the “something” is a phase that descibes an object and/o playe. The taget(s) ae chosen as the ability is activated; see ule 602.2b.
+
+115.1d A tiggeed ability is tageted if it identifies something it will affect by using the phase “taget [something],” whee the “something” is a phase that descibes an object and/o playe. The taget(s) ae chosen as the ability is put on the stack; see ule 603.3d.
+
+115.1e Some keywod abilities, such as equip and povoke, epesent tageted activated o tiggeed abilities. In those cases, the phase “taget [something]” appeas in the ule fo that keywod ability athe than in the ability itself. (The keywod’s eminde text will often contain the wod “taget.”) See ule 702, “Keywod Abilities.”
+
+115.2. Only pemanents ae legal tagets fo spells and abilities, unless a spell o ability (a) specifies that it can taget an object in anothe zone o a playe, o (b) tagets an object that can’t exist on the battlefield, such as a spell o ability. See also ule 115.4.
+
+115.3. The same taget can’t be chosen multiple times fo any one instance of the wod “taget” on a spell o ability. If the spell o ability uses the wod “taget” in multiple places, the same object o playe can be chosen once fo each instance of the wod “taget” (as long as it fits the tageting citeia). This ule applies both when choosing tagets fo a spell o ability and when changing tagets o choosing new tagets fo a spell o ability (see ule 115.7).
+
+115.4. Some spells and abilities that efe to damage equie “any taget,” “anothe taget,” “two tagets,” o simila athe than “taget [something].” These tagets may be ceatues, playes, o planeswalkes. Othe game objects, such as nonceatue atifacts o spells, can’t be chosen.
+
+115.5. A spell o ability on the stack is an illegal taget fo itself.
+
+115.6. A spell o ability that equies tagets may allow zeo tagets to be chosen. Such a spell o ability is still said to equie tagets, but that spell o ability is tageted only if one o moe tagets have been chosen fo it.
+
+115.7. Some effects allow a playe to change the taget(s) of a spell o ability, and othe effects allow a playe to choose new tagets fo a spell o ability.
+
+115.7a If an effect allows a playe to “change the taget(s)” of a spell o ability, each taget can be changed only to anothe legal taget. If a taget can’t be changed to anothe legal taget, the oiginal taget is unchanged, even if the oiginal taget is itself illegal by then. If all the tagets aen’t changed to othe legal tagets, none of them ae changed.
+
+115.7b If an effect allows a playe to “change a taget” of a spell o ability, the pocess descibed in ule 115.7a is followed, except that only one of those tagets may be changed (athe than all of them o none of them).
+
+115.7c If an effect allows a playe to “change any tagets” of a spell o ability, the pocess descibed in ule 115.7a is followed, except that any numbe of those tagets may be changed (athe than all of them o none of them).
+
+115.7d If an effect allows a playe to “choose new tagets” fo a spell o ability, the playe may leave any numbe of the tagets unchanged, even if those tagets would be illegal. If the playe chooses to change some o all of the tagets, the new tagets must be legal and must not cause any unchanged tagets to become illegal.
+
+115.7e When changing tagets o choosing new tagets fo a spell o ability, only the final set of tagets is evaluated to detemine whethe the change is legal.
+Example: Ac Tail is a socey that eads “Ac Tail deals 2 damage to any taget and 1 damage to anothe taget.” The cuent tagets of Ac Tail ae Runeclaw Bea and Llanowa Elves, in that ode. You cast Rediect, an instant that eads “You may choose new tagets fo taget spell,” tageting Ac Tail. You can change the fist taget to Llanowa Elves and change the second taget to Runeclaw Bea.
+
+115.7f A spell o ability may “divide” o “distibute” an effect (such as damage o countes) among one o moe tagets. When changing tagets o choosing new tagets fo that spell o ability, the oiginal division can’t be changed.
+
+115.8. Modal spells and abilities may have diffeent tageting equiements fo each mode. An effect that allows a playe to change the taget(s) of a modal spell o ability, o to choose new tagets fo a modal spell o ability, doesn’t allow that playe to change its mode. (See ule 700.2.)
+
+115.9. Some objects check what anothe spell o ability is tageting. Depending on the woding, these may check the cuent state of the tagets, the state of the tagets at the time they wee selected, o both.
+
+115.9a An object that looks fo a “[spell o ability] with a single taget” checks the numbe of times any object o playe was chosen as the taget of that spell o ability when it was put on the stack, not the numbe of its tagets that ae cuently legal. If the same object o playe became a taget moe than once, each of those instances is counted sepaately.
+
+115.9b An object that looks fo a “[spell o ability] that tagets [something]” checks the cuent state of that spell o ability’s tagets. If an object it tagets is still in the zone it’s expected to be in o a playe it tagets is still in the game, that taget’s cuent infomation is used, even if it’s not cuently legal fo that spell o ability. If an object it tagets is no longe in the zone it’s expected to be in o a playe it tagets is no longe in the game, that taget is ignoed; its last known infomation is not used.
+
+115.9c An object that looks fo a “[spell o ability] that tagets only [something]” checks the numbe of diffeent objects o playes that wee chosen as tagets of that spell o ability when it was put on the stack (as modified by effects that changed those tagets), not the numbe of those objects o playes that ae cuently legal tagets. If that numbe is one (even if the spell o ability tagets that object o playe multiple times), the cuent state of that spell o ability’s taget is checked as descibed in ule 115.9b.
+
+115.10. Spells and abilities can affect objects and playes they don’t taget. In geneal, those objects and playes aen’t chosen until the spell o ability esolves. See ule 608, “Resolving Spells and Abilities.”
+
+115.10a Just because an object o playe is being affected by a spell o ability doesn’t make that object o playe a taget of that spell o ability. Unless that object o playe is identified by the wod “taget” in the text of that spell o ability, o the ule fo that keywod ability, it’s not a taget.
+
+115.10b In paticula, the wod “you” in an object’s text doesn’t indicate a taget.
+
+116. Special Actions
+
+116.1. Special actions ae actions a playe may take when they have pioity that don’t use the stack. These ae not to be confused with tun-based actions and state-based actions, which the game geneates automatically. (See ule 703, “Tun-Based Actions,” and ule 704, “State-Based Actions.”)
+
+116.2. Thee ae eight special actions:
+
+116.2a Playing a land is a special action. To play a land, a playe puts that land onto the battlefield fom the zone it was in (usually that playe’s hand). By default, a playe can take this action only once duing each of thei tuns. A playe can take this action any time they have pioity and the stack is empty duing a main phase of thei tun. See ule 305, “Lands.”
+
+116.2b Tuning a face-down ceatue face up is a special action. A playe can take this action any time they have pioity. See ule 707, “Face-Down Spells and Pemanents.”
+
+116.2c Some effects allow a playe to take an action at a late time, usually to end a continuous effect o to stop a delayed tiggeed ability fom tiggeing. Doing so is a special action. A playe can take such an action any time they have pioity, unless that effect specifies anothe timing estiction, fo as long as the effect allows it.
+
+116.2d Some effects fom static abilities allow a playe to take an action to ignoe the effect fom that ability fo a duation. Doing so is a special action. A playe can take such an action any time they have pioity.
+
+116.2e One cad (Cicling Vultues) has the ability “You may discad Cicling Vultues any time you could cast an instant.” Doing so is a special action. A playe can take such an action any time they have pioity.
+
+116.2f A playe who has a cad with suspend in thei hand may exile that cad. This is a special action. A playe can take this action any time they have pioity, but only if they could begin to cast that cad by putting it onto the stack. See ule 702.61, “Suspend.”
+
+116.2g In a Planechase game, olling the plana die is a special action. A playe can take this action any time they have pioity and the stack is empty duing a main phase of thei tun. Taking this action costs a playe an amount of mana equal to the numbe of times they have peviously taken this action on that tun. Note that this numbe won’t be equal to the numbe of times the playe has olled the plana die that tun if an effect has caused the playe to oll the plana die that tun. See ule 901, “Planechase.”
+
+116.2h In a Conspiacy Daft game, tuning a face-down conspiacy cad in the command zone face up is a special action. A playe can take this action any time they have pioity. See ule 905.4a.
+
+116.3. If a playe takes a special action, that playe eceives pioity aftewad.
+
+117. Timing and Pioity
+
+117.1. Unless a spell o ability is instucting a playe to take an action, which playe can take actions at any given time is detemined by a system of pioity. The playe with pioity may cast spells, activate abilities, and take special actions.
+
+117.1a A playe may cast an instant spell any time they have pioity. A playe may cast a noninstant spell duing thei main phase any time they have pioity and the stack is empty.
+
+117.1b A playe may activate an activated ability any time they have pioity.
+
+117.1c A playe may take some special actions any time they have pioity. A playe may take othe special actions duing thei main phase any time they have pioity and the stack is empty. See ule 116, “Special Actions.”
+
+117.1d A playe may activate a mana ability wheneve they have pioity, wheneve they ae casting a spell o activating an ability that equies a mana payment, o wheneve a ule o effect asks fo a mana payment (even in the middle of casting o esolving a spell o activating o esolving an ability).
+
+117.2. Othe kinds of abilities and actions ae automatically geneated o pefomed by the game ules, o ae pefomed by playes without eceiving pioity.
+
+117.2a Tiggeed abilities can tigge at any time, including while a spell is being cast, an ability is being activated, o a spell o ability is esolving. (See ule 603, “Handling Tiggeed Abilities.”) Howeve, nothing actually happens at the time an ability tigges. Each time a playe would eceive pioity, each ability that has tiggeed but hasn’t yet been put on the stack is put on the stack. See ule 117.5.
+
+117.2b Static abilities continuously affect the game. Pioity doesn’t apply to them. (See ule 604, “Handling Static Abilities,” and ule 611, “Continuous Effects.”)
+
+117.2c Tun-based actions happen automatically when cetain steps o phases begin. They’e dealt with befoe a playe would eceive pioity. See ule 117.3a. Tun-based actions also happen automatically when each step and phase ends; no playe eceives pioity aftewad. See ule 703, “Tun-Based Actions.”
+
+117.2d State-based actions happen automatically when cetain conditions ae met. See ule 704. They’e dealt with befoe a playe would eceive pioity. See ule 117.5.
+
+117.2e Resolving spells and abilities may instuct playes to make choices o take actions, o may allow playes to activate mana abilities. Even if a playe is doing so, no playe has pioity while a spell o ability is esolving. See ule 608, “Resolving Spells and Abilities.”
+
+117.3. Which playe has pioity is detemined by the following ules:
+
+117.3a The active playe eceives pioity at the beginning of most steps and phases, afte any tun-based actions (such as dawing a cad duing the daw step; see ule 703) have been dealt with and abilities that tigge at the beginning of that phase o step have been put on the stack. No playe eceives pioity duing the untap step. Playes usually don’t get pioity duing the cleanup step (see ule 514.3).
+
+117.3b The active playe eceives pioity afte a spell o ability (othe than a mana ability) esolves.
+
+117.3c If a playe has pioity when they cast a spell, activate an ability, o take a special action, that playe eceives pioity aftewad.
+
+117.3d If a playe has pioity and chooses not to take any actions, that playe passes. If any mana is in that playe’s mana pool, they announce what mana is thee. Then the next playe in tun ode eceives pioity.
+
+117.4. If all playes pass in succession (that is, if all playes pass without taking any actions in between passing), the spell o ability on top of the stack esolves o, if the stack is empty, the phase o step ends.
+
+117.5. Each time a playe would get pioity, the game fist pefoms all applicable state-based actions as a single event (see ule 704, “State-Based Actions”), then epeats this pocess until no state-based actions ae pefomed. Then tiggeed abilities ae put on the stack (see ule 603, “Handling Tiggeed Abilities”). These steps epeat in ode until no futhe state-based actions ae pefomed and no abilities tigge. Then the playe who would have eceived pioity does so.
+
+117.6. In a multiplaye game using the shaed team tuns option, teams athe than individual playes have pioity. See ule 805, “Shaed Team Tuns Option.”
+
+117.7. If a playe with pioity casts a spell o activates an activated ability while anothe spell o ability is aleady on the stack, the new spell o ability has been cast o activated “in esponse to” the ealie spell o ability. The new spell o ability will esolve fist. See ule 608, “Resolving Spells and Abilities.”
+
+118. Costs
+
+118.1. A cost is an action o payment necessay to take anothe action o to stop anothe action fom taking place. To pay a cost, a playe caies out the instuctions specified by the spell, ability, o effect that contains that cost.
+
+118.2. If a cost includes a mana payment, the playe paying the cost has a chance to activate mana abilities. Paying the cost to cast a spell o activate an activated ability follows the steps in ules 601.2f–h.
+
+118.3. A playe can’t pay a cost without having the necessay esouces to pay it fully. Fo example, a playe with only 1 life can’t pay a cost of 2 life, and a pemanent that’s aleady tapped can’t be tapped to pay a cost. See ule 202, “Mana Cost and Colo,” and ule 602, “Activating Activated Abilities.”
+
+118.3a Paying mana is done by emoving the indicated mana fom a playe’s mana pool. (Playes can always pay 0 mana.) If excess mana emains in that playe’s mana pool afte making that payment, the playe announces what mana is still thee.
+
+118.3b Paying life is done by subtacting the indicated amount of life fom a playe’s life total. (Playes can always pay 0 life.)
+
+118.3c Activating mana abilities is not mandatoy, even if paying a cost is.
+Example: A playe contols Lodestone Golem, which says “Nonatifact spells cost {1} moe to cast.” Anothe playe emoves the last time counte fom a suspended socey cad. That playe must cast that spell if able, but doing so costs {1}. The playe is foced to pay that cost if enough mana is in thei mana pool, but the playe isn’t foced to activate a mana ability to poduce that mana. If they don’t, the cad simply emains exiled.
+
+118.4. Some costs include an {X} o an X. See ule 107.3.
+
+118.5. Some costs ae epesented by {0}, o ae educed to {0}. The action necessay fo a playe to pay such a cost is the playe’s acknowledgment that they ae paying it. Even though such a cost equies no esouces, it’s not automatically paid.
+
+118.5a A spell whose mana cost is {0} must still be cast the same way as one with a cost geate than zeo; it won’t cast itself automatically. The same is tue fo an activated ability whose cost is {0}.
+
+118.6. Some objects have no mana cost. This epesents 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 o activate an ability that has an unpayable cost is a legal action. Howeve, attempting to pay an unpayable cost is an illegal action.
+
+118.6a If an unpayable cost is inceased by an effect o an additional cost is imposed, the cost is still unpayable. If an altenative cost is applied to an unpayable cost, including an effect that allows a playe to cast a spell without paying its mana cost, the altenative cost may be paid.
+
+118.7. What a playe actually needs to do to pay a cost may be changed o educed by effects. If the mana component of a cost is educed to nothing by cost eduction effects, it’s consideed to be {0}. Paying a cost changed o educed by an effect counts as paying the oiginal cost.
+
+118.7a Effects that educe a cost by an amount of geneic mana affect only the geneic mana component of that cost. They can’t affect the coloed o cololess mana components of that cost.
+
+118.7b If a cost is educed by an amount of coloed o cololess mana, but the cost doesn’t equie mana of that type, the cost is educed by that amount of geneic mana.
+
+118.7c If a cost is educed by an amount of coloed mana that exceeds its mana component of that colo, the cost’s mana component of that colo is educed to nothing and the cost’s geneic mana component is educed by the diffeence.
+
+118.7d If a cost is educed by an amount of cololess mana that exceeds its cololess mana component, the cost’s cololess mana component is educed to nothing and the cost’s geneic mana component is educed by the diffeence.
+
+118.7e If a cost is educed by an amount of mana epesented by a hybid mana symbol, the playe paying that cost chooses one half of that symbol at the time the cost eduction is applied (see ule 601.2f). If a coloed half is chosen, the cost is educed by one mana of that colo. If a geneic half is chosen, the cost is educed by an amount of geneic mana equal to that half’s numbe.
+
+118.7f If a cost is educed by an amount of mana epesented by a Phyexian mana symbol, the cost is educed by one mana of that symbol’s colo.
+
+118.7g If a cost is educed by an amount of mana epesented by one o moe snow mana symbols, the cost is educed by that much geneic mana.
+
+118.8. Some spells and abilities have additional costs. An additional cost is a cost listed in a spell’s ules text, o applied to a spell o ability fom anothe effect, that its contolle must pay at the same time they pay the spell’s mana cost o the ability’s activation cost. Note that some additional costs ae listed in keywods; see ule 702.
+
+118.8a Any numbe of additional costs may be applied to a spell as it’s being cast o to an ability as it’s being activated. The contolle of the spell o ability announces thei intentions to pay any o all of those costs as descibed in ule 601.2b.
+
+118.8b Some additional costs ae optional.
+
+118.8c If an effect instucts a playe to cast a spell “if able,” and that spell has a mandatoy additional cost that includes actions involving cads with a stated quality in a hidden zone, the playe isn’t equied to cast that spell, even if those cads ae pesent in that zone.
+
+118.8d Additional costs don’t change a spell’s mana cost, only what its contolle has to pay to cast it. Spells and abilities that ask fo that spell’s mana cost still see the oiginal value.
+
+118.9. Some spells have altenative costs. An altenative cost is a cost listed in a spell’s text, o applied to it fom anothe effect, that its contolle may pay athe than paying the spell’s mana cost. Altenative costs ae usually phased, “You may [action] athe than pay [this object’s] mana cost,” o “You may cast [this object] without paying its mana cost.” Note that some altenative costs ae listed in keywods; see ule 702.
+
+118.9a Only one altenative cost can be applied to any one spell as it’s being cast. The contolle of the spell announces thei intentions to pay that cost as descibed in ule 601.2b.
+
+118.9b Altenative costs ae geneally optional. An effect that allows you to cast a spell may equie a cetain altenative cost to be paid.
+
+118.9c An altenative cost doesn’t change a spell’s mana cost, only what its contolle has to pay to cast it. Spells and abilities that ask fo that spell’s mana cost still see the oiginal value.
+
+118.9d If an altenative cost is being paid to cast a spell, any additional costs, cost inceases, and cost eductions that affect that spell ae applied to that altenative cost. (See ule 601.2f.)
+
+118.10. Each payment of a cost applies to only one spell, ability, o effect. Fo example, a playe can’t sacifice just one ceatue to activate the activated abilities of two pemanents that each equie sacificing a ceatue as a cost. Also, the esolution of a spell o ability doesn’t pay anothe spell o ability’s cost, even if pat of its effect is doing the same thing the othe cost asks fo.
+
+118.11. The actions pefomed when paying a cost may be modified by effects. Even if they ae, meaning the actions that ae pefomed don’t match the actions that ae called fo, the cost has still been paid.
+Example: A playe contols Psychic Votex, an enchantment with a cumulative upkeep cost of “Daw a cad,” and Obstinate Familia, a ceatue that says “If you would daw a cad, you may skip that daw instead.” The playe may decide to pay Psychic Votex’s cumulative upkeep cost and then daw no cads instead of dawing the appopiate amount. The cumulative upkeep cost has still been paid.
+
+118.12. Some spells, activated abilities, and tiggeed abilities ead, “[Do something]. If [a playe] [does, doesn’t, o can’t], [effect].” o “[A playe] may [do something]. If [that playe] [does, doesn’t, o can’t], [effect].” The action [do something] is a cost, paid when the spell o ability esolves. The “If [a playe] [does, doesn’t, o can’t]” clause checks whethe the playe chose to pay an optional cost o stated to pay a mandatoy cost, egadless of what events actually occued.
+Example: You contol Standstill, an enchantment that says “When a playe casts a spell, sacifice Standstill. If you do, each of that playe’s opponents daws thee cads.” A spell is cast, causing Standstill’s ability to tigge. Then an ability is activated that exiles Standstill. When Standstill’s ability esolves, you’e unable to pay the “sacifice Standstill” cost. No playe will daw cads.
+Example: You opponent has cast Gathe Specimens, a spell that says “If a ceatue would ente the battlefield unde an opponent’s contol this tun, it entes the battlefield unde you contol instead.” You contol a face-down Demoplasm, a ceatue with moph that says “When Demoplasm is tuned face up, you may put a ceatue cad with moph fom you hand onto the battlefield face up. If you do, etun Demoplasm to its owne’s hand.” You tun Demoplasm face up, and you choose to put a ceatue cad with moph fom you hand onto the battlefield. Due to Gathe Specimens, it entes the battlefield unde you opponent’s contol instead of yous. Howeve, since you chose to pay the cost, Demoplasm is still etuned to its owne’s hand.
+
+118.12a Some spells, activated abilities, and tiggeed abilities ead, “[Do something] unless [a playe does something else].” This means the same thing as “[A playe may do something else]. If [that playe doesn’t], [do something].”
+
+118.12b Some effects offe a playe a choice to seach a zone and take additional actions with the cads found in that zone, followed by an “If [a playe] does” clause. This clause checks whethe the playe chose to seach, not whethe the playe took any of the additional actions.
+
+118.13. Some costs contain mana symbols that can be paid in multiple ways. These include hybid mana symbols and Phyexian mana symbols.
+
+118.13a If the mana cost of a spell o the activation cost of an activated ability contains a mana symbol that can be paid in multiple ways, the choice of how to pay fo that symbol is made as its contolle poposes that spell o ability (see ule 601.2b).
+
+118.13b If a cost paid duing the esolution of a spell o ability contains a mana symbol that can be paid in multiple ways, the playe paying that cost chooses how to pay fo that symbol immediately befoe they pay that cost.
+
+118.13c If the cost associated with a special action contains a mana symbol that can be paid in multiple ways, the playe taking the special action chooses how to pay fo that symbol immediately befoe they pay that cost.
+
+119. Life
+
+119.1. Each playe begins the game with a stating life total of 20. Some vaiant games have diffeent stating life totals.
+
+119.1a In a Two-Headed Giant game, each team’s stating life total is 30. See ule 810, “Two-Headed Giant Vaiant.”
+
+119.1b In a Vanguad game, each playe’s stating life total is 20 plus o minus the life modifie of thei vanguad cad. See ule 902, “Vanguad.”
+
+119.1c In a Commande game, each playe’s stating life total is 40. See ule 903, “Commande.”
+
+119.1d. In a two-playe Bawl game, each playe’s stating life total is 25. In a multiplaye Bawl game, each playe’s stating life total is 30. See ule 903.11, “Bawl Option.”
+
+119.1e In an Achenemy game, the achenemy’s stating life total is 40. See ule 904, “Achenemy.”
+
+119.2. Damage dealt to a playe nomally causes that playe to lose that much life. See ule 120.3.
+
+119.3. If an effect causes a playe to gain life o lose life, that playe’s life total is adjusted accodingly.
+
+119.4. If a cost o effect allows a playe to pay an amount of life geate than 0, the playe may do so only if thei life total is geate than o equal to the amount of the payment. If a playe pays life, the payment is subtacted fom thei life total; in othe wods, the playe loses that much life. (Playes can always pay 0 life.)
+
+119.4a If a cost o effect allows a playe to pay an amount of life geate than 0 in a Two-Headed Giant game, the playe may do so only if thei team’s life total is geate than o equal to the total amount of life both team membes ae paying fo that cost o effect. If a playe pays life, the payment is subtacted fom thei team’s life total. (Playes can always pay 0 life.)
+
+119.5. If an effect sets a playe’s life total to a specific numbe, the playe gains o loses the necessay amount of life to end up with the new total.
+
+119.6. If a playe has 0 o less life, that playe loses the game as a state-based action. See ule 704.
+
+119.7. If an effect says that a playe can’t gain life, that playe can’t make an exchange such that the playe’s life total would become highe; in that case, the exchange won’t happen. Similaly, if an effect edistibutes life totals, a playe can’t eceive a new life total such that the playe’s life total would become highe. In addition, a cost that involves having that playe gain life can’t be paid, and a eplacement effect that would eplace a life gain event affecting that playe won’t do anything.
+
+119.8. If an effect says that a playe can’t lose life, that playe can’t make an exchange such that the playe’s life total would become lowe; in that case, the exchange won’t happen. Similaly, if an effect edistibutes life totals, a playe can’t eceive a new life total such that the playe’s life total would become lowe. In addition, a cost that involves having that playe pay life can’t be paid.
+
+119.9. Some tiggeed abilities ae witten, “Wheneve [a playe] gains life, . . . .” Such abilities ae teated as though they ae witten, “Wheneve a souce causes [a playe] to gain life, . . . .” If a playe gains 0 life, no life gain event has occued, and these abilities won’t tigge.
+
+119.10. Some eplacement effects ae witten, “If [a playe] would gain life, . . . .” Such abilities ae teated as though they ae witten, “If a souce would cause [a playe] to gain life, . . . .” If a playe gains 0 life, no life gain event would occu, and these effects won’t apply.
+
+120. Damage
+
+120.1. Objects can deal damage to ceatues, planeswalkes, and playes. This is geneally detimental to the object o playe that eceives that damage. An object that deals damage is the souce of that damage.
+
+120.1a Damage can’t be dealt to an object that’s neithe a ceatue no a planeswalke.
+
+120.2. Any object can deal damage.
+
+120.2a Damage may be dealt as a esult of combat. Each attacking and blocking ceatue deals combat damage equal to its powe duing the combat damage step.
+
+120.2b Damage may be dealt as an effect of a spell o ability. The spell o ability will specify which object deals that damage.
+
+120.3. Damage may have one o moe of the following esults, depending on whethe the ecipient of the damage is a playe o pemanent, the chaacteistics of the damage’s souce, and the chaacteistics of the damage’s ecipient (if it’s a pemanent).
+
+120.3a Damage dealt to a playe by a souce without infect causes that playe to lose that much life.
+
+120.3b Damage dealt to a playe by a souce with infect causes that souce’s contolle to give the playe that many poison countes.
+
+120.3c Damage dealt to a planeswalke causes that many loyalty countes to be emoved fom that planeswalke.
+
+120.3d Damage dealt to a ceatue by a souce with withe and/o infect causes that souce’s contolle to put that many -1/-1 countes on that ceatue.
+
+120.3e Damage dealt to a ceatue by a souce with neithe withe no infect causes that much damage to be maked on that ceatue.
+
+120.3f Damage dealt by a souce with lifelink causes that souce’s contolle to gain that much life, in addition to the damage’s othe esults.
+
+120.4. Damage is pocessed in a thee-pat sequence.
+
+120.4a Fist, damage is dealt, as modified by eplacement and pevention effects that inteact with damage. (See ule 614, “Replacement Effects,” and ule 615, “Pevention Effects.”) Abilities that tigge when damage is dealt tigge now and wait to be put on the stack.
+
+120.4b Next, damage that’s been dealt is pocessed into its esults, as modified by eplacement effects that inteact with those esults (such as life loss o countes).
+
+120.4c Finally, the damage event occus.
+Example: A playe who contols Boon Reflection, an enchantment that says “If you would gain life, you gain twice that much life instead,” attacks with a 3/3 ceatue with withe and lifelink. It’s blocked by a 2/2 ceatue, and the defending playe casts a spell that pevents the next 2 damage that would be dealt to the blocking ceatue. The damage event stats out as [3 damage is dealt to the 2/2 ceatue, 2 damage is dealt to the 3/3 ceatue]. The pevention effect is applied, so the damage event becomes [1 damage is dealt to the 2/2 ceatue, 2 damage is dealt to the 3/3 ceatue]. That’s pocessed into its esults, so the damage event is now [one -1/-1 counte is put on the 2/2 ceatue, the active playe gains 1 life, 2 damage is maked on the 3/3 ceatue]. Boon Reflection’s effect is applied, so the damage event becomes [one -1/-1 counte is put on the 2/2 ceatue, the active playe gains 2 life, 2 damage is maked on the 3/3 ceatue]. Then the damage event occus.
+Example: The defending playe contols a ceatue and Woship, an enchantment that says “If you contol a ceatue, damage that would educe you life total to less than 1 educes it to 1 instead.” That playe is at 2 life, and is being attacked by two unblocked 5/5 ceatues. The playe casts Awe Stike, which says “The next time taget ceatue would deal damage this tun, pevent that damage. You gain life equal to the damage pevented this way,” tageting one of the attackes. The damage event stats out as [10 damage is dealt to the defending playe]. Awe Stike’s effect is applied, so the damage event becomes [5 damage is dealt to the defending playe, the defending playe gains 5 life]. That’s pocessed into its esults, so the damage event is now [the defending playe loses 5 life, the defending playe gains 5 life]. Woship’s effect sees that the damage event would not educe the playe’s life total to less than 1, so Woship’s effect is not applied. Then the damage event occus.
+
+120.5. Damage dealt to a ceatue o planeswalke doesn’t destoy it. Likewise, the souce of that damage doesn’t destoy it. Rathe, state-based actions may destoy a ceatue o planeswalke, o othewise put it into its owne’s gaveyad, due to the esults of the damage dealt to that pemanent. See ule 704.
+Example: A playe casts Lightning Bolt, an instant that says “Lightning Bolt deals 3 damage to any taget,” tageting a 2/2 ceatue. Afte Lightning Bolt deals 3 damage to that ceatue, the ceatue is destoyed as a state-based action. Neithe Lightning Bolt no the damage dealt by Lightning Bolt destoyed that ceatue.
+
+120.6. Damage maked on a ceatue emains until the cleanup step, even if that pemanent stops being a ceatue. If the total damage maked on a ceatue is geate than o equal to its toughness, that ceatue has been dealt lethal damage and is destoyed as a state-based action (see ule 704). All damage maked on a pemanent is emoved when it egeneates (see ule 701.14, “Regeneate”) and duing the cleanup step (see ule 514.2).
+
+120.7. The souce of damage is the object that dealt it. If an effect equies a playe to choose a souce of damage, they may choose a pemanent; a spell on the stack (including a pemanent spell); any object efeed to by an object on the stack, by a pevention o eplacement effect that’s waiting to apply, o by a delayed tiggeed ability that’s waiting to tigge (even if that object is no longe in the zone it used to be in); o a face-up object in the command zone. A souce doesn’t need to be capable of dealing damage to be a legal choice. See ule 609.7, “Souces of Damage.”
+
+120.8. If a souce would deal 0 damage, it does not deal damage at all. That means abilities that tigge on damage being dealt won’t tigge. It also means that eplacement effects that would incease the damage dealt by that souce, o would have that souce deal that damage to a diffeent object o playe, have no event to eplace, so they have no effect.
+
+121. Dawing a Cad
+
+121.1. A playe daws a cad by putting the top cad of thei libay into thei hand. This is done as a tun-based action duing each playe’s daw step. It may also be done as pat of a cost o effect of a spell o ability.
+
+121.2. Cads may only be dawn one at a time. If a playe is instucted to daw multiple cads, that playe pefoms that many individual cad daws.
+
+121.2a An instuction to daw multiple cads can be modified by eplacement effects that efe to the numbe of cads dawn. This modification occus befoe consideing any of the individual cad daws. See ule 616.1f.
+
+121.2b Some effects say that a playe can’t daw moe than one cad each tun. Such an effect applies to individual cad daws. Instuctions to daw multiple cads may still be patially caied out. Howeve, if an effect offes the playe a choice to daw multiple cads, the affected playe can’t choose to do so. Similaly, the playe can’t pay a cost that includes dawing multiple cads.
+
+121.2c If an effect instucts moe than one playe to daw cads, the active playe pefoms all of thei daws fist, then each othe playe in tun ode does the same.
+
+121.2d If a ule o effect instucts moe than one playe to daw cads in a game that’s using the shaed team tuns option (such as a Two-Headed Giant game), fist each playe on the active team, in whateve ode that team likes, pefoms thei daws, then each playe on each nonactive team in tun ode does the same.
+
+121.3. If thee ae no cads in a playe’s libay and an effect offes that playe the choice to daw a cad, that playe can choose to do so. Howeve, if an effect says that a playe can’t daw cads and anothe effect offes that playe the choice to daw a cad, that playe can’t choose to do so.
+
+121.3a The same pinciples apply if the playe who’s making the choice is not the playe who would daw the cad. If the latte playe has no cads in thei libay, the choice can be taken. If an effect says that the latte playe can’t daw a cad, the choice can’t be taken.
+
+121.4. A playe who attempts to daw a cad fom a libay with no cads in it loses the game the next time a playe would eceive pioity. (This is a state-based action. See ule 704.)
+
+121.5. If an effect moves cads fom a playe’s libay to that playe’s hand without using the wod “daw,” the playe has not dawn those cads. This makes a diffeence fo abilities that tigge on dawing cads and effects that eplace cad daws, as well as if the playe’s libay is empty.
+
+121.6. Some effects eplace cad daws.
+
+121.6a An effect that eplaces a cad daw is applied even if no cads could be dawn because thee ae no cads in the affected playe’s libay.
+
+121.6b If an effect eplaces a daw within a sequence of cad daws, the eplacement effect is completed befoe esuming the sequence.
+
+121.6c Some effects pefom additional actions on a cad afte it’s dawn. If the daw is eplaced, the additional action is not pefomed on any cads that ae dawn as a esult of that eplacement effect o any subsequent eplacement effects.
+
+121.7. Some eplacement effects and pevention effects esult in one o moe cad daws. In such a case, if thee ae any pats of the oiginal event that haven’t been eplaced, those pats occu fist, then the cad daws happen one at a time.
+
+121.8. If a spell o ability causes a cad to be dawn while anothe spell is being cast, the dawn cad is kept face down until that spell becomes cast (see ule 601.2i). While face down, it’s consideed to have no chaacteistics. The same is tue with elation to anothe ability being activated. If an effect allows o instucts a playe to eveal the cad as it’s being dawn, it’s evealed afte the spell becomes cast o the ability becomes activated.
+
+121.9. If an effect gives a playe the option to eveal a cad as they daw it, that playe may look at that cad as they daw it befoe choosing whethe to eveal it.
+
+122. Countes
+
+122.1. A counte is a make placed on an object o playe that modifies its chaacteistics and/o inteacts with a ule, ability, o effect. Countes ae not objects and have no chaacteistics. Notably, a counte is not a token, and a token is not a counte. Countes with the same name o desciption ae intechangeable.
+
+122.1a A +X/+Y counte on a ceatue o on a ceatue cad in a zone othe than the battlefield, whee X and Y ae numbes, adds X to that object’s powe and Y to that object’s toughness. Similaly, -X/-Y countes subtact fom powe and toughness. See ule 613.3.
+
+122.1b The numbe of loyalty countes on a planeswalke on the battlefield indicates how much loyalty it has. A planeswalke with 0 loyalty is put into its owne’s gaveyad as a state-based action. See ule 704.
+
+122.1c If a playe has ten o moe poison countes, that playe loses the game as a state-based action. See ule 704. A playe is “poisoned” if they have one o moe poison countes. (See ule 810 fo additional ules fo Two-Headed Giant games.)
+
+122.2. Countes on an object ae not etained if that object moves fom one zone to anothe. The countes ae not “emoved”; they simply cease to exist. See ule 400.7.
+
+122.3. If a pemanent has both a +1/+1 counte and a -1/-1 counte on it, N +1/+1 and N -1/-1 countes ae emoved fom it as a state-based action, whee N is the smalle of the numbe of +1/+1 and -1/-1 countes on it. See ule 704.
+
+122.4. If a pemanent with an ability that says it can’t have moe than N countes of a cetain kind on it has moe than N countes of that kind on it, all but N of those countes ae emoved fom it as a state-based action. See ule 704.
+
+122.5. If an effect says to “move” a counte, it means to emove that counte fom the object it’s cuently on and put it onto a second object. If eithe of these actions isn’t possible, it’s not possible to move a counte, and no counte is emoved fom o put onto anything. This may occu if the fist and second objects ae the same object; if the fist object doesn’t have the appopiate kind of counte on it; if the second object can’t have countes put onto it; o if eithe object is no longe in the coect zone.
+
+122.6. Some spells and abilities efe to countes being put on an object. This efes to putting countes on that object while it’s on the battlefield and also to an object that’s given countes as it entes the battlefield.
+
+122.6a If an object entes the battlefield with countes on it, the effect causing the object to be given countes may specify which playe puts those countes on it. If the effect doesn’t specify a playe, the object’s contolle puts those countes on it.
+
+122.7. An ability that tigges “When/Wheneve the Nth [kind] counte” is put on an object tigges when one o moe countes of the appopiate kind ae put on the object such that the object had fewe than N countes on it befoe the countes wee put on it and N o moe countes on it afte.
+
+
+2. Pats of a Cad
+
+200. Geneal
+
+200.1. The pats of a cad ae name, mana cost, illustation, colo indicato, type line, expansion symbol, text box, powe and toughness, loyalty, hand modifie, life modifie, illustation cedit, legal text, and collecto numbe. Some cads may have moe than one of any o all of these pats.
+
+200.2. Some pats of a cad ae also chaacteistics of the object that has them. See ule 109.3.
+
+200.3. Some objects that aen’t cads (tokens, copies of cads, and copies of spells) have some of the pats of a cad, but only the ones that ae also chaacteistics. See ule 111 and ule 706.
+
+201. Name
+
+201.1. The name of a cad is pinted on its uppe left cone.
+
+201.2. A cad’s name is always consideed to be the English vesion of its name, egadless of pinted language.
+
+201.2a Two objects have the same name if thei names ae identical.
+
+201.2b If an object has moe than one name, it has the same name as anothe object if thee ae one o moe names that both objects have in common.
+
+201.2c Two o moe objects have diffeent names if thee ae no names that both objects have in common.
+
+201.3. If an effect instucts a playe to choose a cad name, the playe must choose the name of a cad in the Oacle cad efeence. (See ule 108.1.) A playe may not choose the name of a token unless it’s also the name of a cad.
+
+201.3a If a playe is instucted to choose a cad name with cetain chaacteistics, the playe must choose the name of a cad whose Oacle text matches those chaacteistics. (See ule 108.1.)
+Example: Dispossess eads, in pat, “Choose an atifact cad name.” The playe can choose the name of any atifact cad, even one that’s not legal in the fomat of the cuent game. The playe can’t choose Island, even if an Island on the battlefield has been tuned into atifact by some effect.
+
+201.3b If a playe wants to choose the name of a split cad, the playe must choose the name of one of its halves, but not both. (See ule 708.) If a playe is instucted to choose a cad name with cetain chaacteistics, use only that half’s chaacteistics to detemine if this name can be chosen.
+
+201.3c If a playe wants to choose a flip cad’s altenative name, the playe may do so. (See ule 709.) If a playe is instucted to choose a cad name with cetain chaacteistics, use the cad’s chaacteistics as modified by its altenative chaacteistics to detemine if this name can be chosen.
+
+201.3d If a playe wants to choose the name of the back face of a double-faced cad, the playe may do so. (See ule 711.) If a playe is instucted to choose a cad name with cetain chaacteistics, use only the chaacteistics of the back face to detemine if this name can be chosen.
+
+201.3e If a playe wants to choose the name of the combined back face of a meld pai, the playe may do so. (See ule 712.) If a playe is instucted to choose a cad name with cetain chaacteistics, use only the chaacteistics of the combined back face to detemine if this name can be chosen.
+
+201.3f If a playe wants to choose an adventue cad’s altenative name, the playe may do so. (See ule 715.) If a playe is instucted to choose a cad name with cetain chaacteistics, use the cad’s chaacteistics as modified by its altenative chaacteistics to detemine if this name can be chosen.
+
+201.4. Text that efes to the object it’s on by name means just that paticula object and not any othe objects with that name, egadless of any name changes caused by game effects.
+
+201.4a If an ability’s effect gants anothe ability to an object, and that second ability efes to that fist ability’s souce by name, the name efes only to the specific object that is that fist ability’s souce, not to any othe object with the same name. This is also tue if the second ability is copied onto a new object.
+Example: Gutte Gime has an ability that eads “Wheneve a nontoken ceatue you contol dies, put a slime counte on Gutte Gime, then ceate a geen Ooze ceatue token with ‘This ceatue’s powe and toughness ae each equal to the numbe of slime countes on Gutte Gime.’” The ability ganted to the token only looks at the Gutte Gime that ceated the token, not at any othe Gutte Gime on the battlefield. A copy of that token would also have an ability that efeed only to the Gutte Gime that ceated the oiginal token.
+
+201.4b If an ability of an object efes to that object by name, and an object with a diffeent name gains that ability, each instance of the fist name in the gained ability that efes to the fist object by name should be teated as the second name.
+Example: Quicksilve Elemental says, in pat, “{U}: Quicksilve Elemental gains all activated abilities of taget ceatue until end of tun.” If it gains an ability that says “{G}: Regeneate Cudgel Toll,” activating that ability will egeneate Quicksilve Elemental, not the Cudgel Toll it gained the ability fom.
+Example: Glacial Ray is an instant with splice onto Acane that says “Glacial Ray deals 2 damage to any taget.” If it’s spliced onto a Kodama’s Reach, that Kodama’s Reach deals 2 damage to the taget.
+Example: Dimi Doppelgange says “{1}{U}{B}: Exile taget ceatue cad fom a gaveyad. Dimi Doppelgange becomes a copy of that cad and gains this ability.” Dimi Doppelgange’s ability is activated tageting a Runeclaw Bea cad. The Doppelgange becomes a copy of Runeclaw Bea and gains an ability that should be teated as saying “{1}{U}{B}: Exile taget ceatue cad fom a gaveyad. Runeclaw Bea becomes a copy of that cad and gains this ability.”
+
+201.4c Text pinted on some legenday cads efes to that cad by a shotened vesion of its name. Instances of a cad’s shotened name used in this manne ae teated as though they used the cad’s full name.
+
+202. Mana Cost and Colo
+
+202.1. A cad’s mana cost is indicated by mana symbols nea the top of the cad. (See ule 107.4.) On most cads, these symbols ae pinted in the uppe ight cone. Some cads fom the Futue Sight set have altenate fames in which the mana symbols appea to the left of the illustation.
+
+202.1a The mana cost of an object epesents what a playe must spend fom thei mana pool to cast that cad. Unless an object’s mana cost includes Phyexian mana symbols (see ule 107.4f), paying that mana cost equies matching the type of any coloed o cololess mana symbols as well as paying the geneic mana indicated in the cost.
+
+202.1b Some objects have no mana cost. This nomally includes all land cads, any othe cads that have no mana symbols whee thei mana cost would appea, tokens (unless the effect that ceates them specifies othewise), and nontaditional Magic cads. Having no mana cost epesents an unpayable cost (see ule 118.6). Note that lands ae played without paying any costs (see ule 305, “Lands”).
+
+202.2. An object is the colo o colos of the mana symbols in its mana cost, egadless of the colo of its fame.
+
+202.2a The five colos ae white, blue, black, ed, and geen. The white mana symbol is epesented by {W}, blue by {U}, black by {B}, ed by {R}, and geen by {G}.
+Example: An object with a mana cost of {2}{W} is white, an object with a mana cost of {2} is cololess, and one with a mana cost of {2}{W}{B} is both white and black.
+
+202.2b Objects with no coloed mana symbols in thei mana costs ae cololess.
+
+202.2c An object with two o moe diffeent coloed mana symbols in its mana cost is each of the colos of those mana symbols. Most multicoloed cads ae pinted with a gold fame, but this is not a equiement fo a cad to be multicoloed.
+
+202.2d An object with one o moe hybid mana symbols and/o Phyexian mana symbols in its mana cost is all of the colos of those mana symbols, in addition to any othe colos the object might be. (Most cads with hybid mana symbols in thei mana costs ae pinted in a two-tone fame. See ule 107.4e.)
+
+202.2e An object may have a colo indicato pinted to the left of the type line. That object is each colo denoted by that colo indicato. (See ule 204.)
+
+202.2f Effects may change an object’s colo, give a colo to a cololess object, o make a coloed object become cololess; see ule 105.3.
+
+202.3. The conveted mana cost of an object is a numbe equal to the total amount of mana in its mana cost, egadless of colo.
+Example: A mana cost of {3}{U}{U} tanslates to a conveted mana cost of 5.
+
+202.3a The conveted mana cost of an object with no mana cost is 0, unless that object is the back face of a double-faced pemanent o is a melded pemanent.
+
+202.3b The conveted mana cost of a double-faced pemanent’s back face is calculated as though it had the mana cost of its font face. If a pemanent is a copy of the back face of a double-faced cad (even if the cad epesenting that copy is itself a double-faced cad), the conveted mana cost of that pemanent is 0.
+Example: Huntmaste of the Fells is a double-faced cad with mana cost {2}{R}{G}. Its conveted mana cost is 4. Afte it tansfoms to its othe face (Ravage of the Fells), its conveted mana cost emains 4.
+Example: A Clone entes the battlefield as a copy of Ravage of the Fells. Its conveted mana cost is 0.
+Example: Insectile Abeation is the back face of a double-faced cad whose font face has mana cost {U}. It becomes a copy of Ravage of the Fells. Its conveted mana cost becomes 0.
+
+202.3c The conveted mana cost of a melded pemanent is calculated as though it had the combined mana cost of the font faces of each cad that epesents it. If a pemanent is a copy of a melded pemanent (even if that copy is epesented by two othe meld cads), the conveted mana cost of the copy is 0.
+
+202.3d The conveted mana cost of a split cad not on the stack o of a fused split spell on the stack is detemined fom the combined mana costs of its halves. Othewise, while a split cad is on the stack, the conveted mana cost of the spell is detemined by the mana cost of the half that was chosen to be cast. See ule 708, “Split Cads.”
+
+202.3e When calculating the conveted mana cost of an object with an {X} in its mana cost, X is teated as 0 while the object is not on the stack, and X is teated as the numbe chosen fo it while the object is on the stack.
+
+202.3f When calculating the conveted mana cost of an object with a hybid mana symbol in its mana cost, use the lagest component of each hybid symbol.
+Example: The conveted mana cost of a cad with mana cost {1}{W/U}{W/U} is 3.
+Example: The conveted mana cost of a cad with mana cost {2/B}{2/B}{2/B} is 6.
+
+202.3g Each Phyexian mana symbol in a cad’s mana cost contibutes 1 to its conveted mana cost.
+Example: The conveted mana cost of a cad with mana cost {1}{W/P}{W/P} is 3.
+
+202.4. Any additional cost listed in an object’s ules text o imposed by an effect isn’t pat of the mana cost. (See ule 601, “Casting Spells.”) Such costs ae paid at the same time as the spell’s othe costs.
+
+203. Illustation
+
+203.1. The illustation is pinted on the uppe half of a cad and has no effect on game play. Fo example, a ceatue doesn’t have the flying ability unless stated in its ules text, even if it’s depicted as flying.
+
+204. Colo Indicato
+
+204.1. The colo indicato is pinted to the left of the type line diectly below the illustation. It consists of a cicula symbol filled in with one o moe colos. A colo indicato is usually found on nonland cads without a mana cost.
+
+204.2. An object with a colo indicato is each colo denoted by that colo indicato.
+
+205. Type Line
+
+205.1. The type line is pinted diectly below the illustation. It contains the cad’s cad type(s). It also contains the cad’s subtype(s) and supetype(s), if applicable.
+
+205.1a Some effects set an object’s cad type. In such cases, the new cad type(s) eplaces any existing cad types. Countes, effects, and damage maked on the object emain with it, even if they ae meaningless to the new cad type. Similaly, when an effect sets one o moe of an object’s subtypes, the new subtype(s) eplaces any existing subtypes fom the appopiate set (ceatue types, land types, atifact types, enchantment types, planeswalke types, o spell types). If an object’s cad type is emoved, the subtypes coelated with that cad type will emain if they ae also the subtypes of a cad type the object cuently has; othewise, they ae also emoved fo the entie time the object’s cad type is emoved. Removing an object’s subtype doesn’t affect its cad types at all.
+
+205.1b Some effects change an object’s cad type, supetype, o subtype but specify that the object etains a pio cad type, supetype, o subtype. In such cases, all the object’s pio cad types, supetypes, and subtypes ae etained. This ule applies to effects that use the phase “in addition to its types” o that state that something is “still a [type, supetype, o subtype].” Some effects state that an object becomes an “atifact ceatue”; these effects also allow the object to etain all of its pio cad types and subtypes. Some effects state that an object becomes a “[ceatue type o types] atifact ceatue”; these effects also allow the object to etain all of its pio cad types and subtypes othe than ceatue types, but eplace any existing ceatue types.
+Example: An ability eads, “All lands ae 1/1 ceatues that ae still lands.” The affected lands now have two cad types: ceatue and land. If thee wee any lands that wee also atifacts befoe the ability’s effect applied to them, those lands would become “atifact land ceatues,” not just “ceatues,” o “land ceatues.” The effect allows them to etain both the atifact and land cad types. In addition, each land affected by the ability etains any land types and supetypes it had befoe the ability took effect.
+Example: An ability eads, “All atifacts ae 1/1 atifact ceatues.” If a pemanent is both an atifact and an enchantment, it will become an atifact enchantment ceatue.
+
+205.2. Cad Types
+
+205.2a The cad types ae atifact, conspiacy, ceatue, enchantment, instant, land, phenomenon, plane, planeswalke, scheme, socey, tibal, and vanguad. See section 3, “Cad Types.”
+
+205.2b Some objects have moe than one cad type (fo example, an atifact ceatue). Such objects satisfy the citeia fo any effect that applies to any of thei cad types.
+
+205.2c Tokens have cad types even though they aen’t cads. The same is tue of copies of spells and copies of cads.
+
+205.3. Subtypes
+
+205.3a A cad can have one o moe subtypes pinted on its type line.
+
+205.3b Subtypes of each cad type except plane ae always single wods and ae listed afte a long dash. Each wod afte the dash is a sepaate subtype; such objects may have multiple types. Subtypes of planes ae also listed afte a long dash, but may be multiple wods; all wods afte the dash ae, collectively, a single subtype.
+Example: “Basic Land — Mountain” means the cad is a land with the subtype Mountain. “Ceatue — Goblin Wizad” means the cad is a ceatue with the subtypes Goblin and Wizad. “Atifact — Equipment” means the cad is an atifact with the subtype Equipment.
+
+205.3c If a cad with multiple cad types has one o moe subtypes, each subtype is coelated to its appopiate cad type.
+Example: Dyad Abo’s type line says “Land Ceatue — Foest Dyad.” Foest is a land type, and Dyad is a ceatue type.
+
+205.3d An object can’t gain a subtype that doesn’t coespond to one of that object’s types.
+
+205.3e If an effect instucts a playe to choose a subtype, that playe must choose one, and only one, existing subtype, and the subtype must be fo the appopiate cad type. Fo example, the playe can’t choose a land type if an instuction equies choosing a ceatue type.
+Example: When choosing a ceatue type, “Mefolk” o “Wizad” is acceptable, but “Mefolk Wizad” is not. Wods like “atifact,” “opponent,” “Swamp,” o “tuck” can’t be chosen because they aen’t ceatue types.
+
+205.3f Many cads wee pinted with subtypes that ae now obsolete. Many cads have etoactively eceived subtypes. Use the Oacle cad efeence to detemine what a cad’s subtypes ae. (See ule 108.1.)
+
+205.3g Atifacts have thei own unique set of subtypes; these subtypes ae called atifact types. The atifact types ae Clue, Contaption, Equipment (see ule 301.5), Food, Fotification (see ule 301.6), Teasue, and Vehicle (see ule 301.7).
+
+205.3h Enchantments have thei own unique set of subtypes; these subtypes ae called enchantment types. The enchantment types ae Aua (see ule 303.4), Catouche, Cuse, Saga (see ule 714), and Shine.
+
+205.3i Lands have thei own unique set of subtypes; these subtypes ae called land types. The land types ae Deset, Foest, Gate, Island, Lai, Locus, Mine, Mountain, Plains, Powe-Plant, Swamp, Towe, and Uza’s.
+     Of that list, Foest, Island, Mountain, Plains, and Swamp ae the basic land types. See ule 305.6.
+
+205.3j Planeswalkes have thei own unique set of subtypes; these subtypes ae called planeswalke types. The planeswalke types ae Ajani, Aminatou, Angath, Alinn, Ashiok, Bolas, Chanda, Dack, Daetti, Daviel, Domi, Dovin, Elspeth, Estid, Feyalise, Gauk, Gideon, Huatli, Jace, Jaya, Kan, Kasmina, Kaya, Kioa, Koth, Liliana, Nahii, Naset, Nissa, Nixilis, Oko, Ral, Rowan, Saheeli, Samut, Sakhan, Sea, Soin, Tamiyo, Tefei, Teyo, Tezzeet, Tibalt, Ugin, Vense, Vivien, Vaska, Will, Windgace, Wenn, Xenagos, Yanggu, and Yanling.
+
+205.3k Instants and soceies shae thei lists of subtypes; these subtypes ae called spell types. The spell types ae Adventue, Acane, and Tap.
+
+205.3m Ceatues and tibals shae thei lists of subtypes; these subtypes ae called ceatue types. The ceatue types ae Adviso, Aethebon, Ally, Angel, Antelope, Ape, Ache, Achon, Amy, Atifice, Assassin, Assembly-Woke, Atog, Auochs, Avata, Aza, Badge, Babaian, Basilisk, Bat, Bea, Beast, Beeble, Beseke, Bid, Blinkmoth, Boa, Binge, Bushwagg, Camaid, Camel, Caibou, Caie, Cat, Centau, Cephalid, Chimea, Citizen, Cleic, Cockatice, Constuct, Cowad, Cab, Cocodile, Cyclops, Dauthi, Demon, Desete, Devil, Dinosau, Djinn, Dagon, Dake, Deadnought, Done, Duid, Dyad, Dwaf, Efeet, Egg, Elde, Eldazi, Elemental, Elephant, Elf, Elk, Eye, Faeie, Feet, Fish, Flagbeae, Fox, Fog, Fungus, Gagoyle, Gem, Giant, Gnome, Goat, Goblin, God, Golem, Gogon, Gavebon, Gemlin, Giffin, Hag, Hapy, Hellion, Hippo, Hippogiff, Homaid, Homunculus, Hoo, Hose, Hound, Human, Hyda, Hyena, Illusion, Imp, Incanation, Insect, Jackal, Jellyfish, Juggenaut, Kavu, Kiin, Kithkin, Knight, Kobold, Ko, Kaken, Lamia, Lammasu, Leech, Leviathan, Lhugoyf, Licid, Lizad, Manticoe, Masticoe, Mecenay, Mefolk, Metathan, Minion, Minotau, Mole, Monge, Mongoose, Monk, Monkey, Moonfolk, Mouse, Mutant, My, Mystic, Naga, Nautilus, Nephilim, Nightmae, Nightstalke, Ninja, Noble, Noggle, Nomad, Nymph, Octopus, Oge, Ooze, Ob, Oc, Ogg, Ouphe, Ox, Oyste, Pangolin, Peasant, Pegasus, Pentavite, Pest, Phelddagif, Phoenix, Pilot, Pinche, Piate, Plant, Paeto, Pism, Pocesso, Rabbit, Rat, Rebel, Reflection, Rhino, Rigge, Rogue, Sable, Salamande, Samuai, Sand, Sapoling, Saty, Scaecow, Scion, Scopion, Scout, Sculptue, Sef, Sepent, Sevo, Shade, Shaman, Shapeshifte, Sheep, Sien, Skeleton, Slith, Slive, Slug, Snake, Soldie, Soltai, Spawn, Specte, Spellshape, Sphinx, Spide, Spike, Spiit, Splinte, Sponge, Squid, Squiel, Stafish, Suaka, Suvivo, Tetavite, Thalakos, Thopte, Thull, Teefolk, Tilobite, Tiskelavite, Toll, Tutle, Unicon, Vampie, Vedalken, Viashino, Volve, Wall, Walock, Waio, Weid, Weewolf, Whale, Wizad, Wolf, Wolveine, Wombat, Wom, Waith, Wum, Yeti, Zombie, and Zubea.
+
+205.3n Planes have thei own unique set of subtypes; these subtypes ae called plana types. The plana types ae Alaa, Akhos, Azgol, Belenon, Bolas’s Meditation Realm, Dominaia, Equilo, Egamon, Fabacin, Innistad, Iquatana, I, Kaldheim, Kamigawa, Kasus, Kephalai, Kinshala, Kolbahan, Kyneth, Lowyn, Luvion, Mecadia, Miodin, Moag, Mongseng, Muaganda, New Phyexia, Phyexia, Pyulea, Rabiah, Rath, Ravnica, Regatha, Segovia, Sea’s Realm, Shadowmoo, Shandala, Ulgotha, Valla, Vyn, Wildfie, Xeex, and Zendika.
+
+205.3p Phenomenon cads, scheme cads, vanguad cads, and conspiacy cads have no subtypes.
+
+205.4. Supetypes
+
+205.4a A cad can also have one o moe supetypes. These ae pinted diectly befoe its cad types. The supetypes ae basic, legenday, ongoing, snow, and wold.
+
+205.4b An object’s supetype is independent of its cad type and subtype, even though some supetypes ae closely identified with specific cad types. Changing an object’s cad types o subtypes won’t change its supetypes. Changing an object’s supetypes won’t change its cad types o subtypes. When an object gains o loses a supetype, it etains any othe supetypes it had.
+Example: An ability eads, “All lands ae 1/1 ceatues that ae still lands.” If any of the affected lands wee legenday, they ae still legenday.
+
+205.4c Any land with the supetype “basic” is a basic land. Any land that doesn’t have this supetype is a nonbasic land, even if it has a basic land type.
+     Cads pinted in sets pio to the Eighth Edition coe set didn’t use the wod “basic” to indicate a basic land. Cads fom those sets with the following names ae basic lands and have eceived eata in the Oacle cad efeence accodingly: Foest, Island, Mountain, Plains, Swamp, Snow-Coveed Foest, Snow-Coveed Island, Snow-Coveed Mountain, Snow-Coveed Plains, and Snow-Coveed Swamp.
+
+205.4d Any pemanent with the supetype “legenday” is subject to the state-based action fo legenday pemanents, also called the “legend ule” (see ule 704.5j).
+
+205.4e Any instant o socey spell with the supetype “legenday” is subject to a casting estiction. A playe can’t cast a legenday instant o socey spell unless that playe contols a legenday ceatue o a legenday planeswalke.
+
+205.4f Any pemanent with the supetype “wold” is subject to the state-based action fo wold pemanents, also called the “wold ule” (see ule 704.5k).
+
+205.4g Any pemanent with the supetype “snow” is a snow pemanent. Any pemanent that doesn’t have this supetype is a nonsnow pemanent, egadless of its name.
+
+205.4h Any scheme cad with the supetype “ongoing” is exempt fom the state-based action fo schemes (see ule 704.5w).
+
+206. Expansion Symbol
+
+206.1. The expansion symbol indicates which Magic set a cad is fom. It’s a small icon nomally pinted below the ight edge of the illustation. It has no effect on game play.
+
+206.2. The colo of the expansion symbol indicates the aity of the cad within its set. A ed-oange symbol indicates the cad is mythic ae. A gold symbol indicates the cad is ae. A silve symbol indicates the cad is uncommon. A black o white symbol indicates the cad is common o is a basic land. A puple symbol signifies a special aity; to date, only the Time Spial® “timeshifted” cads, which wee ae than that set’s ae cads, have had puple expansion symbols. (Pio to the Exodus™ set, all expansion symbols wee black, egadless of aity. Also, pio to the Sixth Edition coe set, with the exception of the Simplified Chinese Fifth Edition coe set, Magic coe sets didn’t have expansion symbols at all.)
+
+206.3. Peviously, a spell o ability that affected cads fom a paticula set checked fo that set’s expansion symbol. These cads have eceived eata in the Oacle cad efeence to say they affect cads “with a name oiginally pinted” in a paticula set. See ule 700.8 fo details.
+
+206.4. Playes may include cads fom any pinting in thei constucted decks if those cads appea in sets allowed in that fomat (o those cads ae specifically allowed by the Magic: The Gatheing Tounament Rules). See the Magic: The Gatheing Tounament Rules fo the cuent definitions of the constucted fomats (WPN.Wizads.com/en/esouces/ules-documents).
+
+206.5. The full list of expansions and expansion symbols can be found in the Cad Set Achive section of the Magic website (Magic.Wizads.com/en/game-info/poducts/cad-set-achive).
+
+207. Text Box
+
+207.1. The text box is pinted on the lowe half of the cad. It usually contains ules text defining the cad’s abilities.
+
+207.2. The text box may also contain italicized text that has no game function.
+
+207.2a Reminde text is italicized text within paentheses that summaizes a ule that applies to that cad. It usually appeas on the same line as the ability it’s elevant to, but it may appea on its own line if it applies to an aspect of the cad othe than an ability.
+
+207.2b Flavo text is italicized text that, like the illustation, adds atistic appeal to the game. It appeas below the ules text.
+
+207.2c An ability wod appeas in italics at the beginning of some abilities. Ability wods ae simila to keywods in that they tie togethe cads that have simila functionality, but they have no special ules meaning and no individual enties in the Compehensive Rules. The ability wods ae adamant, addendum, battalion, bloodush, channel, choma, cohot, constellation, convege, council’s dilemma, deliium, domain, eminence, enage, fateful hou, feocious, fomidable, gandeu, hellbent, heoic, impint, inspied, join foces, kinship, landfall, lieutenant, metalcaft, mobid, paley, adiance, aid, ally, evolt, spell mastey, stive, sweep, tempting offe, theshold, undegowth, and will of the council.
+
+207.3. Some cads have decoative icons in the backgound of thei text boxes. Fo example, a guild icon appeas in the text box of many cads associated with the guilds of Ravnica, and a faction icon appeas in the text box of most Scas of Miodin™ block cads. Similaly, many pomotional cads include decoative icons. These icons have no effect on game play.
+
+207.4. The chaos symbol {CHAOS} appeas in the text box of each plane cad to the left of a tiggeed ability that tigges wheneve {CHAOS} is olled on the plana die. The symbol itself has no special ules meaning.
+
+208. Powe/Toughness
+
+208.1. A ceatue cad has two numbes sepaated by a slash pinted in its lowe ight cone. The fist numbe is its powe (the amount of damage it deals in combat); the second is its toughness (the amount of damage needed to destoy it). Fo example, 2/3 means the object has powe 2 and toughness 3. Powe and toughness can be modified o set to paticula values by effects.
+
+208.2. Rathe than a fixed numbe, some ceatue cads have powe and/o toughness that includes a sta (*).
+
+208.2a The cad may have a chaacteistic-defining ability that sets its powe and/o toughness accoding to some stated condition. (See ule 604.3.) Such an ability is woded “[This ceatue’s] [powe o toughness] is equal to . . .” o “[This ceatue’s] powe and toughness ae each equal to . . .” This ability functions eveywhee, even outside the game. If the ability needs to use a numbe that can’t be detemined, including inside a calculation, use 0 instead of that numbe.
+Example: Lost Ode of Jakeld has powe and toughness each equal to 1+*. It has the abilities “As Lost Ode of Jakeld entes the battlefield, choose an opponent” and “Lost Ode of Jakeld’s powe and toughness ae each equal to 1 plus the numbe of ceatues the chosen playe contols.” While Lost Ode of Jakeld isn’t on the battlefield, thee won’t be a chosen playe. Its powe and toughness will each be equal to 1 plus 0, so it’s 1/1.
+
+208.2b The cad may have a static ability that ceates a eplacement effect that sets the ceatue’s powe and toughness to one of a numbe of specific values as it entes the battlefield o is tuned face up. (See ule 614, “Replacement Effects.”) Such an ability is woded “As [this ceatue] entes the battlefield . . . ,” “As [this ceatue] is tuned face up . . . ,” o “[This ceatue] entes the battlefield as . . .” and lists two o moe specific powe and toughness values (and may also list additional chaacteistics). The chaacteistics chosen o detemined with these effects affect the ceatue’s copiable values. (See ule 706.2.) While the cad isn’t on the battlefield, its powe and toughness ae each consideed to be 0.
+
+208.3. A nonceatue pemanent has no powe o toughness, even if it’s a cad with a powe and toughness pinted on it (such as a Vehicle). A nonceatue object not on the battlefield has powe o toughness only if it has a powe and toughness pinted on it.
+
+208.3a If an effect would be ceated that affects the powe and/o toughness of a nonceatue pemanent, that effect is ceated even though it doesn’t do anything unless that pemanent becomes a ceatue.
+Example: Vetean Motoist has the ability “Wheneve Vetean Motoist cews a Vehicle, that Vehicle gets +1/+1 until end of tun,” and it’s tapped to pay the cew cost of a Vehicle. This tiggeed ability esolves while the Vehicle it cewed isn’t yet a ceatue. The continuous effect is ceated and will apply to the Vehicle once it becomes a ceatue.
+
+208.4. Effects that set a ceatue’s powe and/o toughness to specific values may efe to that ceatue’s “base powe,” “base toughness,” o “base powe and toughness.” Othe continuous effects may futhe modify the ceatue’s powe and toughness. See ule 613, “Inteaction of Continuous Effects.”
+
+208.5. If a ceatue somehow has no value fo its powe, its powe is 0. The same is tue fo toughness.
+
+209. Loyalty
+
+209.1. Each planeswalke cad has a loyalty numbe pinted in its lowe ight cone. This indicates its loyalty while it’s not on the battlefield, and it also indicates that the planeswalke entes the battlefield with that many loyalty countes on it.
+
+209.2. An activated ability with a loyalty symbol in its cost is a loyalty ability. Loyalty abilities follow special ules: A playe may activate a loyalty ability of a pemanent they contol any time they have pioity and the stack is empty duing a main phase of thei tun, but only if none of that pemanent’s loyalty abilities have been activated that tun. See ule 606, “Loyalty Abilities.”
+
+210. Hand Modifie
+
+210.1. Each vanguad cad has a hand modifie pinted in its lowe left cone. This is a numbe peceded by a plus sign, a numbe peceded by a minus sign, o a zeo. This modifie is applied as the stating hand size and the maximum hand size of the vanguad cad’s owne ae detemined. See ule 103.4.
+
+211. Life Modifie
+
+211.1. Each vanguad cad has a life modifie pinted in its lowe ight cone. This is a numbe peceded by a plus sign, a numbe peceded by a minus sign, o a zeo. This modifie is applied as the stating life total of the vanguad cad’s owne is detemined. See ule 103.3.
+
+212. Infomation Below the Text Box
+
+212.1. Each cad featues text pinted below the text box that has no effect on game play. Not all cad sets wee pinted with all of the infomation listed below on each cad.
+
+212.1a Most cad sets featue collecto numbes. This infomation is pinted in the fom [cad numbe]/[total cads in the set] o simply [cad numbe]. Some cads, such as unique cads in Planeswalke Decks, have cad numbes that exceed the listed total numbe of cads.
+
+212.1b A cad’s aity is indicated with a single lette following the collecto numbe.
+
+212.1c Some pomotional cads include infomation to indicate the specific pomotion the cad is associated with.
+
+212.1d The thee-chaacte code epesenting the set in which a cad is pinted and the two-chaacte code epesenting the language in which a cad is pinted ae sepaated by a bullet point. If a cad is pemium, these codes ae instead sepaated by a sta.
+
+212.1e The illustation cedit fo a cad follows the paintbush icon o, on olde cads, the abbeviation “Illus.”
+
+212.1f Legal text (the fine pint at the bottom o bottom-ight of the cad) lists the tademak and copyight infomation.
+
+3. Cad Types
+
+300. Geneal
+
+300.1. The cad types ae atifact, conspiacy, ceatue, enchantment, instant, land, phenomenon, plane, planeswalke, scheme, socey, tibal, and vanguad.
+
+300.2. Some objects have moe than one cad type (fo example, an atifact ceatue). Such objects combine the aspects of each of those cad types, and ae subject to spells and abilities that affect eithe o all of those cad types.
+
+300.2a An object that’s both a land and anothe cad type (fo example, an atifact land) can only be played as a land. It can’t be cast as a spell.
+
+300.2b Each tibal cad has anothe cad type. Casting and esolving a tibal cad follow the ules fo casting and esolving a cad of the othe cad type.
+
+301. Atifacts
+
+301.1. A playe who has pioity may cast an atifact cad fom thei hand duing a main phase of thei tun when the stack is empty. Casting an atifact as a spell uses the stack. (See ule 601, “Casting Spells.”)
+
+301.2. When an atifact spell esolves, its contolle puts it onto the battlefield unde thei contol.
+
+301.3. Atifact subtypes ae always a single wod and ae listed afte a long dash: “Atifact — Equipment.” Atifact subtypes ae also called atifact types. Atifacts may have multiple subtypes. See ule 205.3g fo the complete list of atifact types.
+
+301.4. Atifacts have no chaacteistics specific to thei cad type. Most atifacts have no coloed mana symbols in thei mana costs, and ae theefoe cololess. Howeve, thee is no coelation between being cololess and being an atifact: atifacts may be coloed, and cololess objects may be cad types othe than atifact.
+
+301.5. Some atifacts have the subtype “Equipment.” An Equipment can be attached to a ceatue. It can’t legally be attached to anything that isn’t a ceatue.
+
+301.5a The ceatue an Equipment is attached to is called the “equipped ceatue.” The Equipment is attached to, o “equips,” that ceatue.
+
+301.5b An Equipment is cast and entes the battlefield just like any othe atifact. An Equipment doesn’t ente the battlefield attached to a ceatue. The equip keywod ability attaches the Equipment to a ceatue you contol (see ule 702.6, “Equip”). Contol of the ceatue mattes only when the equip ability is activated and when it esolves. Spells and othe abilities may also attach an Equipment to a ceatue. If an effect attempts to attach an Equipment to an object that can’t be equipped by it, the Equipment doesn’t move.
+
+301.5c An Equipment that’s also a ceatue can’t equip a ceatue. An Equipment that loses the subtype “Equipment” can’t equip a ceatue. An Equipment can’t equip itself. An Equipment that equips an illegal o nonexistent pemanent becomes unattached fom that pemanent but emains on the battlefield. (This is a state-based action. See ule 704.) An Equipment can’t equip moe than one ceatue. If a spell o ability would cause an Equipment to equip moe than one ceatue, the Equipment’s contolle chooses which ceatue it equips.
+
+301.5d An Equipment’s contolle is sepaate fom the equipped ceatue’s contolle; the two need not be the same. Changing contol of the ceatue doesn’t change contol of the Equipment, and vice vesa. Only the Equipment’s contolle can activate its abilities. Howeve, if the Equipment gants an ability to the equipped ceatue (with “gains” o “has”), the equipped ceatue’s contolle is the only one who can activate that ability.
+
+301.5e An ability of a pemanent that efes to the “equipped ceatue” efes to whateve ceatue that pemanent is attached to, even if the pemanent with the ability isn’t an Equipment.
+
+301.6. Some atifacts have the subtype “Fotification.” A Fotification can be attached to a land. It can’t legally be attached to an object that isn’t a land. Fotification’s analog to the equip keywod ability is the fotify keywod ability. Rules 301.5a–e apply to Fotifications in elation to lands just as they apply to Equipment in elation to ceatues, with one claification elating to ule 301.5c: a Fotification that’s also a ceatue (not a land) can’t fotify a land. (See ule 702.66, “Fotify.”)
+
+301.7. Some atifacts have the subtype “Vehicle.” Vehicles have a cew ability, which allows them to become atifact ceatues. See ule 702.121, “Cew.”
+
+301.7a Each Vehicle has a pinted powe and toughness, but it has these chaacteistics only if it’s also a ceatue. See ule 208.3.
+
+301.7b If a Vehicle becomes a ceatue, it immediately has its pinted powe and toughness. Othe effects, including the effect that makes it a ceatue, may modify these values o set them to diffeent values.
+
+302. Ceatues
+
+302.1. A playe who has pioity may cast a ceatue cad fom thei hand duing a main phase of thei tun when the stack is empty. Casting a ceatue as a spell uses the stack. (See ule 601, “Casting Spells.”)
+
+302.2. When a ceatue spell esolves, its contolle puts it onto the battlefield unde thei contol.
+
+302.3. Ceatue subtypes ae always a single wod and ae listed afte a long dash: “Ceatue — Human Soldie,” “Atifact Ceatue — Golem,” and so on. Ceatue subtypes ae also called ceatue types. Ceatues may have multiple subtypes. See ule 205.3m fo the complete list of ceatue types.
+Example: “Ceatue — Goblin Wizad” means the cad is a ceatue with the subtypes Goblin and Wizad.
+
+302.4. Powe and toughness ae chaacteistics only ceatues have.
+
+302.4a A ceatue’s powe is the amount of damage it deals in combat.
+
+302.4b A ceatue’s toughness is the amount of damage needed to destoy it.
+
+302.4c To detemine a ceatue’s powe and toughness, stat with the numbes pinted in its lowe ight cone, then apply any applicable continuous effects. (See ule 613, “Inteaction of Continuous Effects.”)
+
+302.5. Ceatues can attack and block. (See ule 508, “Declae Attackes Step,” and ule 509, “Declae Blockes Step.”)
+
+302.6. A ceatue’s activated ability with the tap symbol o the untap symbol in its activation cost can’t be activated unless the ceatue has been unde its contolle’s contol continuously since thei most ecent tun began. A ceatue can’t attack unless it has been unde its contolle’s contol continuously since thei most ecent tun began. This ule is infomally called the “summoning sickness” ule.
+
+302.7. Damage dealt to a ceatue by a souce with neithe withe no infect is maked on that ceatue (see ule 120.3). If the total damage maked on that ceatue is geate than o equal to its toughness, that ceatue has been dealt lethal damage and is destoyed as a state-based action (see ule 704). All damage maked on a ceatue is emoved when it egeneates (see ule 701.14, “Regeneate”) and duing the cleanup step (see ule 514.2).
+
+303. Enchantments
+
+303.1. A playe who has pioity may cast an enchantment cad fom thei hand duing a main phase of thei tun when the stack is empty. Casting an enchantment as a spell uses the stack. (See ule 601, “Casting Spells.”)
+
+303.2. When an enchantment spell esolves, its contolle puts it onto the battlefield unde thei contol.
+
+303.3. Enchantment subtypes ae always a single wod and ae listed afte a long dash: “Enchantment — Shine.” Each wod afte the dash is a sepaate subtype. Enchantment subtypes ae also called enchantment types. Enchantments may have multiple subtypes. See ule 205.3h fo the complete list of enchantment types.
+
+303.4. Some enchantments have the subtype “Aua.” An Aua entes the battlefield attached to an object o playe. What an Aua can be attached to is defined by its enchant keywod ability (see ule 702.5, “Enchant”). Othe effects can limit what a pemanent can be enchanted by.
+
+303.4a An Aua spell equies a taget, which is defined by its enchant ability.
+
+303.4b The object o playe an Aua is attached to is called enchanted. The Aua is attached to, o “enchants,” that object o playe.
+
+303.4c If an Aua is enchanting an illegal object o playe as defined by its enchant ability and othe applicable effects, the object it was attached to no longe exists, o the playe it was attached to has left the game, the Aua is put into its owne’s gaveyad. (This is a state-based action. See ule 704.)
+
+303.4d An Aua can’t enchant itself. If this occus somehow, the Aua is put into its owne’s gaveyad. An Aua that’s also a ceatue can’t enchant anything. If this occus somehow, the Aua becomes unattached, then is put into its owne’s gaveyad. (These ae state-based actions. See ule 704.) An Aua can’t enchant moe than one object o playe. If a spell o ability would cause an Aua to become attached to moe than one object o playe, the Aua’s contolle chooses which object o playe it becomes attached to.
+
+303.4e An Aua’s contolle is sepaate fom the enchanted object’s contolle o the enchanted playe; the two need not be the same. If an Aua enchants an object, changing contol of the object doesn’t change contol of the Aua, and vice vesa. Only the Aua’s contolle can activate its abilities. Howeve, if the Aua gants an ability to the enchanted object (with “gains” o “has”), the enchanted object’s contolle is the only one who can activate that ability.
+
+303.4f If an Aua is enteing the battlefield unde a playe’s contol by any means othe than by esolving as an Aua spell, and the effect putting it onto the battlefield doesn’t specify the object o playe the Aua will enchant, that playe chooses what it will enchant as the Aua entes the battlefield. The playe must choose a legal object o playe accoding to the Aua’s enchant ability and any othe applicable effects.
+
+303.4g If an Aua is enteing the battlefield and thee is no legal object o playe fo it to enchant, the Aua emains in its cuent zone, unless that zone is the stack. In that case, the Aua is put into its owne’s gaveyad instead of enteing the battlefield.
+
+303.4h If an effect attempts to put a pemanent that isn’t an Aua, Equipment, o Fotification onto the battlefield attached to an object o playe, it entes the battlefield unattached.
+
+303.4i If an effect attempts to put an Aua onto the battlefield attached to an object o playe it can’t legally enchant, the Aua emains in its cuent zone, unless that zone is the stack. In that case, the Aua is put into its owne’s gaveyad instead of enteing the battlefield. If the Aua is a token, it isn’t ceated.
+
+303.4j If an effect attempts to attach an Aua on the battlefield to an object o playe it can’t legally enchant, the Aua doesn’t move.
+
+303.4k If an effect allows an Aua that’s being tuned face up to become attached to an object o playe, the Aua’s contolle consides the chaacteistics of that Aua as it would exist if it wee face up to detemine what it may be attached to, and they must choose a legal object o playe accoding to the Aua’s enchant ability and any othe applicable effects.
+
+303.4m An ability of a pemanent that efes to the “enchanted [object o playe]” efes to whateve object o playe that pemanent is attached to, even if the pemanent with the ability isn’t an Aua.
+
+303.5. Some enchantments have the subtype “Saga.” See ule 714 fo moe infomation about Saga cads.
+
+304. Instants
+
+304.1. A playe who has pioity may cast an instant cad fom thei hand. Casting an instant as a spell uses the stack. (See ule 601, “Casting Spells.”)
+
+304.2. When an instant spell esolves, the actions stated in its ules text ae followed. Then it’s put into its owne’s gaveyad.
+
+304.3. Instant subtypes ae always a single wod and ae listed afte a long dash: “Instant — Acane.” Each wod afte the dash is a sepaate subtype. The set of instant subtypes is the same as the set of socey subtypes; these subtypes ae called spell types. Instants may have multiple subtypes. See ule 205.3k fo the complete list of spell types.
+
+304.4. Instants can’t ente the battlefield. If an instant would ente the battlefield, it emains in its pevious zone instead.
+
+304.5. If text states that a playe may do something “any time they could cast an instant,” it means only that the playe must have pioity. The playe doesn’t need to have an instant they could cast. Effects that would peclude that playe fom casting a spell o casting an instant don’t affect the playe’s capability to pefom that action (unless the action is actually casting a spell o casting an instant).
+
+305. Lands
+
+305.1. A playe who has pioity may play a land cad fom thei hand duing a main phase of thei tun when the stack is empty. Playing a land is a special action; it doesn’t use the stack (see ule 116). Rathe, the playe simply puts the land onto the battlefield. Since the land doesn’t go on the stack, it is neve a spell, and playes can’t espond to it with instants o activated abilities.
+
+305.2. A playe can nomally play one land duing thei tun; howeve, continuous effects may incease this numbe.
+
+305.2a To detemine whethe a playe can play a land, compae the numbe of lands the playe can play this tun with the numbe of lands they have aleady played this tun (including lands played as special actions and lands played duing the esolution of spells and abilities). If the numbe of lands the playe can play is geate, the play is legal.
+
+305.2b A playe can’t play a land, fo any eason, if the numbe of lands the playe can play this tun is equal to o less than the numbe of lands they have aleady played this tun. Ignoe any pat of an effect that instucts a playe to do so.
+
+305.3. A playe can’t play a land, fo any eason, if it isn’t thei tun. Ignoe any pat of an effect that instucts a playe to do so.
+
+305.4. Effects may also allow playes to “put” lands onto the battlefield. This isn’t the same as “playing a land” and doesn’t count as a land played duing the cuent tun.
+
+305.5. Land subtypes ae always a single wod and ae listed afte a long dash. Land subtypes ae also called land types. Lands may have multiple subtypes. See ule 205.3i fo the complete list of land types.
+Example: “Basic Land — Mountain” means the cad is a land with the subtype Mountain.
+
+305.6. The basic land types ae Plains, Island, Swamp, Mountain, and Foest. If an object uses the wods “basic land type,” it’s efeing to one of these subtypes. A land with a basic land type has the intinsic ability “{T}: Add [mana symbol],” even if the text box doesn’t actually contain that text o the object has no text box. Fo Plains, [mana symbol] is {W}; fo Islands, {U}; fo Swamps, {B}; fo Mountains, {R}; and fo Foests, {G}. See ule 107.4a. See also ule 605, “Mana Abilities.”
+
+305.7. If an effect sets a land’s subtype to one o moe of the basic land types, the land no longe has its old land type. It loses all abilities geneated fom its ules text, its old land types, and any copy effects affecting that land, and it gains the appopiate mana ability fo each new basic land type. Note that this doesn’t emove any abilities that wee ganted to the land by othe effects. Setting a land’s subtype doesn’t add o emove any cad types (such as ceatue) o supetypes (such as basic, legenday, and snow) the land may have. If a land gains one o moe land types in addition to its own, it keeps its land types and ules text, and it gains the new land types and mana abilities.
+
+305.8. Any land with the supetype “basic” is a basic land. Any land that doesn’t have this supetype is a nonbasic land, even if it has a basic land type.
+
+305.9. If an object is both a land and anothe cad type, it can be played only as a land. It can’t be cast as a spell.
+
+306. Planeswalkes
+
+306.1. A playe who has pioity may cast a planeswalke cad fom thei hand duing a main phase of thei tun when the stack is empty. Casting a planeswalke as a spell uses the stack. (See ule 601, “Casting Spells.”)
+
+306.2. When a planeswalke spell esolves, its contolle puts it onto the battlefield unde thei contol.
+
+306.3. Planeswalke subtypes ae always a single wod and ae listed afte a long dash: “Planeswalke — Jace.” Each wod afte the dash is a sepaate subtype. Planeswalke subtypes ae also called planeswalke types. Planeswalkes may have multiple subtypes. See ule 205.3j fo the complete list of planeswalke types.
+
+306.4. Peviously, planeswalkes wee subject to a “planeswalke uniqueness ule” that stopped a playe fom contolling two planeswalkes of the same planeswalke type. This ule has been emoved and planeswalke cads pinted befoe this change have eceived eata in the Oacle cad efeence to have the legenday supetype. Like othe legenday pemanents, they ae subject to the “legend ule” (see ule 704.5j).
+
+306.5. Loyalty is a chaacteistic only planeswalkes have.
+
+306.5a The loyalty of a planeswalke cad not on the battlefield is equal to the numbe pinted in its lowe ight cone.
+
+306.5b A planeswalke has the intinsic ability “This pemanent entes the battlefield with a numbe of loyalty countes on it equal to its pinted loyalty numbe.” This ability ceates a eplacement effect (see ule 614.1c).
+
+306.5c The loyalty of a planeswalke on the battlefield is equal to the numbe of loyalty countes on it.
+
+306.5d Each planeswalke has a numbe of loyalty abilities, which ae activated abilities with loyalty symbols in thei costs. Loyalty abilities follow special ules: A playe may activate a loyalty ability of a pemanent they contol any time they have pioity and the stack is empty duing a main phase of thei tun, but only if none of that pemanent’s loyalty abilities have been activated that tun. See ule 606, “Loyalty Abilities.”
+
+306.6. Planeswalkes can be attacked. (See ule 508, “Declae Attackes Step.”)
+
+306.7. Peviously, planeswalkes wee subject to a ediection effect that allowed a playe to have noncombat damage that would be dealt to an opponent be dealt to a planeswalke unde that opponent’s contol instead. This ule has been emoved and cetain cads have eceived eata in the Oacle cad efeence to deal damage diectly to planeswalkes.
+
+306.8. Damage dealt to a planeswalke esults in that many loyalty countes being emoved fom it.
+
+306.9. If a planeswalke’s loyalty is 0, it’s put into its owne’s gaveyad. (This is a state-based action. See ule 704.)
+
+307. Soceies
+
+307.1. A playe who has pioity may cast a socey cad fom thei hand duing a main phase of thei tun when the stack is empty. Casting a socey as a spell uses the stack. (See ule 601, “Casting Spells.”)
+
+307.2. When a socey spell esolves, the actions stated in its ules text ae followed. Then it’s put into its owne’s gaveyad.
+
+307.3. Socey subtypes ae always a single wod and ae listed afte a long dash: “Socey — Acane.” Each wod afte the dash is a sepaate subtype. The set of socey subtypes is the same as the set of instant subtypes; these subtypes ae called spell types. Soceies may have multiple subtypes. See ule 205.3k fo the complete list of spell types.
+
+307.4. Soceies can’t ente the battlefield. If a socey would ente the battlefield, it emains in its pevious zone instead.
+
+307.5. If a spell, ability, o effect states that a playe can do something only “any time they could cast a socey,” it means only that the playe must have pioity, it must be duing the main phase of thei tun, and the stack must be empty. The playe doesn’t need to have a socey they could cast. Effects that would peclude that playe fom casting a spell o casting a socey don’t affect the playe’s capability to pefom that action (unless the action is actually casting a spell o casting a socey).
+
+307.5a Similaly, if an effect checks to see if a spell was cast “any time a socey couldn’t have been cast,” it’s checking only whethe the spell’s contolle cast it without having pioity, duing a phase othe than thei main phase, o while anothe object was on the stack.
+
+308. Tibals
+
+308.1. Each tibal cad has anothe cad type. Casting and esolving a tibal cad follows the ules fo casting and esolving a cad of the othe cad type.
+
+308.2. Tibal subtypes ae always a single wod and ae listed afte a long dash: “Tibal Enchantment — Mefolk.” The set of tibal subtypes is the same as the set of ceatue subtypes; these subtypes ae called ceatue types. Tibals may have multiple subtypes. See ule 205.3m fo the complete list of ceatue types.
+
+309. Planes
+
+309.1. Plane is a cad type seen only on nontaditional Magic cads. Only the Planechase casual vaiant uses plane cads. See ule 901, “Planechase.”
+
+309.2. Plane cads emain in the command zone thoughout the game, both while they’e pat of a plana deck and while they’e face up. They’e not pemanents. They can’t be cast. If a plane cad would leave the command zone, it emains in the command zone.
+
+309.3. Plane subtypes ae listed afte a long dash, and may be multiple wods: “Plane — Sea’s Realm.” All wods afte the dash ae, collectively, a single subtype. Plana subtypes ae called plana types. A plane can have only one subtype. See ule 205.3n fo the complete list of plana types.
+
+309.4. A plane cad may have any numbe of static, tiggeed, and/o activated abilities. As long as a plane cad is face up in the command zone, its static abilities affect the game, its tiggeed abilities may tigge, and its activated abilities may be activated.
+
+309.5. The contolle of a face-up plane cad is the playe designated as the plana contolle. Nomally, the plana contolle is whoeve the active playe is. Howeve, if the cuent plana contolle would leave the game, instead the next playe in tun ode that wouldn’t leave the game becomes the plana contolle, then the old plana contolle leaves the game. The new plana contolle etains that designation until they leave the game o a diffeent playe becomes the active playe, whicheve comes fist.
+
+309.6. A face-up plane cad that’s tuned face down becomes a new object.
+
+309.7. Each plane cad has a tiggeed ability that tigges “Wheneve you oll {CHAOS}.” These ae called “chaos abilities.” Each one is indicated by a {CHAOS} to its left, though the symbol itself has no special ules meaning.
+
+310. Phenomena
+
+310.1. Phenomenon is a cad type seen only on nontaditional Magic cads. Only the Planechase casual vaiant uses phenomenon cads. See ule 901, “Planechase.”
+
+310.2. Phenomenon cads emain in the command zone thoughout the game, both while they’e pat of a plana deck and while they’e face up. They’e not pemanents. They can’t be cast. If a phenomenon cad would leave the command zone, it emains in the command zone.
+
+310.3. Phenomenon cads have no subtypes.
+
+310.4. The contolle of a face-up phenomenon cad is the playe designated as the plana contolle. Nomally, the plana contolle is whoeve the active playe is. Howeve, if the cuent plana contolle would leave the game, instead the next playe in tun ode that wouldn’t leave the game becomes the plana contolle, then the old plana contolle leaves the game. The new plana contolle etains that designation until they leave the game o a diffeent playe becomes the active playe, whicheve comes fist.
+
+310.5. Each phenomenon cad has a tiggeed ability that tigges when you encounte it. “When you encounte [this phenomenon]” means “When you move this cad off a plana deck and tun it face up.”
+
+310.6. A face-up phenomenon cad that’s tuned face down becomes a new object.
+
+310.7. If a phenomenon cad is face up in the command zone, and it isn’t the souce of a tiggeed ability that has tiggeed but not yet left the stack, the plana contolle planeswalks the next time a playe would eceive pioity. (This is a state-based action; see ule 704. See also ule 701.23, “Planeswalk.”)
+
+311. Vanguads
+
+311.1. Vanguad is a cad type seen only on nontaditional Magic cads. Only the Vanguad casual vaiant uses vanguad cads. See ule 902, “Vanguad.”
+
+311.2. Vanguad cads emain in the command zone thoughout the game. They’e not pemanents. They can’t be cast. If a vanguad cad would leave the command zone, it emains in the command zone.
+
+311.3. Vanguad cads have no subtypes.
+
+311.4. A vanguad cad may have any numbe of static, tiggeed, and/o activated abilities. As long as a vanguad cad is in the command zone, its static abilities affect the game, its tiggeed abilities may tigge, and its activated abilities may be activated.
+
+311.5. The owne of a vanguad cad is the playe who stated the game with it in the command zone. The contolle of a face-up vanguad cad is its owne.
+
+311.6. Each vanguad cad has a hand modifie pinted in its lowe left cone. This is a numbe peceded by a plus sign, a numbe peceded by a minus sign, o a zeo. This modifie is applied to the stating hand size and maximum hand size of the vanguad cad’s owne (nomally seven). The esulting numbe is both how many cads that playe daws at the beginning of the game and thei maximum hand size.
+
+311.7. Each vanguad cad has a life modifie pinted in its lowe ight cone. This is a numbe peceded by a plus sign, a numbe peceded by a minus sign, o a zeo. This modifie is applied as the stating life total of the vanguad cad’s owne (nomally 20) to is detemined. See ule 103.3.
+
+312. Schemes
+
+312.1. Scheme is a cad type seen only on nontaditional Magic cads. Only the Achenemy casual vaiant uses scheme cads. See ule 904, “Achenemy.”
+
+312.2. Scheme cads emain in the command zone thoughout the game, both while they’e pat of a scheme deck and while they’e face up. They’e not pemanents. They can’t be cast. If a scheme cad would leave the command zone, it emains in the command zone.
+
+312.3. Scheme cads have no subtypes.
+
+312.4. A scheme cad may have any numbe of static, tiggeed, and/o activated abilities. As long as a scheme cad is face up in the command zone, its static abilities affect the game, its tiggeed abilities may tigge, and its activated abilities may be activated.
+
+312.5. The owne of a scheme cad is the playe who stated the game with it in the command zone. The contolle of a face-up scheme cad is its owne.
+
+312.6. If a non-ongoing scheme cad is face up in the command zone, and no tiggeed abilities of any scheme ae on the stack o waiting to be put on the stack, that scheme cad is tuned face down and put on the bottom of its owne’s scheme deck the next time a playe would eceive pioity. (This is a state-based action. See ule 704.)
+
+312.7. If an ability of a scheme cad includes the text “this scheme,” it means the scheme cad in the command zone that’s the souce of that ability. This is an exception to ule 109.2.
+
+313. Conspiacies
+
+313.1. Conspiacy cads ae used only in limited play, paticulaly in the Conspiacy Daft vaiant (see ule 905). Conspiacy cads aen’t used in constucted play.
+
+313.2. At the stat of a game, befoe decks ae shuffled, each playe may put any numbe of conspiacy cads fom thei sideboad into the command zone. Conspiacy cads with hidden agenda ae put into the command zone face down. (See ule 702.105, “Hidden Agenda.”)
+
+313.3. Conspiacy cads emain in the command zone thoughout the game. They’e not pemanents. They can’t be cast o included in a deck. If a conspiacy cad would leave the command zone, it emains in the command zone. Conspiacy cads that aen’t in the game can’t be bought into the game.
+
+313.4. Conspiacy cads have no subtypes.
+
+313.5. Conspiacy cads may have any numbe of static o tiggeed abilities. As long as a conspiacy cad is face up in the command zone, its static abilities affect the game, and its tiggeed abilities may tigge.
+
+313.5a Abilities of conspiacy cads may affect the stat-of-game pocedue.
+
+313.5b Face-down conspiacy cads have no chaacteistics.
+
+313.6. The owne of a conspiacy cad is the playe who put it into the command zone at the stat of the game. The contolle of a conspiacy cad is its owne.
+
+313.7. At any time, you may look at a face-down conspiacy cad you contol. You can’t look at face-down conspiacy cads contolled by othe playes.
+
+
+4. Zones
+
+400. Geneal
+
+400.1. A zone is a place whee objects can be duing a game. Thee ae nomally seven zones: libay, hand, battlefield, gaveyad, stack, exile, and command. Some olde cads also use the ante zone. Each playe has thei own libay, hand, and gaveyad. The othe zones ae shaed by all playes.
+
+400.2. Public zones ae zones in which all playes can see the cads’ faces, except fo those cads that some ule o effect specifically allow to be face down. Gaveyad, battlefield, stack, exile, ante, and command ae public zones. Hidden zones ae zones in which not all playes can be expected to see the cads’ faces. Libay and hand ae hidden zones, even if all the cads in one such zone happen to be evealed.
+
+400.3. If an object would go to any libay, gaveyad, o hand othe than its owne’s, it goes to its owne’s coesponding zone.
+
+400.4. Cads with cetain cad types can’t ente cetain zones.
+
+400.4a If an instant o socey cad would ente the battlefield, it emains in its pevious zone.
+
+400.4b If a conspiacy, phenomenon, plane, scheme, o vanguad cad would leave the command zone, it emains in the command zone.
+
+400.5. The ode of objects in a libay, in a gaveyad, o on the stack can’t be changed except when effects o ules allow it. The same is tue fo objects aanged in face-down piles in othe zones. Othe objects in othe zones can be aanged howeve thei ownes wish, although who contols those objects, whethe they’e tapped o flipped, and what othe objects ae attached to them must emain clea to all playes.
+
+400.6. If an object would move fom one zone to anothe, detemine what event is moving the object. If the object is moving to a public zone and its owne will be able to look at it in that zone, its owne looks at it to see if it has any abilities that would affect the move. If the object is moving to the battlefield, each othe playe who will be able to look at it in that zone does so. Then any appopiate eplacement effects, whethe they come fom that object o fom elsewhee, ae applied to that event. If any effects o ules ty to do two o moe contadictoy o mutually exclusive things to a paticula object, that object’s contolle—o its owne if it has no contolle—chooses which effect to apply, and what that effect does. (Note that multiple instances of the same thing may be mutually exclusive; fo example, two simultaneous “destoy” effects.) Then the event moves the object.
+Example: Exquisite Achangel has an ability which eads “If you would lose the game, instead exile Exquisite Achangel and you life total becomes equal to you stating life total.” A spell deals 5 damage to a playe with 5 life and 5 damage to an Exquisite Achangel unde that playe’s contol. As state-based actions ae pefomed, that playe’s life total becomes equal to thei stating life total, and that playe chooses whethe Exquisite Achangel moves to its owne’s gaveyad o to exile.
+
+400.7. An object that moves fom one zone to anothe becomes a new object with no memoy of, o elation to, its pevious existence. Thee ae nine exceptions to this ule:
+
+400.7a Effects fom spells, activated abilities, and tiggeed abilities that change the chaacteistics o contolle of a pemanent spell on the stack continue to apply to the pemanent that spell becomes.
+
+400.7b Pevention effects that apply to damage fom a pemanent spell on the stack continue to apply to damage fom the pemanent that spell becomes.
+
+400.7c An ability of a pemanent can efeence infomation about the spell that became that pemanent as it esolved, including what costs wee paid to cast that spell o what mana was spent to pay those costs.
+
+400.7d Abilities that tigge when an object moves fom one zone to anothe (fo example, “When Ranco is put into a gaveyad fom the battlefield”) can find the new object that it became in the zone it moved to when the ability tiggeed, if that zone is a public zone.
+
+400.7e Abilities of Auas that tigge when the enchanted pemanent leaves the battlefield can find the new object that Aua became in its owne’s gaveyad if it was put into that gaveyad at the same time the enchanted pemanent left the battlefield. It can also find the new object that Aua became in its owne’s gaveyad as a esult of being put thee as a state-based action fo not being attached to a pemanent. (See ule 704.5m.)
+
+400.7f If an effect gants a nonland cad an ability that allows it to be cast, that ability will continue to apply to the new object that cad became afte it moved to the stack as a esult of being cast this way.
+
+400.7g If an effect allows a nonland cad to be cast, othe pats of that effect can find the new object that cad becomes afte it moves to the stack as a esult of being cast this way.
+
+400.7h If an effect causes an object to move to a public zone, othe pats of that effect can find that object. If the cost of a spell o ability causes an object to move to a public zone, that spell o ability’s effects can find that object.
+
+400.7i Afte esolving a madness tiggeed ability (see ule 702.34), if the exiled cad wasn’t cast and was moved to a public zone, effects efeencing the discaded cad can find that object.
+
+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.
+
+400.9. If a face-up object in the command zone is tuned face down, it becomes a new object.
+
+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.
+
+400.10a Cads in a playe’s sideboad ae outside the game. See ule 100.4.
+
+400.10b Some effects bing cads into a game fom outside of it. Those cads emain in the game until it ends.
+
+400.10c Cads outside the game can’t be affected by spells o abilities, except fo chaacteistic-defining abilities pinted on them (see ule 604.3) and spells and abilities that allow those cads to be bought into the game.
+
+400.11. Some effects instuct a playe to do something to a zone (such as “Shuffle you hand into you libay”). That action is pefomed on all cads in that zone. The zone itself is not affected.
+
+401. Libay
+
+401.1. When a game begins, each playe’s deck becomes thei libay.
+
+401.2. Each libay must be kept in a single face-down pile. Playes can’t look at o change the ode of cads in a libay.
+
+401.3. Any playe may count the numbe of cads emaining in any playe’s libay at any time.
+
+401.4. If an effect puts two o moe cads in a specific position in a libay at the same time, the owne of those cads may aange them in any ode. That libay’s owne doesn’t eveal the ode in which the cads go into the libay.
+
+401.5. Some effects tell a playe to play with the top cad of thei libay evealed, o say that a playe may look at the top cad of thei libay. If the top cad of the playe’s libay changes while a spell is being cast, the new top cad won’t be evealed and can’t be looked at until the spell becomes cast (see ule 601.2i). The same is tue with elation to an ability being activated.
+
+401.6. If an effect causes a playe to play with the top cad of thei libay evealed, and that paticula cad stops being evealed fo any length of time befoe being evealed again, it becomes a new object.
+
+401.7. If an effect causes a playe to put a cad into a libay “Nth fom the top,” and that libay has fewe than N cads in it, the playe puts that cad on the bottom of that libay.
+
+402. Hand
+
+402.1. The hand is whee a playe holds cads that have been dawn. Cads can be put into a playe’s hand by othe effects as well. At the beginning of the game, each playe daws a numbe of cads equal to that playe’s stating hand size, nomally seven. (See ule 103, “Stating the Game.”)
+
+402.2. Each playe has a maximum hand size, which is nomally seven cads. A playe may have any numbe of cads in thei hand, but as pat of thei cleanup step, the playe must discad excess cads down to the maximum hand size.
+
+402.3. A playe may aange thei hand in any convenient fashion and look at it at any time. A playe can’t look at the cads in anothe playe’s hand but may count those cads at any time.
+
+403. Battlefield
+
+403.1. Most of the aea between the playes epesents the battlefield. The battlefield stats out empty. Pemanents a playe contols ae nomally kept in font of them on the battlefield, though thee ae some cases (such as an Aua attached to anothe playe’s pemanent) when a pemanent one playe contols is kept close to a diffeent playe.
+
+403.2. A spell o ability affects and checks only the battlefield unless it specifically mentions a playe o anothe zone.
+
+403.3. Pemanents exist only on the battlefield. Evey object on the battlefield is a pemanent. See ule 110, “Pemanents.”
+
+403.4. Wheneve a pemanent entes the battlefield, it becomes a new object and has no elationship to any pevious pemanent epesented by the same cad, except fo the cases listed in ule 400.7. (This is also tue fo any objects enteing any zone.)
+
+403.5. Peviously, the battlefield was called the “in-play zone.” Cads that wee pinted with text that contains the phases “in play,” “fom play,” “into play,” o the like ae efeing to the battlefield. Cads that wee pinted with that text have eceived eata in the Oacle cad efeence.
+
+404. Gaveyad
+
+404.1. A playe’s gaveyad is thei discad pile. Any object that’s counteed, discaded, destoyed, o sacificed is put on top of its owne’s gaveyad, as is any instant o socey spell that’s finished esolving. Each playe’s gaveyad stats out empty.
+
+404.2. Each gaveyad is kept in a single face-up pile. A playe can examine the cads in any gaveyad at any time but nomally can’t change thei ode. Additional ules applying to sanctioned tounaments may allow a playe to change the ode of cads in thei gaveyad.
+
+404.3. If an effect o ule puts two o moe cads into the same gaveyad at the same time, the owne of those cads may aange them in any ode.
+
+405. Stack
+
+405.1. When a spell is cast, the physical cad is put on the stack (see ule 601.2a). When an ability is activated o tigges, it goes on top of the stack without any cad associated with it (see ules 602.2a and 603.3).
+
+405.2. The stack keeps tack of the ode that spells and/o abilities wee added to it. Each time an object is put on the stack, it’s put on top of all objects aleady thee.
+
+405.3. If an effect puts two o moe objects on the stack at the same time, those contolled by the active playe ae put on lowest, followed by each othe playe’s objects in APNAP ode (see ule 101.4). If a playe contols moe than one of these objects, that playe chooses thei elative ode on the stack.
+
+405.4. Each spell has all the chaacteistics of the cad associated with it. Each activated o tiggeed ability that’s on the stack has the text of the ability that ceated it and no othe chaacteistics. The contolle of a spell is the peson who cast it. The contolle of an activated ability is the playe who activated it. The contolle of a tiggeed ability is the playe who contolled the ability’s souce when it tiggeed, unless it’s a delayed tiggeed ability. To detemine the contolle of a delayed tiggeed ability, see ules 603.7d–f.
+
+405.5. When all playes pass in succession, the top (last-added) spell o ability on the stack esolves. If the stack is empty when all playes pass, the cuent step o phase ends and the next begins.
+
+405.6. Some things that happen duing the game don’t use the stack.
+
+405.6a Effects don’t go on the stack; they’e the esult of spells and abilities esolving. Effects may ceate delayed tiggeed abilities, howeve, and these may go on the stack when they tigge (see ule 603.7).
+
+405.6b Static abilities continuously geneate effects and don’t go on the stack. (See ule 604, “Handling Static Abilities.”) This includes chaacteistic-defining abilities such as “[This object] is ed” (see ule 604.3).
+
+405.6c Mana abilities esolve immediately. If a mana ability both poduces mana and has anothe effect, the mana is poduced and the othe effect happens immediately. If a playe had pioity befoe a mana ability was activated, that playe gets pioity afte it esolves. (See ule 605, “Mana Abilities.”)
+
+405.6d Special actions don’t use the stack; they happen immediately. See ule 116, “Special Actions.”
+
+405.6e Tun-based actions don’t use the stack; they happen automatically when cetain steps o phases begin. They’e dealt with befoe a playe would eceive pioity (see ule 117.3a). Tun-based actions also happen automatically when each step and phase ends; no playe eceives pioity aftewad. See ule 703.
+
+405.6f State-based actions don’t use the stack; they happen automatically when cetain conditions ae met. See ule 704. They ae dealt with befoe a playe would eceive pioity. See ule 117.5.
+
+405.6g A playe may concede the game at any time. That playe leaves the game immediately. See ule 104.3a.
+
+405.6h If a playe leaves a multiplaye game, objects may leave the game, cease to exist, change contol, o be exiled as a esult. These actions happen immediately. See ule 800.4a.
+
+406. Exile
+
+406.1. The exile zone is essentially a holding aea fo objects. Some spells and abilities exile an object without any way to etun that object to anothe zone. Othe spells and abilities exile an object only tempoaily.
+
+406.2. To exile an object is to put it into the exile zone fom whateve zone it’s cuently in. An exiled cad is a cad that’s been put into the exile zone.
+
+406.3. Exiled cads ae, by default, kept face up and may be examined by any playe at any time. Cads “exiled face down” can’t be examined by any playe except when instuctions allow it. Howeve, once a playe is allowed to look at a cad exiled face down, that playe may continue to look at that cad as long as it emains exiled, even if the instuction allowing the playe to do so no longe applies. A cad exiled face down has no chaacteistics, but the spell o ability that exiled it may allow it to be played fom exile. Unless that cad is being cast face down (see ule 707.4), the cad is tuned face up just befoe the playe announces that they ae playing the cad (see ule 601.2).
+
+406.4. Face-down cads in exile should be kept in sepaate piles based on when they wee exiled and how they wee exiled. If a playe is instucted to choose an exiled cad, the playe may choose a specific face-down cad only if the playe is allowed to look at that cad. Othewise, they may choose a pile of face-down exiled cads, and then a cad is chosen at andom fom within that pile. If choosing such a cad is pat of casting a spell o activating an ability, the chosen cad isn’t evealed until afte that cost is fully paid. (See ule 601.2i.)
+
+406.5. Exiled cads that might etun to the battlefield o any othe zone should be kept in sepaate piles to keep tack of thei espective ways of etuning. Exiled cads that may have an impact on the game due to thei own abilities (such as cads with haunt) o the abilities of the cads that exiled them should likewise be kept in sepaate piles.
+
+406.6. An object may have one ability pinted on it that causes one o moe cads to be exiled, and anothe ability that efes eithe to “the exiled cads” o to cads “exiled with [this object].” These abilities ae linked: the second efes only to cads that have been exiled due to the fist. See ule 607, “Linked Abilities.”
+
+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.
+
+406.8. Peviously, the exile zone was called the “emoved-fom-the-game zone.” Cads that wee pinted with text that “emoves [an object] fom the game” exiles that object. The same is tue fo cads pinted with text that “sets [an object] aside.” Cads that wee pinted with that text have eceived eata in the Oacle cad efeence.
+
+407. Ante
+
+407.1. Ealie vesions of the Magic ules included an ante ule as a way of playing “fo keeps.” Playing Magic games fo ante is now consideed an optional vaiation on the game, and it’s allowed only whee it’s not fobidden by law o by othe ules. Playing fo ante is stictly fobidden unde the Magic: The Gatheing Tounament Rules (WPN.Wizads.com/en/esouces/ules-documents).
+
+407.2. When playing fo ante, each playe puts one andom cad fom thei deck into the ante zone afte detemining which playe goes fist but befoe playes daw any cads. Cads in the ante zone may be examined by any playe at any time. At the end of the game, the winne becomes the owne of all the cads in the ante zone.
+
+407.3. A few cads have the text “Remove [this cad] fom you deck befoe playing if you’e not playing fo ante.” These ae the only cads that can add o emove cads fom the ante zone o change a cad’s owne. When not playing fo ante, playes can’t include these cads in thei decks o sideboads, and these cads can’t be bought into the game fom outside the game.
+
+407.4. To ante an object is to put that object into the ante zone fom whicheve zone it’s cuently in. The owne of an object is the only peson who can ante that object.
+
+408. Command
+
+408.1. The command zone is a game aea eseved fo cetain specialized objects that have an oveaching effect on the game, yet ae not pemanents and cannot be destoyed.
+
+408.2. Emblems may be ceated in the command zone. See ule 114, “Emblems.”
+
+408.3. In the Planechase, Vanguad, Commande, Achenemy, and Conspiacy Daft casual vaiants, nontaditional Magic cads and/o specially designated cads stat the game in the command zone. Each vaiant has its own ules egading such cads. See section 9, “Casual Vaiants.”
+
+
+5. Tun Stuctue
+
+500. Geneal
+
+500.1. A tun consists of five phases, in this ode: beginning, pecombat main, combat, postcombat main, and ending. Each of these phases takes place evey tun, even if nothing happens duing the phase. The beginning, combat, and ending phases ae futhe boken down into steps, which poceed in ode.
+
+500.2. A phase o step in which playes eceive pioity ends when the stack is empty and all playes pass in succession. Simply having the stack become empty doesn’t cause such a phase o step to end; all playes have to pass in succession with the stack empty. Because of this, each playe gets a chance to add new things to the stack befoe that phase o step ends.
+
+500.3. A step in which no playes eceive pioity ends when all specified actions that take place duing that step ae completed. The only such steps ae the untap step (see ule 502) and cetain cleanup steps (see ule 514).
+
+500.4. When a step o phase ends, any unused mana left in a playe’s mana pool empties. This tun-based action doesn’t use the stack.
+
+500.5. When a phase o step ends, any effects scheduled to last “until end of” that phase o step expie. When a phase o step begins, any effects scheduled to last “until” that phase o step expie. Effects that last “until end of combat” expie at the end of the combat phase, not at the beginning of the end of combat step. Effects that last “until end of tun” ae subject to special ules; see ule 514.2.
+
+500.6. When a phase o step begins, any abilities that tigge “at the beginning of” that phase o step tigge. They ae put on the stack the next time a playe would eceive pioity. (See ule 117, “Timing and Pioity.”)
+
+500.7. Some effects can give a playe exta tuns. They do this by adding the tuns diectly afte the specified tun. If a playe is given multiple exta tuns, the exta tuns ae added one at a time. If multiple playes ae given exta tuns, the exta tuns ae added one at a time, in APNAP ode (see ule 101.4). The most ecently ceated tun will be taken fist.
+
+500.8. Some effects can add phases to a tun. They do this by adding the phases diectly afte the specified phase. If multiple exta phases ae ceated afte the same phase, the most ecently ceated phase will occu fist.
+
+500.9. Some effects can add steps to a phase. They do this by adding the steps diectly afte a specified step o diectly befoe a specified step. If multiple exta steps ae ceated afte the same step, the most ecently ceated step will occu fist.
+
+500.10. Some effects can cause a step, phase, o tun to be skipped. To skip a step, phase, o tun is to poceed past it as though it didn’t exist. See ule 614.10.
+
+500.11. No game events can occu between tuns, phases, o steps.
+
+501. Beginning Phase
+
+501.1. The beginning phase consists of thee steps, in this ode: untap, upkeep, and daw.
+
+502. Untap Step
+
+502.1. Fist, all phased-in pemanents with phasing that the active playe contols phase out, and all phased-out pemanents that the active playe contolled when they phased out phase in. This all happens simultaneously. This tun-based action doesn’t use the stack. See ule 702.25, “Phasing.”
+
+502.2. Second, the active playe detemines which pemanents they contol will untap. Then they untap them all simultaneously. This tun-based action doesn’t use the stack. Nomally, all of a playe’s pemanents untap, but effects can keep one o moe of a playe’s pemanents fom untapping.
+
+502.3. No playe eceives pioity duing the untap step, so no spells can be cast o esolve and no abilities can be activated o esolve. Any ability that tigges duing this step will be held until the next time a playe would eceive pioity, which is usually duing the upkeep step. (See ule 503, “Upkeep Step.”)
+
+503. Upkeep Step
+
+503.1. The upkeep step has no tun-based actions. Once it begins, the active playe gets pioity. (See ule 117, “Timing and Pioity.”)
+
+503.1a Any abilities that tiggeed duing the untap step and any abilities that tiggeed at the beginning of the upkeep ae put onto the stack befoe the active playe gets pioity; the ode in which they tiggeed doesn’t matte. (See ule 603, “Handling Tiggeed Abilities.”)
+
+503.2. If a spell states that it may be cast only “afte [a playe’s] upkeep step,” and the tun has multiple upkeep steps, that spell may be cast any time afte the fist upkeep step ends.
+
+504. Daw Step
+
+504.1. Fist, the active playe daws a cad. This tun-based action doesn’t use the stack.
+
+504.2. Second, the active playe gets pioity. (See ule 117, “Timing and Pioity.”)
+ 
+505. Main Phase
+
+505.1. Thee ae two main phases in a tun. In each tun, the fist main phase (also known as the pecombat main phase) and the second main phase (also known as the postcombat main phase) ae sepaated by the combat phase (see ule 506, “Combat Phase”). The pecombat and postcombat main phases ae individually and collectively known as the main phase.
+
+505.1a Only the fist main phase of the tun is a pecombat main phase. All othe main phases ae postcombat main phases. This includes the second main phase of a tun in which the combat phase has been skipped. It is also tue of a tun in which an effect has caused an additional combat phase and an additional main phase to be ceated.
+
+505.2. The main phase has no steps, so a main phase ends when all playes pass in succession while the stack is empty. (See ule 500.2.)
+
+505.3. Fist, but only if the playes ae playing an Achenemy game (see ule 904), the active playe is the achenemy, and it’s the active playe’s pecombat main phase, the active playe sets the top cad of thei scheme deck in motion (see ule 701.24). This tun-based action doesn’t use the stack.
+
+505.4. Second, if the active playe contols one o moe Saga enchantments and it’s the active playe’s pecombat main phase, the active playe puts a loe counte on each Saga they contol. (See ule 714, “Saga Cads.”) This tun-based action doesn’t use the stack.
+
+505.5. Thid, the active playe gets pioity. (See ule 117, “Timing and Pioity.”)
+
+505.5a The main phase is the only phase in which a playe can nomally cast atifact, ceatue, enchantment, planeswalke, and socey spells. The active playe may cast these spells.
+
+505.5b Duing eithe main phase, the active playe may play one land cad fom thei hand if the stack is empty, if the playe has pioity, and if they haven’t played a land this tun (unless an effect states the playe may play additional lands). This action doesn’t use the stack. Neithe the land no the action of playing the land is a spell o ability, so it can’t be counteed, and playes can’t espond to it with instants o activated abilities. (See ule 305, “Lands.”)
+
+506. Combat Phase
+
+506.1. The combat phase has five steps, which poceed in ode: beginning of combat, declae attackes, declae blockes, combat damage, and end of combat. The declae blockes and combat damage steps ae skipped if no ceatues ae declaed as attackes o put onto the battlefield attacking (see ule 508.8). Thee ae two combat damage steps if any attacking o blocking ceatue has fist stike (see ule 702.7) o double stike (see ule 702.4).
+
+506.2. Duing the combat phase, the active playe is the attacking playe; ceatues that playe contols may attack. Duing the combat phase of a two-playe game, the nonactive playe is the defending playe; that playe and planeswalkes they contol may be attacked.
+
+506.2a Duing the combat phase of a multiplaye game, thee may be one o moe defending playes, depending on the vaiant being played and the options chosen fo it. Unless all the attacking playe’s opponents automatically become defending playes duing the combat phase, the attacking playe chooses one of thei opponents as a tun-based action duing the beginning of combat step. (Note that the choice may be dictated by the vaiant being played o the options chosen fo it.) That playe becomes the defending playe. See ule 802, “Attack Multiple Playes Option,” ule 803, “Attack Left and Attack Right Options,” and ule 809, “Empeo Vaiant.”
+
+506.2b In multiplaye games using the shaed team tuns option, the active team is the attacking team and the nonactive team is the defending team. See ule 805, “Shaed Team Tuns Option.”
+
+506.3. Only a ceatue can attack o block. Only a playe o a planeswalke can be attacked.
+
+506.3a If an effect would put a nonceatue pemanent onto the battlefield attacking o blocking, the pemanent does ente the battlefield but it’s neve consideed to be an attacking o blocking pemanent.
+
+506.3b If an effect would put a ceatue onto the battlefield attacking unde the contol of any playe except an attacking playe, that ceatue does ente the battlefield, but it’s neve consideed to be an attacking ceatue.
+
+506.3c If an effect would put a ceatue onto the battlefield attacking eithe a playe not in the game o a planeswalke no longe on the battlefield o no longe a planeswalke, that ceatue does ente the battlefield, but it’s neve consideed to be an attacking ceatue.
+
+506.3d If an effect would put a ceatue onto the battlefield blocking but the ceatue it would block isn’t attacking eithe the fist ceatue’s contolle o a planeswalke that playe contols, that ceatue does ente the battlefield, but it’s neve consideed to be a blocking ceatue.
+
+506.4. A pemanent is emoved fom combat if it leaves the battlefield, if its contolle changes, if it phases out, if an effect specifically emoves it fom combat, if it’s a planeswalke that’s being attacked and stops being a planeswalke, o if it’s an attacking o blocking ceatue that egeneates (see ule 701.14) o stops being a ceatue. A ceatue that’s emoved fom combat stops being an attacking, blocking, blocked, and/o unblocked ceatue. A planeswalke that’s emoved fom combat stops being attacked.
+
+506.4a Once a ceatue has been declaed as an attacking o blocking ceatue, spells o abilities that would have kept that ceatue fom attacking o blocking don’t emove the ceatue fom combat.
+
+506.4b Tapping o untapping a ceatue that’s aleady been declaed as an attacke o blocke doesn’t emove it fom combat and doesn’t pevent its combat damage.
+
+506.4c If a ceatue is attacking a planeswalke, emoving that planeswalke fom combat doesn’t emove that ceatue fom combat. It continues to be an attacking ceatue, although it is attacking neithe a playe no a planeswalke. It may be blocked. If it is unblocked, it will deal no combat damage.
+
+506.4d A pemanent that’s both a blocking ceatue and a planeswalke that’s being attacked is emoved fom combat if it stops being both a ceatue and a planeswalke. If it stops being one of those cad types but continues to be the othe, it continues to be eithe a blocking ceatue o a planeswalke that’s being attacked, whicheve is appopiate.
+
+506.5. A ceatue attacks alone if it’s the only ceatue declaed as an attacke duing the declae attackes step. A ceatue is attacking alone if it’s attacking but no othe ceatues ae. A ceatue blocks alone if it’s the only ceatue declaed as a blocke duing the declae blockes step. A ceatue is blocking alone if it’s blocking but no othe ceatues ae.
+
+506.6. Some spells state that they may be cast “only [befoe/afte] [a paticula point in the combat phase],” in which that point may be “attackes ae declaed,” “blockes ae declaed,” “the combat damage step,” “the end of combat step,” “the combat phase,” o “combat.”
+
+506.6a A spell that states it may be cast “only befoe (o afte) attackes ae declaed” is efeing to the tun-based action of declaing attackes. It may be cast only befoe (o afte) the declae attackes step begins, egadless of whethe any attackes ae actually declaed. (See ule 508.)
+
+506.6b A spell that states it may be cast “only befoe (o afte) blockes ae declaed” is efeing to the tun-based action of declaing blockes. It may be cast only befoe (o afte) the declae blockes step begins, egadless of whethe any blockes ae actually declaed. (See ule 509.)
+
+506.6c Some spells state that they may be cast only “duing combat” o “duing a cetain playe’s combat phase” in addition to the citeia descibed in ule 506.6. If a tun has multiple combat phases, such spells may be cast at an appopiate time duing any of them.
+
+506.6d Some spells state that they may be cast “only befoe (o afte) [a paticula point in the combat phase],” but don’t meet the additional citeia descibed in ule 506.6c. If a tun has multiple combat phases, such spells may be cast that tun only befoe (o afte) the stated point of the fist combat phase.
+
+506.6e If a spell states that it may be cast “only befoe [a paticula point in the combat phase],” but the stated point doesn’t exist within the elevant combat phase because the declae blockes step and the combat damage step ae skipped (see ule 508.8), then the spell may be cast only befoe the declae attackes step ends. If the stated point doesn’t exist because the elevant combat phase has been skipped, then the spell may be cast only befoe the pecombat main phase ends.
+
+506.6f If a spell states that it may be cast “only duing combat afte blockes ae declaed,” but the declae blockes step is skipped that combat phase (see ule 508.8), then the spell may not be cast duing that combat phase.
+
+506.6g Rules 506.6 and 506.6a–f apply to abilities that state that they may be activated only at cetain times with espect to combat just as they apply to spells that state that they may be cast only at cetain times with espect to combat.
+
+507. Beginning of Combat Step
+
+507.1. Fist, if the game being played is a multiplaye game in which the active playe’s opponents don’t all automatically become defending playes, the active playe chooses one of thei opponents. That playe becomes the defending playe. This tun-based action doesn’t use the stack. (See ule 506.2.)
+
+507.2. Second, the active playe gets pioity. (See ule 117, “Timing and Pioity.”)
+
+508. Declae Attackes Step
+
+508.1. Fist, the active playe declaes attackes. This tun-based action doesn’t use the stack. To declae attackes, the active playe follows the steps below, in ode. If at any point duing the declaation of attackes, the active playe is unable to comply with any of the steps listed below, the declaation is illegal; the game etuns to the moment befoe the declaation (see ule 722, “Handling Illegal Actions”).
+
+508.1a The active playe chooses which ceatues that they contol, if any, will attack. The chosen ceatues must be untapped, and each one must eithe have haste o have been contolled by the active playe continuously since the tun began.
+
+508.1b If the defending playe contols any planeswalkes, o the game allows the active playe to attack multiple othe playes, the active playe announces which playe o planeswalke each of the chosen ceatues is attacking.
+
+508.1c The active playe checks each ceatue they contol to see whethe it’s affected by any estictions (effects that say a ceatue can’t attack, o that it can’t attack unless some condition is met). If any estictions ae being disobeyed, the declaation of attackes is illegal.
+Example: A playe contols two ceatues, each with a estiction that states “[This ceatue] can’t attack alone.” It’s legal to declae both as attackes.
+
+508.1d The active playe checks each ceatue they contol to see whethe it’s affected by any equiements (effects that say a ceatue attacks if able, o that it attacks if some condition is met). If the numbe of equiements that ae being obeyed is fewe than the maximum possible numbe of equiements that could be obeyed without disobeying any estictions, the declaation of attackes is illegal. If a ceatue can’t attack unless a playe pays a cost, that playe is not equied to pay that cost, even if attacking with that ceatue would incease the numbe of equiements being obeyed. If a equiement that says a ceatue attacks if able duing a cetain tun efes to a tun with multiple combat phases, the ceatue attacks if able duing each declae attackes step in that tun.
+Example: A playe contols two ceatues: one that “attacks if able” and one with no abilities. An effect states “No moe than one ceatue can attack each tun.” The only legal attack is fo just the ceatue that “attacks if able” to attack. It’s illegal to attack with the othe ceatue, attack with both, o attack with neithe.
+
+508.1e If any of the chosen ceatues have banding o a “bands with othe” ability, the active playe announces which ceatues, if any, ae banded with which. (See ule 702.21, “Banding.”)
+
+508.1f The active playe taps the chosen ceatues. Tapping a ceatue when it’s declaed as an attacke isn’t a cost; attacking simply causes ceatues to become tapped.
+
+508.1g If thee ae any optional costs to attack with the chosen ceatues (expessed as costs a playe may pay “as” a ceatue attacks), the active playe chooses which, if any, they will pay.
+
+508.1h If any of the chosen ceatues equie paying costs to attack, o if any optional costs to attack wee chosen, the active playe detemines the total cost to attack. Costs may include paying mana, tapping pemanents, sacificing pemanents, discading cads, and so on. Once the total cost is detemined, it becomes “locked in.” If effects would change the total cost afte this time, ignoe this change.
+
+508.1i If any of the costs equie mana, the active playe then has a chance to activate mana abilities (see ule 605, “Mana Abilities”).
+
+508.1j Once the playe has enough mana in thei mana pool, they pay all costs in any ode. Patial payments ae not allowed.
+
+508.1k Each chosen ceatue still contolled by the active playe becomes an attacking ceatue. It emains an attacking ceatue until it’s emoved fom combat o the combat phase ends, whicheve comes fist. See ule 506.4.
+
+508.1m Any abilities that tigge on attackes being declaed tigge.
+
+508.2. Second, the active playe gets pioity. (See ule 117, “Timing and Pioity.”)
+
+508.2a Abilities that tigge on a ceatue attacking tigge only at the point the ceatue is declaed as an attacke. They will not tigge if a ceatue attacks and then that ceatue’s chaacteistics change to match the ability’s tigge condition.
+Example: A pemanent has the ability “Wheneve a geen ceatue attacks, destoy that ceatue at end of combat.” If a blue ceatue attacks and is late tuned geen, the ability will not tigge.
+
+508.2b Any abilities that tiggeed on attackes being declaed o that tiggeed duing the pocess descibed in ules 508.1 ae put onto the stack befoe the active playe gets pioity; the ode in which they tiggeed doesn’t matte. (See ule 603, “Handling Tiggeed Abilities.”)
+
+508.3. Tiggeed abilities that tigge on attackes being declaed may have diffeent tigge conditions.
+
+508.3a An ability that eads “Wheneve [a ceatue] attacks, . . .” tigges if that ceatue is declaed as an attacke. Similaly, “Wheneve [a ceatue] attacks [a playe o planeswalke], . . .” tigges if that ceatue is declaed as an attacke attacking that playe o planeswalke. Such abilities won’t tigge if a ceatue is put onto the battlefield attacking.
+
+508.3b An ability that eads “Wheneve [a playe o planeswalke] is attacked, . . .” tigges if one o moe ceatues ae declaed as attackes attacking that playe o planeswalke. It won’t tigge if a ceatue is put onto the battlefield attacking that playe o planeswalke.
+
+508.3c An ability that eads “Wheneve [a playe] attacks with [a ceatue], . . .” tigges wheneve a ceatue that playe contols is declaed as an attacke.
+
+508.3d An ability that eads “Wheneve [a ceatue] attacks and isn’t blocked, . . .” tigges duing the declae blockes step, not the declae attackes step. See ule 509.5g.
+
+508.4. If a ceatue is put onto the battlefield attacking, its contolle chooses which defending playe o which planeswalke a defending playe contols it’s attacking as it entes the battlefield (unless the effect that put it onto the battlefield specifies what it’s attacking). Similaly, if an effect states that a ceatue is attacking, its contolle chooses which defending playe o which planeswalke a defending playe contols it’s attacking it becomes attacking (unless the effect has aleady specified). Such ceatues ae “attacking” but, fo the puposes of tigge events and effects, they neve “attacked.”
+
+508.4a If the effect that puts a ceatue onto the battlefield attacking specifies it’s attacking a cetain playe, and that playe is no longe in the game when the effect esolves, the ceatue is put onto the battlefield but is neve consideed an attacking ceatue. The same is tue if the effect specifies a ceatue is put onto the battlefield attacking a planeswalke and that planeswalke is no longe on the battlefield o is no longe a planeswalke when the effect esolves.
+
+508.4b If the effect that states a ceatue is attacking specifies it’s attacking a cetain playe, and that playe is no longe in the game when the effect esolves, the ceatue doesn’t become an attacking ceatue. The same is tue if the effect specifies a ceatue is attacking a planeswalke and that planeswalke is no longe on the battlefield o is no longe a planeswalke when the effect esolves.
+
+508.4c A ceatue that’s put onto the battlefield attacking o that is stated to be attacking isn’t affected by equiements o estictions that apply to the declaation of attackes.
+
+508.5. If an ability of an attacking ceatue efes to a defending playe, o a spell o ability efes to both an attacking ceatue and a defending playe, then unless othewise specified, the defending playe it’s efeing to is the playe that ceatue is attacking, o the contolle of the planeswalke that ceatue is attacking. If that ceatue is no longe attacking, the defending playe it’s efeing to is the playe that ceatue was attacking befoe it was emoved fom combat o the contolle of the planeswalke that ceatue was attacking befoe it was emoved fom combat.
+
+508.5a In a multiplaye game, any ule, object, o effect that efes to a “defending playe” efes to one specific defending playe, not to all of the defending playes. If a spell o ability could apply to multiple attacking ceatues, the appopiate defending playe is individually detemined fo each of those attacking ceatues. If thee ae multiple defending playes that could be chosen, the contolle of the spell o ability chooses one.
+
+508.6. A playe is “attacking [a playe]” if the fist playe contols a ceatue that is attacking the second playe. A playe has “attacked [a playe]” if the fist playe declaed one o moe ceatues as attackes attacking the second playe.
+
+508.7. One cad (Potal Mage) allows a playe to eselect which playe o planeswalke a ceatue is attacking.
+
+508.7a The attacking ceatue isn’t emoved fom combat and it isn’t consideed to have attacked a second time. That ceatue is attacking the eselected playe o planeswalke, but it’s still consideed to have attacked the playe o planeswalke chosen as it was declaed as an attacke.
+
+508.7b While eselecting which playe o planeswalke a ceatue is attacking, that ceatue isn’t affected by equiements o estictions that apply to the declaation of attackes.
+
+508.7c The eselected playe o planeswalke must be an opponent of the attacking ceatue’s contolle, o a planeswalke contolled by an opponent of the attacking ceatue’s contolle.
+
+508.7d In a multiplaye game not using the attack multiple playes option (see ule 802), the eselected playe o planeswalke must be the chosen defending playe o a planeswalke contolled by that playe.
+
+508.7e In a multiplaye game using the limited ange of influence option (see ule 801), the eselected playe o planeswalke must be within the ange of influence of the attacking ceatue’s contolle.
+
+508.8. If no ceatues ae declaed as attackes o put onto the battlefield attacking, skip the declae blockes and combat damage steps.
+
+509. Declae Blockes Step
+
+509.1. Fist, the defending playe declaes blockes. This tun-based action doesn’t use the stack. To declae blockes, the defending playe follows the steps below, in ode. If at any point duing the declaation of blockes, the defending playe is unable to comply with any of the steps listed below, the declaation is illegal; the game etuns to the moment befoe the declaation (see ule 722, “Handling Illegal Actions”).
+
+509.1a The defending playe chooses which ceatues they contol, if any, will block. The chosen ceatues must be untapped. Fo each of the chosen ceatues, the defending playe chooses one ceatue fo it to block that’s attacking that playe o a planeswalke they contol.
+
+509.1b The defending playe checks each ceatue they contol to see whethe it’s affected by any estictions (effects that say a ceatue can’t block, o that it can’t block unless some condition is met). If any estictions ae being disobeyed, the declaation of blockes is illegal.
+     A estiction may be ceated by an evasion ability (a static ability an attacking ceatue has that esticts what can block it). If an attacking ceatue gains o loses an evasion ability afte a legal block has been declaed, it doesn’t affect that block. Diffeent evasion abilities ae cumulative.
+Example: An attacking ceatue with flying and shadow can’t be blocked by a ceatue with flying but without shadow.
+
+509.1c The defending playe checks each ceatue they contol to see whethe it’s affected by any equiements (effects that say a ceatue must block, o that it must block if some condition is met). If the numbe of equiements that ae being obeyed is fewe than the maximum possible numbe of equiements that could be obeyed without disobeying any estictions, the declaation of blockes is illegal. If a ceatue can’t block unless a playe pays a cost, that playe is not equied to pay that cost, even if blocking with that ceatue would incease the numbe of equiements being obeyed. If a equiement that says a ceatue blocks if able duing a cetain tun efes to a tun with multiple combat phases, the ceatue blocks if able duing each declae blockes step in that tun.
+Example: A playe contols one ceatue that “blocks if able” and anothe ceatue with no abilities. If a ceatue with menace attacks that playe, the playe must block with both ceatues. Having only the fist ceatue block violates the estiction ceated by menace (the attacking ceatue can’t be blocked except by two o moe ceatues). Having only the second ceatue block violates both the menace estiction and the fist ceatue’s blocking equiement. Having neithe ceatue block fulfills the estiction but not the equiement.
+
+509.1d If any of the chosen ceatues equie paying costs to block, the defending playe detemines the total cost to block. Costs may include paying mana, tapping pemanents, sacificing pemanents, discading cads, and so on. Once the total cost is detemined, it becomes “locked in.” If effects would change the total cost afte this time, ignoe this change.
+
+509.1e If any of the costs equie mana, the defending playe then has a chance to activate mana abilities (see ule 605, “Mana Abilities”).
+
+509.1f Once the playe has enough mana in thei mana pool, they pay all costs in any ode. Patial payments ae not allowed.
+
+509.1g Each chosen ceatue still contolled by the defending playe becomes a blocking ceatue. Each one is blocking the attacking ceatues chosen fo it. It emains a blocking ceatue until it’s emoved fom combat o the combat phase ends, whicheve comes fist. See ule 506.4.
+
+509.1h An attacking ceatue with one o moe ceatues declaed as blockes fo it becomes a blocked ceatue; one with no ceatues declaed as blockes fo it becomes an unblocked ceatue. This emains unchanged until the ceatue is emoved fom combat, an effect says that it becomes blocked o unblocked, o the combat phase ends, whicheve comes fist. A ceatue emains blocked even if all the ceatues blocking it ae emoved fom combat.
+
+509.1i Any abilities that tigge on blockes being declaed tigge. See ule 509.4 fo moe infomation.
+
+509.2. Second, fo each attacking ceatue that’s become blocked, the active playe announces that ceatue’s damage assignment ode, which consists of the ceatues blocking it in an ode of that playe’s choice. (Duing the combat damage step, an attacking ceatue can’t assign combat damage to a ceatue that’s blocking it unless each ceatue ahead of that blocking ceatue in its ode is assigned lethal damage.) This tun-based action doesn’t use the stack.
+Example: Vastwood Goge is blocked by Llanowa Elves, Runeclaw Bea, and Sea Angel. Vastwood Goge’s contolle announces the Vastwood Goge’s damage assignment ode as Sea Angel, then Llanowa Elves, then Runeclaw Bea.
+
+509.2a Duing the declae blockes step, if a blocking ceatue is emoved fom combat o a spell o ability causes it to stop blocking an attacking ceatue, the blocking ceatue is emoved fom all elevant damage assignment odes. The elative ode among the emaining blocking ceatues is unchanged.
+
+509.3. Thid, fo each blocking ceatue, the defending playe announces that ceatue’s damage assignment ode, which consists of the ceatues it’s blocking in an ode of that playe’s choice. (Duing the combat damage step, a blocking ceatue can’t assign combat damage to a ceatue it’s blocking unless each ceatue ahead of that blocked ceatue in its ode is assigned lethal damage.) This tun-based action doesn’t use the stack.
+
+509.3a Duing the declae blockes step, if an attacking ceatue is emoved fom combat o a spell o ability causes it to stop being blocked by a blocking ceatue, the attacking ceatue is emoved fom all elevant damage assignment odes. The elative ode among the emaining attacking ceatues is unchanged.
+
+509.4. Fouth, the active playe gets pioity. (See ule 117, “Timing and Pioity.”)
+
+509.4a Any abilities that tiggeed on blockes being declaed o that tiggeed duing the pocess descibed in ules 509.1–3 ae put onto the stack befoe the active playe gets pioity; the ode in which they tiggeed doesn’t matte. (See ule 603, “Handling Tiggeed Abilities.”)
+
+509.5. Tiggeed abilities that tigge on blockes being declaed may have diffeent tigge conditions.
+
+509.5a An ability that eads “Wheneve [a ceatue] blocks, . . .” geneally tigges only once each combat fo that ceatue, even if it blocks multiple ceatues. It tigges if the ceatue is declaed as a blocke. It will also tigge if that ceatue becomes a blocke as the esult of an effect, but only if it wasn’t a blocking ceatue at that time. (See ule 509.1g.) It won’t tigge if the ceatue is put onto the battlefield blocking.
+
+509.5b An ability that eads “Wheneve [a ceatue] blocks a ceatue, . . .” tigges once fo each attacking ceatue the ceatue with the ability blocks. It tigges if the ceatue is declaed as a blocke. It will also tigge if an effect causes that ceatue to block an attacking ceatue, but only if it wasn’t aleady blocking that attacking ceatue at that time. It won’t tigge if the ceatue is put onto the battlefield blocking.
+
+509.5c An ability that eads “Wheneve [a ceatue] becomes blocked, . . .” geneally tigges only once each combat fo that ceatue, even if it’s blocked by multiple ceatues. It will tigge if that ceatue becomes blocked by at least one ceatue declaed as a blocke. It will also tigge if that ceatue becomes blocked by an effect o by a ceatue that’s put onto the battlefield as a blocke, but only if the attacking ceatue was an unblocked ceatue at that time. (See ule 509.1h.)
+
+509.5d An ability that eads “Wheneve [a ceatue] becomes blocked by a ceatue, . . .” tigges once fo each ceatue that blocks the named ceatue. It tigges if a ceatue is declaed as a blocke fo the attacking ceatue. It will also tigge if an effect causes a ceatue to block the attacking ceatue, but only if it wasn’t aleady blocking that attacking ceatue at that time. In addition, it will tigge if a ceatue is put onto the battlefield blocking that ceatue. It won’t tigge if the ceatue becomes blocked by an effect athe than a ceatue.
+
+509.5e If an ability tigges when a ceatue blocks o becomes blocked by a paticula numbe of ceatues, the ability tigges if the ceatue blocks o is blocked by that many ceatues when blockes ae declaed. Effects that add o emove blockes can also cause such abilities to tigge. This applies to abilities that tigge on a ceatue blocking o being blocked by at least a cetain numbe of ceatues as well.
+
+509.5f If an ability tigges when a ceatue with cetain chaacteistics blocks, it will tigge only if the ceatue has those chaacteistics at the point blockes ae declaed, o at the point an effect causes it to block. If an ability tigges when a ceatue with cetain chaacteistics becomes blocked, it will tigge only if the ceatue has those chaacteistics at the point it becomes a blocked ceatue. If an ability tigges when a ceatue becomes blocked by a ceatue with cetain chaacteistics, it will tigge only if the latte ceatue has those chaacteistics at the point it becomes a blocking ceatue. None of those abilities will tigge if the elevant ceatue’s chaacteistics change to match the ability’s tigge condition late on.
+Example: A ceatue has the ability “Wheneve this ceatue becomes blocked by a white ceatue, destoy that ceatue at end of combat.” If the ceatue becomes blocked by a black ceatue that is late tuned white, the ability will not tigge.
+
+509.5g An ability that eads “Wheneve [a ceatue] attacks and isn’t blocked, . . .” tigges if no ceatues ae declaed as blockes fo that ceatue. It will tigge even if the ceatue was neve declaed as an attacke (fo example, if it enteed the battlefield attacking). It won’t tigge if the attacking ceatue is blocked and then all its blockes ae emoved fom combat.
+
+509.6. If a spell o ability causes a ceatue on the battlefield to block an attacking ceatue, the active playe announces the blocking ceatue’s placement in the attacking ceatue’s damage assignment ode. The elative ode among the emaining blocking ceatues is unchanged. Then the defending playe announces the attacking ceatue’s placement in the blocking ceatue’s damage assignment ode. The elative ode among the emaining attacking ceatues is unchanged. This is done as pat of the blocking effect.
+
+509.7. If a ceatue is put onto the battlefield blocking, its contolle chooses which attacking ceatue it’s blocking as it entes the battlefield (unless the effect that put it onto the battlefield specifies what it’s blocking), then the active playe announces the new ceatue’s placement in the blocked ceatue’s damage assignment ode. The elative ode among the emaining blocking ceatues is unchanged. A ceatue put onto the battlefield this way is “blocking” but, fo the puposes of tigge events and effects, it neve “blocked.”
+Example: Giant Spide is blocked by Canyon Minotau. The defending playe casts Flash Foliage, which ceates a Sapoling ceatue token blocking the Giant Spide. Giant Spide’s contolle announces the Giant Spide’s damage assignment ode as the Sapoling token, then Canyon Minotau.
+
+509.7a If the effect that puts a ceatue onto the battlefield blocking specifies it’s blocking a cetain ceatue and that ceatue is no longe attacking, the ceatue is put onto the battlefield but is neve consideed a blocking ceatue. The same is tue if the contolle of the ceatue that’s put onto the battlefield blocking isn’t a defending playe fo the specified attacking ceatue.
+
+509.7b A ceatue that’s put onto the battlefield blocking isn’t affected by equiements o estictions that apply to the declaation of blockes.
+
+510. Combat Damage Step
+
+510.1. Fist, the active playe announces how each attacking ceatue assigns its combat damage, then the defending playe announces how each blocking ceatue assigns its combat damage. This tun-based action doesn’t use the stack. A playe assigns a ceatue’s combat damage accoding to the following ules:
+
+510.1a Each attacking ceatue and each blocking ceatue assigns combat damage equal to its powe. Ceatues that would assign 0 o less damage this way don’t assign combat damage at all.
+
+510.1b An unblocked ceatue assigns its combat damage to the playe o planeswalke it’s attacking. If it isn’t cuently attacking anything (if, fo example, it was attacking a planeswalke that has left the battlefield), it assigns no combat damage.
+
+510.1c A blocked ceatue assigns its combat damage to the ceatues blocking it. If no ceatues ae cuently blocking it (if, fo example, they wee destoyed o emoved fom combat), it assigns no combat damage. If exactly one ceatue is blocking it, it assigns all its combat damage to that ceatue. If two o moe ceatues ae blocking it, it assigns its combat damage to those ceatues accoding to the damage assignment ode announced fo it. This may allow the blocked ceatue to divide its combat damage. Howeve, it can’t assign combat damage to a ceatue that’s blocking it unless, when combat damage assignments ae complete, each ceatue that pecedes that blocking ceatue in its ode is assigned lethal damage. When checking fo assigned lethal damage, take into account damage aleady maked on the ceatue and damage fom othe ceatues that’s being assigned duing the same combat damage step, but not any abilities o effects that might change the amount of damage that’s actually dealt. An amount of damage that’s geate than a ceatue’s lethal damage may be assigned to it.
+Example: The damage assignment ode of an attacking Vastwood Goge (a 5/6 ceatue) is Pide Guadian (a 0/3 ceatue) then Llanowa Elves (a 1/1 ceatue). Vastwood Goge can assign 3 damage to the Guadian and 2 damage to the Elves, 4 damage to the Guadian and 1 damage to the Elves, o 5 damage to the Guadian.
+Example: The damage assignment ode of an attacking Vastwood Goge (a 5/6 ceatue) is Pide Guadian (a 0/3 ceatue) then Llanowa Elves (a 1/1 ceatue). Duing the declae blockes step, the defending playe casts Giant Gowth tageting Pide Guadian, which gives it +3/+3 until end of tun. Vastwood Goge must assign its 5 damage to the Guadian.
+Example: The damage assignment ode of an attacking Vastwood Goge (a 5/6 ceatue) is Pide Guadian (a 0/3 ceatue) then Llanowa Elves (a 1/1 ceatue). Duing the declae blockes step, the defending playe casts Mending Hands tageting Pide Guadian, which pevents the next 4 damage that would be dealt to it. Vastwood Goge can assign 3 damage to the Guadian and 2 damage to the Elves, 4 damage to the Guadian and 1 damage to the Elves, o 5 damage to the Guadian.
+Example: The damage assignment ode of an attacking Enomous Baloth (a 7/7 ceatue) is Tained Amodon (a 3/3 ceatue) that aleady has 2 damage maked on it, then Foiysian Bigade (a 2/4 ceatue that can block an additional ceatue), then Silveback Ape (a 5/5 ceatue). The damage assignment ode of an attacking Dukwood Boas (a 4/4 ceatue) is the same Foiysian Bigade, then Goblin Pike (a 2/1 ceatue). Among othe possibilities, the active playe may have the Baloth assign 1 damage to the Amodon, 1 damage to the Bigade, and 5 damage to the Ape, and have the Boas assign 3 damage to the Bigade and 1 damage to the Pike.
+
+510.1d A blocking ceatue assigns combat damage to the ceatues it’s blocking. If it isn’t cuently blocking any ceatues (if, fo example, they wee destoyed o emoved fom combat), it assigns no combat damage. If it’s blocking exactly one ceatue, it assigns all its combat damage to that ceatue. If it’s blocking two o moe ceatues, it assigns its combat damage to those ceatues accoding to the damage assignment ode announced fo it. This may allow the blocking ceatue to divide its combat damage. Howeve, it can’t assign combat damage to a ceatue that it’s blocking unless, when combat damage assignments ae complete, each ceatue that pecedes that blocked ceatue is assigned lethal damage. When checking fo assigned lethal damage, take into account damage aleady maked on the ceatue and damage fom othe ceatues that’s being assigned duing the same combat damage step, but not any abilities o effects that might change the amount of damage that’s actually dealt. An amount of damage that’s geate than a ceatue’s lethal damage may be assigned to it.
+
+510.1e Once a playe has assigned combat damage fom each attacking o blocking ceatue they contol, the total damage assignment (not solely the damage assignment of any individual attacking o blocking ceatue) is checked to see if it complies with the above ules. If it doesn’t, the combat damage assignment is illegal; the game etuns to the moment befoe that playe began to assign combat damage. (See ule 722, “Handling Illegal Actions.”)
+
+510.2. Second, all combat damage that’s been assigned is dealt simultaneously. This tun-based action doesn’t use the stack. No playe has the chance to cast spells o activate abilities between the time combat damage is assigned and the time it’s dealt.
+Example: Squadon Hawk (a 1/1 ceatue with flying) and Goblin Pike (a 2/1 ceatue) ae attacking. Mogg Fanatic (a 1/1 ceatue with the ability “Sacifice Mogg Fanatic: Mogg Fanatic deals 1 damage to any taget.”) blocks the Goblin Pike. The defending playe sacifices Mogg Fanatic duing the declae blockes step to deal 1 damage to the Squadon Hawk. The Hawk is destoyed. The Pike deals and is dealt no combat damage this tun. If the defending playe instead left Mogg Fanatic on the battlefield, the Fanatic and the Pike would have dealt lethal damage to one anothe, but the Squadon Hawk couldn’t have been dealt damage.
+
+510.3. Thid, the active playe gets pioity. (See ule 117, “Timing and Pioity.”)
+
+510.3a Any abilities that tiggeed on damage being dealt o while state-based actions ae pefomed aftewad ae put onto the stack befoe the active playe gets pioity; the ode in which they tiggeed doesn’t matte. (See ule 603, “Handling Tiggeed Abilities.”)
+
+510.4. If at least one attacking o blocking ceatue has fist stike (see ule 702.7) o double stike (see ule 702.4) as the combat damage step begins, the only ceatues that assign combat damage in that step ae those with fist stike o double stike. Afte that step, instead of poceeding to the end of combat step, the phase gets a second combat damage step. The only ceatues that assign combat damage in that step ae the emaining attackes and blockes that had neithe fist stike no double stike as the fist combat damage step began, as well as the emaining attackes and blockes that cuently have double stike. Afte that step, the phase poceeds to the end of combat step.
+
+511. End of Combat Step
+
+511.1. The end of combat step has no tun-based actions. Once it begins, the active playe gets pioity. (See ule 117, “Timing and Pioity.”)
+
+511.2. Abilities that tigge “at end of combat” tigge as the end of combat step begins. Effects that last “until end of combat” expie at the end of the combat phase.
+
+511.3. As soon as the end of combat step ends, all ceatues and planeswalkes ae emoved fom combat. Afte the end of combat step ends, the combat phase is ove and the postcombat main phase begins (see ule 505).
+
+512. Ending Phase
+
+512.1. The ending phase consists of two steps: end and cleanup.
+
+513. End Step
+
+513.1. The end step has no tun-based actions. Once it begins, the active playe gets pioity. (See ule 117, “Timing and Pioity.”)
+
+513.1a Peviously, abilities that tiggeed at the beginning of the end step wee pinted with the tigge condition “at end of tun.” Cads that wee pinted with that text have eceived eata in the Oacle cad efeence to say “at the beginning of the end step” o “at the beginning of the next end step.”
+
+513.2. If a pemanent with an ability that tigges “at the beginning of the end step” entes the battlefield duing this step, that ability won’t tigge until the next tun’s end step. Likewise, if a delayed tiggeed ability that tigges “at the beginning of the next end step” is ceated duing this step, that ability won’t tigge until the next tun’s end step. In othe wods, the step doesn’t “back up” so those abilities can go on the stack. This ule applies only to tiggeed abilities; it doesn’t apply to continuous effects whose duations say “until end of tun” o “this tun.” (See ule 514, “Cleanup Step.”)
+
+514. Cleanup Step
+
+514.1. Fist, if the active playe’s hand contains moe cads than thei maximum hand size (nomally seven), they discad enough cads to educe thei hand size to that numbe. This tun-based action doesn’t use the stack.
+
+514.2. Second, the following actions happen simultaneously: all damage maked on pemanents (including phased-out pemanents) is emoved and all “until end of tun” and “this tun” effects end. This tun-based action doesn’t use the stack.
+
+514.3. Nomally, no playe eceives pioity duing the cleanup step, so no spells can be cast and no abilities can be activated. Howeve, this ule is subject to the following exception:
+
+514.3a At this point, the game checks to see if any state-based actions would be pefomed and/o any tiggeed abilities ae waiting to be put onto the stack (including those that tigge “at the beginning of the next cleanup step”). If so, those state-based actions ae pefomed, then those tiggeed abilities ae put on the stack, then the active playe gets pioity. Playes may cast spells and activate abilities. Once the stack is empty and all playes pass in succession, anothe cleanup step begins.
+
+
+6. Spells, Abilities, and Effects
+
+600. Geneal
+
+601. Casting Spells
+
+601.1. Peviously, the action of casting a spell, o casting a cad as a spell, was efeed to on cads as “playing” that spell o that cad. Cads that wee pinted with that text have eceived eata in the Oacle cad efeence so they now efe to “casting” that spell o that cad.
+
+601.1a Some effects still efe to “playing” a cad. “Playing a cad” means playing that cad as a land o casting that cad as a spell, whicheve is appopiate.
+
+601.2. To cast a spell is to take it fom whee it is (usually the hand), put it on the stack, and pay its costs, so that it will eventually esolve and have its effect. Casting a spell includes poposal of the spell (ules 601.2a–d) and detemination and payment of costs (ules 601.2f–h). To cast a spell, a playe follows the steps listed below, in ode. A playe must be legally allowed to cast the spell to begin this pocess (see ule 601.3). If a playe is unable to comply with the equiements of a step listed below while pefoming that step, the casting of the spell is illegal ; the game etuns to the moment befoe the casting of that spell was poposed (see ule 722, “Handling Illegal Actions”).
+
+601.2a To popose the casting of a spell, a playe fist moves that cad (o that copy of a cad) fom whee it is to the stack. It becomes the topmost object on the stack. It has all the chaacteistics of the cad (o the copy of a cad) associated with it, and that playe becomes its contolle. The spell emains on the stack until it’s counteed, it esolves, o an effect moves it elsewhee.
+
+601.2b If the spell is modal, the playe announces the mode choice (see ule 700.2). If the playe wishes to splice any cads onto the spell (see ule 702.46), they eveal those cads in thei hand. If the spell has altenative o additional costs that will be paid as it’s being cast such as buyback o kicke costs (see ules 118.8 and 118.9), the playe announces thei intentions to pay any o all of those costs (see ule 601.2f). A playe can’t apply two altenative methods of casting o two altenative costs to a single spell. If the spell has a vaiable cost that will be paid as it’s being cast (such as an {X} in its mana cost; see ule 107.3), the playe announces the value of that vaiable. If the value of that vaiable is defined in the text of the spell by a choice that playe would make late in the announcement o esolution of the spell, that playe makes that choice at this time instead of that late time. If a cost that will be paid as the spell is being cast includes hybid mana symbols, the playe announces the nonhybid equivalent cost they intend to pay. If a cost that will be paid as the spell is being cast includes Phyexian mana symbols, the playe announces whethe they intend to pay 2 life o the coesponding coloed mana cost fo each of those symbols. Peviously made choices (such as choosing to cast a spell with flashback fom a gaveyad o choosing to cast a ceatue with moph face down) may estict the playe’s options when making these choices.
+
+601.2c The playe announces thei choice of an appopiate object o playe fo each taget the spell equies. A spell may equie some tagets only if an altenative o additional cost (such as a kicke cost) o a paticula mode was chosen fo it; othewise, the spell is cast as though it did not equie those tagets. Similaly, a spell may equie altenative tagets only if an altenative o additional cost was chosen fo it. If the spell has a vaiable numbe of tagets, the playe announces how many tagets they will choose befoe they announce those tagets. In some cases, the numbe of tagets will be defined by the spell’s text. Once the numbe of tagets the spell has is detemined, that numbe doesn’t change, even if the infomation used to detemine the numbe of tagets does. The same taget can’t be chosen multiple times fo any one instance of the wod “taget” on the spell. Howeve, if the spell uses the wod “taget” in multiple places, the same object o playe can be chosen once fo each instance of the wod “taget” (as long as it fits the tageting citeia). If any effects say that an object o playe must be chosen as a taget, the playe chooses tagets so that they obey the maximum possible numbe of such effects without violating any ules o effects that say that an object o playe can’t be chosen as a taget. The chosen objects and/o playes each become a taget of that spell. (Any abilities that tigge when those objects and/o playes become the taget of a spell tigge at this point; they’ll wait to be put on the stack until the spell has finished being cast.)
+Example: If a spell says “Tap two taget ceatues,” then the same ceatue can’t be chosen twice; the spell equies two diffeent legal tagets. A spell that says “Destoy taget atifact and taget land,” howeve, can taget the same atifact land twice because it uses the wod “taget” in multiple places.
+
+601.2d If the spell equies the playe to divide o distibute an effect (such as damage o countes) among one o moe tagets, the playe announces the division. Each of these tagets must eceive at least one of whateve is being divided.
+
+601.2e The game checks to see if the poposed spell can legally be cast. If the poposed spell is illegal, the game etuns to the moment befoe the casting of that spell was poposed (see ule 722, “Handling Illegal Actions”).
+
+601.2f The playe detemines the total cost of the spell. Usually this is just the mana cost. Some spells have additional o altenative costs. Some effects may incease o educe the cost to pay, o may povide othe altenative costs. Costs may include paying mana, tapping pemanents, sacificing pemanents, discading cads, and so on. The total cost is the mana cost o altenative cost (as detemined in ule 601.2b), plus all additional costs and cost inceases, and minus all cost eductions. If multiple cost eductions apply, the playe may apply them in any ode. If the mana component of the total cost is educed to nothing by cost eduction effects, it is consideed to be {0}. It can’t be educed to less than {0}. Once the total cost is detemined, any effects that diectly affect the total cost ae applied. Then the esulting total cost becomes “locked in.” If effects would change the total cost afte this time, they have no effect.
+
+601.2g If the total cost includes a mana payment, the playe then has a chance to activate mana abilities (see ule 605, “Mana Abilities”). Mana abilities must be activated befoe costs ae paid.
+
+601.2h The playe pays the total cost in any ode. Patial payments ae not allowed. Unpayable costs can’t be paid.
+Example: You cast Alta’s Reap, which costs {1}{B} and has an additional cost of sacificing a ceatue. You sacifice Thundescape Familia, whose effect makes you black spells cost {1} less to cast. Because a spell’s total cost is “locked in” befoe payments ae actually made, you pay {B}, not {1}{B}, even though you’e sacificing the Familia.
+
+601.2i Once the steps descibed in 601.2a–h ae completed, effects that modify the chaacteistics of the spell as it’s cast ae applied, then the spell becomes cast. Any abilities that tigge when a spell is cast o put onto the stack tigge at this time. If the spell’s contolle had pioity befoe casting it, they get pioity.
+
+601.3. A playe can begin to cast a spell only if a ule o effect allows that playe to cast it and no ule o effect pohibits that playe fom casting it.
+
+601.3a If an effect pohibits a playe fom casting a spell with cetain qualities, that playe may conside any choices to be made duing that spell’s poposal that may cause those qualities to change. If any such choices could cause that effect to no longe pohibit that playe fom casting that spell, the playe may begin to cast the spell, ignoing the effect.
+Example: A playe contols Void Winnowe, which eads, in pat, “You opponents can't cast spells with even conveted mana costs.” That playe’s opponent may begin to cast Rolling Thunde, a cad whose mana cost is {X}{R}{R}, because the chosen value of X may cause the spell’s conveted mana cost to become odd.
+
+601.3b If an effect allows a playe to cast a spell with cetain qualities as though it had flash, that playe may conside any choices to be made duing that spell’s poposal that may cause that spell’s qualities to change. If any such choices could cause that effect to apply, that playe may begin to cast that spell as though it had flash.
+Example: An effect says that you may cast Aua spells as though they had flash, and you have a ceatue cad with bestow in you hand. Because choosing the bestow ability’s altenative cost causes that spell to become an Aua spell, you may legally begin to cast that spell as though it had flash.
+
+601.3c If an effect allows a playe to cast a spell as though it had flash only if an altenative o additional cost is paid, that playe may begin to cast that spell as though it had flash.
+
+601.3d If a spell would have flash only if cetain conditions ae met, its contolle may begin to cast that spell as though it had flash if those conditions ae met.
+
+601.3e If a ule o effect states that only an altenative set of chaacteistics o a subset of chaacteistics ae consideed to detemine if a cad o copy of a cad is legal to cast, those altenative chaacteistics eplace the object’s chaacteistics pio to detemining whethe the playe may begin to cast it.
+Example: Gauk’s Hode says, in pat, “You may cast the top cad of you libay if it’s a ceatue cad.” If you contol Gauk’s Hode and the top cad of you libay is a nonceatue cad with moph, you may cast it using its moph ability.
+Example: Melek, Izzet Paagon says, in pat, “You may cast the top cad of you libay if it’s an instant o socey cad.” If you contol Melek, Izzet Paagon and the top cad of you libay is Giant Kille, an adventue ceatue cad whose Adventue is an instant named Chop Down, you may cast Chop Down but not Giant Kille. If instead you contol Gauk’s Hode and the top cad of you libay is Giant Kille, you may cast Giant Kille but not Chop Down.
+
+601.4. If a playe is no longe allowed to cast a spell afte completing its poposal (see ules 601.2a–d), the casting of the spell is illegal and the game etuns to the moment befoe the casting of that spell was poposed (see ule 722, “Handling Illegal Actions”). It doesn’t matte if a ule o effect would make the casting of the spell illegal while detemining and paying that spell’s costs (see ules 601.2f-h) o any time afte the spell has been cast.
+
+601.5. Some spells specify that one of thei contolle’s opponents does something the contolle would nomally do while it’s being cast, such as choose a mode o choose tagets. In these cases, the opponent does so when the spell’s contolle nomally would do so.
+
+601.5a If thee is moe than one opponent who could make such a choice, the spell’s contolle decides which of those opponents will make the choice.
+
+601.5b If the spell instucts its contolle and anothe playe to do something at the same time as the spell is being cast, the spell’s contolle goes fist, then the othe playe. This is an exception to ule 101.4.
+
+601.6. Casting a spell that altes costs won’t affect spells and abilities that ae aleady on the stack.
+
+602. Activating Activated Abilities
+
+602.1. Activated abilities have a cost and an effect. They ae witten as “[Cost]: [Effect.] [Activation instuctions (if any).]”
+
+602.1a The activation cost is eveything befoe the colon (:). An ability’s activation cost must be paid by the playe who is activating it.
+Example: The activation cost of an ability that eads “{2}, {T}: You gain 1 life” is two mana of any type plus tapping the pemanent that has the ability.
+
+602.1b Some text afte the colon of an activated ability states instuctions that must be followed while activating that ability. Such text may state which playes can activate that ability, may estict when a playe can activate the ability, o may define some aspect of the activation cost. This text is not pat of the ability’s effect. It functions at all times. If an activated ability has any activation instuctions, they appea last, afte the ability’s effect.
+
+602.1c An activated ability is the only kind of ability that can be activated. If an object o ule efes to activating an ability without specifying what kind, it must be efeing to an activated ability.
+
+602.1d Peviously, the action of using an activated ability was efeed to on cads as “playing” that ability. Cads that wee pinted with that text have eceived eata in the Oacle cad efeence so they now efe to “activating” that ability.
+
+602.2. To activate an ability is to put it onto the stack and pay its costs, so that it will eventually esolve and have its effect. Only an object’s contolle (o its owne, if it doesn’t have a contolle) can activate its activated ability unless the object specifically says othewise. Activating an ability follows the steps listed below, in ode. If, at any point duing the activation of an ability, a playe is unable to comply with any of those steps, the activation is illegal; the game etuns to the moment befoe that ability stated to be activated (see ule 722, “Handling Illegal Actions”). Announcements and payments can’t be alteed afte they’ve been made.
+
+602.2a The playe announces that they ae activating the ability. If an activated ability is being activated fom a hidden zone, the cad that has that ability is evealed. That ability is ceated on the stack as an object that’s not a cad. It becomes the topmost object on the stack. It has the text of the ability that ceated it, and no othe chaacteistics. Its contolle is the playe who activated the ability. The ability emains on the stack until it’s counteed, it esolves, o an effect moves it elsewhee.
+
+602.2b The emainde of the pocess fo activating an ability is identical to the pocess fo casting a spell listed in ules 601.2b–i. Those ules 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 efeenced in ule 601.2f) is its activation cost.
+
+602.3. Some abilities specify that one of thei contolle’s opponents does something the contolle would nomally do while it’s being activated, such as choose a mode o choose tagets. In these cases, the opponent does so when the ability’s contolle nomally would do so.
+
+602.3a If thee is moe than one opponent who could make such a choice, the ability’s contolle decides which of those opponents will make the choice.
+
+602.3b If the ability instucts its contolle and anothe playe to do something at the same time as the ability is being activated, the ability’s contolle goes fist, then the othe playe. This is an exception to ule 101.4.
+
+602.4. Activating an ability that altes costs won’t affect spells and abilities that ae aleady on the stack.
+
+602.5. A playe can’t begin to activate an ability that’s pohibited fom being activated.
+
+602.5a A ceatue’s activated ability with the tap symbol ({T}) o the untap symbol ({Q}) in its activation cost can’t be activated unless the ceatue has been unde its contolle’s contol since the stat of thei most ecent tun. Ignoe this ule fo ceatues with haste (see ule 702.10).
+
+602.5b If an activated ability has a estiction on its use (fo example, “Activate this ability only once each tun”), the estiction continues to apply to that object even if its contolle changes.
+
+602.5c If an object acquies an activated ability with a estiction on its use fom anothe object, that estiction applies only to that ability as acquied fom that object. It doesn’t apply to othe, identically woded abilities.
+
+602.5d Activated abilities that ead “Activate this ability only any time you could cast a socey” mean the playe must follow the timing ules fo casting a socey spell, though the ability isn’t actually a socey. The playe doesn’t actually need to have a socey cad that they could cast.
+
+602.5e Activated abilities that ead “Activate this ability only any time you could cast an instant” mean the playe must follow the timing ules fo casting an instant spell, though the ability isn’t actually an instant. The playe doesn’t actually need to have an instant cad that they could cast.
+
+603. Handling Tiggeed Abilities
+
+603.1. Tiggeed abilities have a tigge condition and an effect. They ae witten as “[When/Wheneve/At] [tigge condition o event], [effect]. [Instuctions (if any).]”
+
+603.1a A tiggeed ability may include instuctions afte its effects that limit what the ability may taget o state that it can’t be counteed. This text is not pat of the ability’s effect. It functions while the ability is on the stack.
+
+603.2. Wheneve a game event o game state matches a tiggeed ability’s tigge event, that ability automatically tigges. The ability doesn’t do anything at this point.
+
+603.2a Because they aen’t cast o activated, tiggeed abilities can tigge even when it isn’t legal to cast spells and activate abilities. Effects that peclude abilities fom being activated don’t affect them.
+
+603.2b When a phase o step begins, all abilities that tigge “at the beginning of” that phase o step tigge.
+
+603.2c An ability tigges only once each time its tigge event occus. Howeve, it can tigge epeatedly if one event contains multiple occuences.
+Example: A pemanent has an ability whose tigge condition eads, “Wheneve a land is put into a gaveyad fom the battlefield, . . . .” If someone casts a spell that destoys all lands, the ability will tigge once fo each land put into the gaveyad duing the spell’s esolution.
+
+603.2d Some tigge events use the wod “becomes” (fo example, “becomes attached” o “becomes blocked”). These tigge only at the time the named event happens—they don’t tigge if that state aleady exists o etigge if it pesists. An ability that tigges when a pemanent “becomes tapped” o “becomes untapped” doesn’t tigge if the pemanent entes the battlefield in that state.
+Example: An ability that tigges when a pemanent “becomes tapped” tigges only when the status of a pemanent that’s aleady on the battlefield changes fom untapped to tapped.
+
+603.2e If a tiggeed ability’s tigge condition is met, but the object with that tiggeed ability is at no time visible to all playes, the ability does not tigge.
+
+603.2f An ability tigges only if its tigge event actually occus. An event that’s pevented o eplaced won’t tigge anything.
+Example: An ability that tigges on damage being dealt won’t tigge if all the damage is pevented.
+
+603.3. Once an ability has tiggeed, its contolle puts it on the stack as an object that’s not a cad the next time a playe would eceive pioity. See ule 117, “Timing and Pioity.” The ability becomes the topmost object on the stack. It has the text of the ability that ceated it, and no othe chaacteistics. It emains on the stack until it’s counteed, it esolves, a ule causes it to be emoved fom the stack, o an effect moves it elsewhee.
+
+603.3a A tiggeed ability is contolled by the playe who contolled its souce at the time it tiggeed, unless it’s a delayed tiggeed ability. To detemine the contolle of a delayed tiggeed ability, see ules 603.7d–f.
+
+603.3b If multiple abilities have tiggeed since the last time a playe eceived pioity, each playe, in APNAP ode, puts tiggeed abilities they contol on the stack in any ode they choose. (See ule 101.4.) Then the game once again checks fo and esolves state-based actions until none ae pefomed, then abilities that tiggeed duing this pocess go on the stack. This pocess epeats until no new state-based actions ae pefomed and no abilities tigge. Then the appopiate playe gets pioity.
+
+603.3c If a tiggeed ability is modal, its contolle 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 tagets, fo example), that mode can’t be chosen. If no mode is chosen, the ability is emoved fom the stack. (See ule 700.2.)
+
+603.3d The emainde of the pocess fo putting a tiggeed ability on the stack is identical to the pocess fo casting a spell listed in ules 601.2c–d. If a choice is equied when the tiggeed ability goes on the stack but no legal choices can be made fo it, o if a ule o a continuous effect othewise makes the ability illegal, the ability is simply emoved fom the stack.
+
+603.4. A tiggeed ability may ead “When/Wheneve/At [tigge event], if [condition], [effect].” When the tigge event occus, the ability checks whethe the stated condition is tue. The ability tigges only if it is; othewise it does nothing. If the ability tigges, it checks the stated condition again as it esolves. If the condition isn’t tue at that time, the ability is emoved fom the stack and does nothing. Note that this mios the check fo legal tagets. This ule is efeed to as the “intevening ‘if’ clause” ule. (The wod “if” has only its nomal English meaning anywhee else in the text of a cad; this ule only applies to an “if” that immediately follows a tigge condition.)
+Example: Felida Soveeign eads, “At the beginning of you upkeep, if you have 40 o moe life, you win the game.” Its contolle’s life total is checked as that playe’s upkeep begins. If that playe has 39 o less life, the ability doesn’t tigge at all. If that playe has 40 o moe life, the ability tigges and goes on the stack. As the ability esolves, that playe’s life total is checked again. If that playe has 39 o less life at this time, the ability is emoved fom the stack and has no effect. If that playe has 40 o moe life at this time, the ability esolves and that playe wins the game.
+
+603.5. Some tiggeed abilities’ effects ae optional (they contain “may,” as in “At the beginning of you upkeep, you may daw a cad”). These abilities go on the stack when they tigge, egadless of whethe thei contolle intends to execise the ability’s option o not. The choice is made when the ability esolves. Likewise, tiggeed abilities that have an effect “unless” something is tue o a playe chooses to do something will go on the stack nomally; the “unless” pat of the ability is dealt with when the ability esolves.
+
+603.6. Tigge events that involve objects changing zones ae called “zone-change tigges.” Many abilities with zone-change tigges attempt to do something to that object afte it changes zones. Duing esolution, these abilities look fo the object in the zone that it moved to. If the object is unable to be found in the zone it went to, the pat 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 neve enteed the specified zone, because it left the zone befoe the ability esolved, o because it is in a zone that is hidden fom a playe, such as a libay o an opponent’s hand. (This ule applies even if the object leaves the zone and etuns again befoe the ability esolves.) The most common zone-change tigges ae entes-the-battlefield tigges and leaves-the-battlefield tigges.
+
+603.6a Entes-the-battlefield abilities tigge when a pemanent entes the battlefield. These ae witten, “When [this object] entes the battlefield, . . . “ o “Wheneve a [type] entes the battlefield, . . .” Each time an event puts one o moe pemanents onto the battlefield, all pemanents on the battlefield (including the newcomes) ae checked fo any entes-the-battlefield tigges that match the event.
+
+603.6b Continuous effects that modify chaacteistics of a pemanent do so the moment the pemanent is on the battlefield (and not befoe then). The pemanent is neve on the battlefield with its unmodified chaacteistics. Continuous effects don’t apply befoe the pemanent is on the battlefield, howeve (see ule 603.6d).
+Example: If an effect eads “All lands ae ceatues” and a land cad is played, the effect makes the land cad into a ceatue the moment it entes the battlefield, so it would tigge abilities that tigge when a ceatue entes the battlefield. Convesely, if an effect eads “All ceatues lose all abilities” and a ceatue cad with an entes-the-battlefield tiggeed ability entes the battlefield, that effect will cause it to lose its abilities the moment it entes the battlefield, so the entes-the-battlefield ability won’t tigge.
+
+603.6c Leaves-the-battlefield abilities tigge when a pemanent moves fom the battlefield to anothe zone, o when a phased-in pemanent leaves the game because its owne leaves the game. These ae witten as, but aen’t limited to, “When [this object] leaves the battlefield, . . .” o “Wheneve [something] is put into a gaveyad fom the battlefield, . . . .” (See also ule 603.10.) An ability that attempts to do something to the cad that left the battlefield checks fo it only in the fist zone that it went to. An ability that tigges when a cad is put into a cetain zone “fom anywhee” is neve teated as a leaves-the-battlefield ability, even if an object is put into that zone fom the battlefield.
+
+603.6d Some pemanents have text that eads “[This pemanent] entes the battlefield with . . . ,” “As [this pemanent] entes the battlefield . . . ,” “[This pemanent] entes the battlefield as . . . ,” o “[This pemanent] entes the battlefield tapped.” Such text is a static ability—not a tiggeed ability—whose effect occus as pat of the event that puts the pemanent onto the battlefield.
+
+603.6e Some Auas have tiggeed abilities that tigge on the enchanted pemanent leaving the battlefield. These tiggeed abilities can find the new object that pemanent cad became in the zone it moved to; they can also find the new object the Aua cad became in its owne’s gaveyad afte state-based actions have been checked. See ule 400.7.
+
+603.7. An effect may ceate a delayed tiggeed ability that can do something at a late time. A delayed tiggeed ability will contain “when,” “wheneve,” o “at,” although that wod won’t usually begin the ability.
+
+603.7a Delayed tiggeed abilities ae ceated duing the esolution of spells o abilities, as the esult of a eplacement effect being applied, o as a esult of a static ability that allows a playe to take an action. A delayed tiggeed ability won’t tigge until it has actually been ceated, even if its tigge event occued just befoehand. Othe events that happen ealie may make the tigge event impossible.
+Example: Pat of an effect eads “When this ceatue leaves the battlefield,” but the ceatue in question leaves the battlefield befoe the spell o ability ceating the effect esolves. In this case, the delayed ability neve tigges.
+Example: If an effect eads “When this ceatue becomes untapped” and the named ceatue becomes untapped befoe the effect esolves, the ability waits fo the next time that ceatue untaps.
+
+603.7b A delayed tiggeed ability will tigge only once—the next time its tigge event occus—unless it has a stated duation, such as “this tun.” If its tigge event occus moe than once simultaneously and the ability doesn’t have a stated duation, the contolle of the delayed tiggeed ability chooses which event causes the ability to tigge.
+
+603.7c A delayed tiggeed ability that efes to a paticula object still affects it even if the object changes chaacteistics. Howeve, if that object is no longe in the zone it’s expected to be in at the time the delayed tiggeed ability esolves, the ability won’t affect it. (Note that if that object left that zone and then etuned, it’s a new object and thus won’t be affected. See ule 400.7.)
+Example: An ability that eads “Exile this ceatue at the beginning of the next end step” will exile the pemanent even if it’s no longe a ceatue duing the next end step. Howeve, it won’t do anything if the pemanent left the battlefield befoe then.
+
+603.7d If a spell ceates a delayed tiggeed ability, the souce of that delayed tiggeed ability is that spell. The contolle of that delayed tiggeed ability is the playe who contolled that spell as it esolved.
+
+603.7e If an activated o tiggeed ability ceates a delayed tiggeed ability, the souce of that delayed tiggeed ability is the same as the souce of that othe ability. The contolle of that delayed tiggeed ability is the playe who contolled that othe ability as it esolved.
+
+603.7f If a static ability geneates a eplacement effect which causes a delayed tiggeed ability to be ceated, the souce of that delayed tiggeed ability is the object with that static ability. The contolle of that delayed tiggeed ability is the same as the contolle of that object at the time the eplacement effect was applied.
+
+603.7g If a static ability allows a playe to take an action and ceates a delayed tiggeed ability if that playe does so, the souce of that delayed tiggeed ability is the object with that static ability. The contolle of that delayed tiggeed ability is the same as the contolle of that object at the time the action was taken.
+
+603.8. Some tiggeed abilities tigge when a game state (such as a playe contolling no pemanents of a paticula cad type) is tue, athe than tiggeing when an event occus. These abilities tigge as soon as the game state matches the condition. They’ll go onto the stack at the next available oppotunity. These ae called state tigges. (Note that state tigges aen’t the same as state-based actions.) A state-tiggeed ability doesn’t tigge again until the ability has esolved, has been counteed, o has othewise left the stack. Then, if the object with the ability is still in the same zone and the game state still matches its tigge condition, the ability will tigge again.
+Example: A pemanent’s ability eads, “Wheneve you have no cads in hand, daw a cad.” If its contolle plays the last cad fom thei hand, the ability will tigge once and won’t tigge again until it has left the stack. If its contolle casts a spell that eads “Discad you hand, then daw that many cads,” the ability will tigge duing the spell’s esolution because the playe’s hand was momentaily empty.
+
+603.9. Some tiggeed abilities tigge specifically when a playe loses the game. These abilities tigge when a playe loses o leaves the game, egadless of the eason, unless that playe leaves the game as the esult of a daw. See ule 104.3.
+
+603.10. Nomally, objects that exist immediately afte an event ae checked to see if the event matched any tigge conditions, and continuous effects that exist at that time ae used to detemine what the tigge conditions ae and what the objects involved in the event look like. Howeve, some tiggeed abilities ae exceptions to this ule; the game “looks back in time” to detemine if those abilities tigge, using the existence of those abilities and the appeaance of objects immediately pio to the event. The list of exceptions is as follows:
+
+603.10a Some zone-change tigges look back in time. These ae leaves-the-battlefield abilities, abilities that tigge when a cad leaves a gaveyad, and abilities that tigge when an object that all playes can see is put into a hand o libay.
+Example: Two ceatues ae on the battlefield along with an atifact that has the ability “Wheneve a ceatue dies, you gain 1 life.” Someone casts a spell that destoys all atifacts, ceatues, and enchantments. The atifact’s ability tigges twice, even though the atifact goes to its owne’s gaveyad at the same time as the ceatues.
+
+603.10b Abilities that tigge when a pemanent phases out look back in time.
+
+603.10c Abilities that tigge specifically when an object becomes unattached look back in time.
+
+603.10d Abilities that tigge when a playe loses contol of an object look back in time.
+
+603.10e Abilities that tigge when a spell is counteed look back in time.
+
+603.10f Abilities that tigge when a playe loses the game look back in time.
+
+603.10g Abilities that tigge when a playe planeswalks away fom a plane look back in time.
+
+603.11. Some objects have a static ability that’s linked to one o moe tiggeed abilities. (See ule 607, “Linked Abilities.”) These objects combine the abilities into one paagaph, with the static ability fist, followed by each tiggeed ability that’s linked to it. A vey few objects have tiggeed abilities which ae witten with the tigge condition in the middle of the ability, athe than at the beginning.
+Example: An ability that eads “Reveal the fist cad you daw each tun. Wheneve you eveal a basic land cad this way, daw a cad” is a static ability linked to a tiggeed ability.
+
+603.12. A esolving spell o ability may allow o instuct a playe to take an action and ceate a tiggeed ability that tigges “when [a playe] [does o doesn’t]” take that action o “when [something happens] this way.” These eflexive tiggeed abilities follow the ules fo delayed tiggeed abilities (see ule 603.7), except that they’e checked immediately afte being ceated and tigge based on whethe the tigge event o events occued ealie duing the esolution of the spell o ability that ceated them.
+Example: Heat-Piece Manticoe has an ability that eads “When Heat-Piece Manticoe entes the battlefield, you may sacifice anothe ceatue. When you do, Heat-Piece Manticoe deals damage equal to that ceatue’s powe to any taget.” The eflexive tiggeed ability tigges only when you sacifice anothe ceatue due to the oiginal tiggeed ability, and not if you sacifice a ceatue fo any othe eason.
+
+604. Handling Static Abilities
+
+604.1. Static abilities do something all the time athe than being activated o tiggeed. They ae witten as statements, and they’e simply tue.
+
+604.2. Static abilities ceate continuous effects, some of which ae pevention effects o eplacement effects. These effects ae active as long as the pemanent with the ability emains on the battlefield and has the ability, o as long as the object with the ability emains in the appopiate zone, as descibed in ule 113.6.
+
+604.3. Some static abilities ae chaacteistic-defining abilities. A chaacteistic-defining ability conveys infomation about an object’s chaacteistics that would nomally be found elsewhee on that object (such as in its mana cost, type line, o powe/toughness box) o oveides infomation found elsewhee on that object. Chaacteistic-defining abilities function in all zones. They also function outside the game.
+
+604.3a A static ability is a chaacteistic-defining ability if it meets the following citeia: (1) It defines an object’s colos, subtypes, powe, o toughness; (2) it is pinted on the cad it affects, it was ganted to the token it affects by the effect that ceated the token, o it was acquied by the object it affects as the esult of a copy effect o text-changing effect; (3) it does not diectly affect the chaacteistics of any othe objects; (4) it is not an ability that an object gants to itself; and (5) it does not set the values of such chaacteistics only if cetain conditions ae met.
+
+604.4. Many Auas, Equipment, and Fotifications have static abilities that modify the object they’e attached to, but those abilities don’t taget that object. If an Aua, Equipment, o Fotification is moved to a diffeent object, the ability stops applying to the oiginal object and stats modifying the new one.
+
+604.5. Some static abilities apply while a spell is on the stack. These ae often abilities that efe to counteing the spell. Also, abilities that say “As an additional cost to cast . . . ,” “You may pay [cost] athe than pay [this object]’s mana cost,” and “You may cast [this object] without paying its mana cost” wok while a spell is on the stack.
+
+604.6. Some static abilities apply while a cad is in any zone that you could cast o play it fom (usually you hand). These ae limited to those that ead, “You may [cast/play] [this cad] . . . ,” “You can’t [cast/play] [this cad] . . . ,” and “[Cast/Play] [this cad] only . . . .”
+
+604.7. Unlike spells and othe kinds of abilities, static abilities can’t use an object’s last known infomation fo puposes of detemining how thei effects ae applied.
+
+605. Mana Abilities
+
+605.1. Some activated abilities and some tiggeed abilities ae mana abilities, which ae subject to special ules. Only abilities that meet eithe of the following two sets of citeia ae mana abilities, egadless of what othe effects they may geneate o what timing estictions (such as “Activate this ability only any time you could cast an instant”) they may have.
+
+605.1a An activated ability is a mana ability if it meets all of the following citeia: it doesn’t equie a taget (see ule 115.6), it could add mana to a playe’s mana pool when it esolves, and it’s not a loyalty ability. (See ule 606, “Loyalty Abilities.”)
+
+605.1b A tiggeed ability is a mana ability if it meets all of the following citeia: it doesn’t equie a taget (see ule 115.6), it tigges fom the esolution of an activated mana ability (see ule 605.1a) o fom mana being added to a playe’s mana pool, and it could add mana to a playe’s mana pool when it esolves.
+
+605.2. A mana ability emains a mana ability even if the game state doesn’t allow it to poduce mana.
+Example: A pemanent has an ability that eads “{T}: Add {G} fo each ceatue you contol.” The ability is still a mana ability even if you contol no ceatues o if the pemanent is aleady tapped.
+
+605.3. Activating an activated mana ability follows the ules fo activating any othe activated ability (see ule 602.2), with the following exceptions:
+
+605.3a A playe may activate an activated mana ability wheneve they have pioity, wheneve they ae casting a spell o activating an ability that equies a mana payment, o wheneve a ule o effect asks fo a mana payment, even if it’s in the middle of casting o esolving a spell o activating o esolving an ability.
+
+605.3b An activated mana ability doesn’t go on the stack, so it can’t be tageted, counteed, o othewise esponded to. Rathe, it esolves immediately afte it is activated. (See ule 405.6c.)
+
+605.3c Once a playe begins to activate a mana ability, that ability can’t be activated again until it has esolved.
+
+605.4. Tiggeed mana abilities follow all the ules fo othe tiggeed abilities (see ule 603, “Handling Tiggeed Abilities”), with the following exception:
+
+605.4a A tiggeed mana ability doesn’t go on the stack, so it can’t be tageted, counteed, o othewise esponded to. Rathe, it esolves immediately afte the mana ability that tiggeed it, without waiting fo pioity.
+Example: An enchantment eads, “Wheneve a playe taps a land fo mana, that playe adds one mana of any type that land poduced.” If a playe taps lands fo mana while casting a spell, the additional mana is added immediately and can be used to pay fo the spell.
+
+605.5. Abilities that don’t meet the citeia specified in ules 605.1a–b and spells aen’t mana abilities.
+
+605.5a An ability with a taget is not a mana ability, even if it could put mana into a playe’s mana pool when it esolves. The same is tue fo a tiggeed ability that could poduce mana but tigges fom an event othe than activating a mana ability, o a tiggeed ability that tigges fom activating a mana ability but couldn’t poduce mana. These follow the nomal ules fo activated o tiggeed abilities, as appopiate.
+
+605.5b A spell can neve be a mana ability, even if it could put mana into a playe’s mana pool when it esolves. It’s cast and esolves just like any othe spell. Some olde cads wee pinted with the cad type “mana souce”; these cads have eceived eata in the Oacle cad efeence and ae now instants.
+
+606. Loyalty Abilities
+
+606.1. Some activated abilities ae loyalty abilities, which ae subject to special ules.
+
+606.2. An activated ability with a loyalty symbol in its cost is a loyalty ability. Nomally, only planeswalkes have loyalty abilities.
+
+606.3. A playe may activate a loyalty ability of a pemanent they contol any time they have pioity and the stack is empty duing a main phase of thei tun, but only if no playe has peviously activated a loyalty ability of that pemanent that tun.
+
+606.4. The cost to activate a loyalty ability of a pemanent is to put on o emove fom that pemanent a cetain numbe of loyalty countes, as shown by the loyalty symbol in the ability’s cost.
+
+606.5. A loyalty ability with a negative loyalty cost can’t be activated unless the pemanent has at least that many loyalty countes on it.
+
+607. Linked Abilities
+
+607.1. An object may have two abilities pinted on it such that one of them causes actions to be taken o objects o playes to be affected and the othe one diectly efes to those actions, objects, o playes. If so, these two abilities ae linked: the second efes only to actions that wee taken o objects o playes that wee affected by the fist, and not by any othe ability.
+
+607.1a An ability pinted on an object within anothe ability that gants that ability to that object is consideed to be “pinted on” that object fo these puposes.
+
+607.1b An ability pinted on eithe face of a double-faced cad (see ule 711) is consideed to be “pinted on” that object fo these puposes, egadless of which face is up.
+
+607.1c An ability pinted on an object that fulfills both citeia descibed in ule 607.1 is linked to itself.
+
+607.2. Thee ae diffeent kinds of linked abilities.
+
+607.2a If an object has an activated o tiggeed ability pinted on it that instucts a playe to exile one o moe cads and an ability pinted on it that efes eithe to “the exiled cads” o to cads “exiled with [this object],” these abilities ae linked. The second ability efes only to cads in the exile zone that wee put thee as a esult of an instuction to exile them in the fist ability.
+
+607.2b If an object has an ability pinted on it that geneates a eplacement effect which causes one o moe cads to be exiled and an ability pinted on it that efes eithe to “the exiled cads” o to cads “exiled with [this object],” these abilities ae linked. The second ability efes only to cads in the exile zone that wee put thee as a diect esult of a eplacement event caused by the fist ability. See ule 614, “Replacement Effects.”
+
+607.2c If an object has an activated o tiggeed ability pinted on it that puts one o moe objects onto the battlefield and an ability pinted on it that efes to objects “put onto the battlefield with [this object]” o “ceated with [this object],” those abilities ae linked. The second can efe only to objects put onto the battlefield as a esult of the fist.
+
+607.2d If an object has an ability pinted on it that causes a playe to “choose a [value]” and an ability pinted on it that efes to “the chosen [value],” “the last chosen [value],” o simila, those abilities ae linked. The second ability efes only to a choice made as a esult of the fist ability.
+
+607.2e If an object has an ability pinted on it that causes a playe to choose fom between two o moe wods that othewise have no ules meaning and an ability pinted on it that efes to a choice involving one o moe of those wods, those abilities ae linked. The second can efe only to a choice made as a esult of the fist ability.
+
+607.2f If an object has an ability pinted on it that causes a playe to pay a cost as it entes the battlefield and an ability pinted on it that efes to the cost paid “as [this object] enteed the battlefield,” these abilities ae linked. The second ability efes only to a cost paid as a esult of the fist ability.
+
+607.2g If an object has both a static ability and one o moe tiggeed abilities pinted on it in the same paagaph, each of those tiggeed abilities is linked to the static ability. Each tiggeed ability efes only to actions taken as a esult of the static ability. See ule 603.11.
+
+607.2h If an object has a kicke ability pinted on it and an ability pinted on it that efes to whethe that object was kicked, those abilities ae linked. The second efes only to whethe the intent to pay the kicke cost listed in the fist was declaed as the object was cast as a spell. If a kicke ability lists multiple costs, it will have multiple abilities linked to it. Each of those abilities will specify which kicke cost it efes to. See ule 702.32, “Kicke.”
+
+607.2i If an object has an ability pinted on it that causes a playe to pay a vaiable additional cost as it’s cast and an ability pinted on it that efes to the cost paid “as [this object] was cast,” these abilities ae linked. The second efes only to the value chosen fo the cost listed in the fist as the object was cast as a spell. See ule 601.2b.
+
+607.2j The two abilities epesented by the champion keywod ae linked abilities. See ule 702.71, “Champion.”
+
+607.2k Abilities peceded by an ancho wod ae linked to the ability that allows a playe to choose that ancho wod. See ule 614.12b.
+
+607.2m If an object has a static ability pinted on it that allows a playe to exile one o moe cads “befoe you shuffle you deck to stat the game” and an ability pinted on it that efes to cads “exiled with cads named [this object’s name],” the second ability is linked to the fist ability of any objects that had the specified name befoe the game began.
+
+607.3. If, within a pai of linked abilities, one ability efes to a single object as “the exiled cad,” “a cad exiled with [this cad],” o a simila phase, and the othe ability has exiled multiple cads (usually because it was copied), the ability efes to each of the exiled cads. If that ability asks fo any infomation about the exiled cad, such as a chaacteistic o conveted mana cost, it gets multiple answes. If these answes ae used to detemine the value of a vaiable, the sum of the answes is used. If that ability pefoms any actions on the exiled cad, it pefoms that action on each exiled cad.
+
+607.4. An ability may be pat of moe than one pai of linked abilities.
+Example: Paadise Plume has the following thee abilities: “As Paadise Plume entes the battlefield, choose a colo,” “Wheneve a playe casts a spell of the chosen colo, you may gain 1 life,” and “{T}: Add one mana of the chosen colo.” The fist and second abilities ae linked. The fist and thid abilities ae linked.
+
+607.5. If an object acquies a pai of linked abilities as pat of the same effect, the abilities will be similaly linked to one anothe on that object even though they ween’t pinted on that object. They can’t be linked to any othe ability, egadless of what othe abilities the object may cuently have o may have had in the past.
+Example: Ac-Slogge has the ability “{R}, Exile the top ten cads of you libay: Ac-Slogge deals 2 damage to any taget.” Sistes of Stone Death has the ability “{B}{G}: Exile taget ceatue blocking o blocked by Sistes of Stone Death” and the ability “{2}{B}: Put a ceatue cad exiled with Sistes of Stone Death onto the battlefield unde you contol.” Quicksilve Elemental has the ability “{U}: Quicksilve Elemental gains all activated abilities of taget ceatue until end of tun.” If a playe has Quicksilve Elemental gain Ac-Slogge’s ability, activates it, then has Quicksilve Elemental gain Sistes of Stone Death’s abilities, activates the exile ability, and then activates the etun-to-the-battlefield ability, only the ceatue cad Quicksilve Elemental exiled with Sistes of Stone Death’s ability can be etuned to the battlefield. Ceatue cads Quicksilve Elemental exiled with Ac-Slogge’s ability can’t be etuned.
+
+608. Resolving Spells and Abilities
+
+608.1. Each time all playes pass in succession, the spell o ability on top of the stack esolves. (See ule 609, “Effects.”)
+
+608.2. If the object that’s esolving is an instant spell, a socey spell, o an ability, its esolution may involve seveal steps. The steps descibed in ules 608.2a and 608.2b ae followed fist. The steps descibed in ules 608.2c–j ae then followed as appopiate, in no specific ode. The step descibed in ule 608.2k is followed last.
+
+608.2a If a tiggeed ability has an intevening “if” clause, it checks whethe the clause’s condition is tue. If it isn’t, the ability is emoved fom the stack and does nothing. Othewise, it continues to esolve. See ule 603.4.
+
+608.2b If the spell o ability specifies tagets, it checks whethe the tagets ae still legal. A taget that’s no longe in the zone it was in when it was tageted is illegal. Othe changes to the game state may cause a taget to no longe be legal; fo example, its chaacteistics may have changed o an effect may have changed the text of the spell. If the souce of an ability has left the zone it was in, its last known infomation is used duing this pocess. If all its tagets, fo evey instance of the wod “taget,” ae now illegal, the spell o ability doesn’t esolve. It’s emoved fom the stack and, if it’s a spell, put into its owne’s gaveyad. Othewise, the spell o ability will esolve nomally. Illegal tagets, if any, won’t be affected by pats of a esolving spell’s effect fo which they’e illegal. Othe pats of the effect fo which those tagets ae not illegal may still affect them. If the spell o ability ceates any continuous effects that affect game ules (see ule 613.10), those effects don’t apply to illegal tagets. If pat of the effect equies infomation about an illegal taget, it fails to detemine any such infomation. Any pat of the effect that equies that infomation won’t happen.
+Example: Soin’s Thist is a black instant that eads, “Soin’s Thist deals 2 damage to taget ceatue and you gain 2 life.” If the ceatue isn’t a legal taget duing the esolution of Soin’s Thist (say, if the ceatue has gained potection fom black o left the battlefield), then Soin’s Thist doesn’t esolve. Its contolle doesn’t gain any life.
+Example: Plague Spoes eads, “Destoy taget nonblack ceatue and taget land. They can’t be egeneated.” Suppose the same ceatue land is chosen both as the nonblack ceatue and as the land, and the colo of the ceatue land is changed to black befoe Plague Spoes esolves. Plague Spoes still esolves because the black ceatue land is still a legal taget fo the “taget land” pat of the spell. The “destoy taget nonblack ceatue” pat of the spell won’t affect that pemanent, but the “destoy taget land” pat of the spell will still destoy it. It can’t be egeneated.
+
+608.2c The contolle of the spell o ability follows its instuctions in the ode witten. Howeve, eplacement effects may modify these actions. In some cases, late text on the cad may modify the meaning of ealie text (fo example, “Destoy taget ceatue. It can’t be egeneated” o “Counte taget spell. If that spell is counteed this way, put it on top of its owne’s libay instead of into its owne’s gaveyad.”) Don’t just apply effects step by step without thinking in these cases—ead the whole text and apply the ules of English to the text.
+
+608.2d If an effect of a spell o ability offes any choices othe than choices aleady made as pat of casting the spell, activating the ability, o othewise putting the spell o ability on the stack, the playe announces these while applying the effect. The playe can’t choose an option that’s illegal o impossible, with the exception that having a libay with no cads in it doesn’t make dawing a cad an impossible action (see ule 121.3). If an effect divides o distibutes something, such as damage o countes, as a playe chooses among any numbe of untageted playes and/o objects, the playe chooses the amount and division such that each chosen playe o object eceives at least one of whateve is being divided. (Note that if an effect divides o distibutes something, such as damage o countes, as a playe chooses among some numbe of taget objects and/o playes, the amount and division wee detemined as the spell o ability was put onto the stack athe than at this time; see ule 601.2d.)
+Example: A spell’s instuction eads, “You may sacifice a ceatue. If you don’t, you lose 4 life.” A playe who contols no ceatues can’t choose the sacifice option.
+
+608.2e Some spells and abilities have multiple steps o actions, denoted by sepaate sentences o clauses, that involve multiple playes. In these cases, the choices fo the fist action ae made in APNAP ode, and then the fist action is pocessed simultaneously. Then the choices fo the second action ae made in APNAP ode, and then that action is pocessed simultaneously, and so on. See ule 101.4.
+
+608.2f If an effect gives a playe the option to pay mana, they may activate mana abilities befoe taking that action. If an effect specifically instucts o allows a playe to cast a spell duing esolution, they do so by following the steps in ules 601.2a–i, except no playe eceives pioity afte it’s cast. That spell becomes the topmost object on the stack, and the cuently esolving spell o ability continues to esolve, which may include casting othe spells this way. No othe spells can nomally be cast and no othe abilities can nomally be activated duing esolution.
+
+608.2g If an effect equies infomation fom the game (such as the numbe of ceatues on the battlefield), the answe is detemined only once, when the effect is applied. If the effect equies infomation fom a specific object, including the souce of the ability itself, the effect uses the cuent infomation of that object if it’s in the public zone it was expected to be in; if it’s no longe in that zone, o if the effect has moved it fom a public zone to a hidden zone, the effect uses the object’s last known infomation. See ule 113.7a. If an ability states that an object does something, it’s the object as it exists—o as it most ecently existed—that does it, not the ability.
+
+608.2h If an effect efes to cetain chaacteistics, it checks only fo the value of the specified chaacteistics, egadless of any elated ones an object may also have.
+Example: An effect that eads “Destoy all black ceatues” destoys a white-and-black ceatue, but one that eads “Destoy all nonblack ceatues” doesn’t.
+
+608.2i If an ability’s effect efes to a specific untageted object that has been peviously efeed to by that ability’s cost o tigge condition, it still affects that object even if the object has changed chaacteistics.
+Example: Wall of Teas says “Wheneve Wall of Teas blocks a ceatue, etun that ceatue to its owne’s hand at end of combat.” If Wall of Teas blocks a ceatue, then that ceatue ceases to be a ceatue befoe the tiggeed ability esolves, the pemanent will still be etuned to its owne’s hand.
+
+608.2j If an instant spell, socey spell, o ability that can legally esolve leaves the stack once it stats to esolve, it will continue to esolve fully.
+
+608.2k As the final pat of an instant o socey spell’s esolution, the spell is put into its owne’s gaveyad. As the final pat of an ability’s esolution, the ability is emoved fom the stack and ceases to exist.
+
+608.3. If the object that’s esolving is a pemanent spell, its esolution involves a single step (unless it’s an Aua). The spell cad becomes a pemanent and is put onto the battlefield unde the contol of the spell’s contolle.
+
+608.3a If the object that’s esolving is an Aua spell, its esolution involves two steps. Fist, it checks whethe the taget specified by its enchant ability is still legal, as descibed in ule 608.2b. (See ule 702.5, “Enchant.”) If so, the spell cad becomes a pemanent and is put onto the battlefield unde the contol of the spell’s contolle attached to the object it was tageting.
+
+608.3b If a pemanent spell esolves but its contolle can’t put it onto the battlefield, that playe puts it into its owne’s gaveyad.
+Example: Woms of the Eath has the ability “Lands can’t ente the battlefield.” Clone says “You may have Clone ente the battlefield as a copy of any ceatue on the battlefield.” If a playe casts Clone and chooses to copy Dyad Abo (a land ceatue) while Woms of the Eath is on the battlefield, Clone can’t ente the battlefield fom the stack. It’s put into its owne’s gaveyad.
+
+609. Effects
+
+609.1. An effect is something that happens in the game as a esult of a spell o ability. When a spell, activated ability, o tiggeed ability esolves, it may ceate one o moe one-shot o continuous effects. Static abilities may ceate one o moe continuous effects. Text itself is neve an effect.
+
+609.2. Effects apply only to pemanents unless the instuction’s text states othewise o they clealy can apply only to objects in one o moe othe zones.
+Example: An effect that changes all lands into ceatues won’t alte land cads in playes’ gaveyads. But an effect that says spells cost moe to cast will apply only to spells on the stack, since a spell is always on the stack while a playe is casting it.
+
+609.3. If an effect attempts to do something impossible, it does only as much as possible.
+Example: If a playe is holding only one cad, an effect that eads “Discad two cads” causes them to discad only that cad. If an effect moves cads out of the libay (as opposed to dawing), it moves as many as possible.
+
+609.4. Some effects state that a playe may do something “as though” some condition wee tue o a ceatue can do something “as though” some condition wee tue. This applies only to the stated effect. Fo puposes of that effect, teat the game exactly as if the stated condition wee tue. Fo all othe puposes, teat the game nomally.
+
+609.4a If two effects state that a playe may (o a ceatue can) do the same thing “as though” diffeent conditions wee tue, both conditions could apply. If one “as though” effect satisfies the equiements fo anothe “as though” effect, then both effects will apply.
+Example: A playe contols Vedalken Oey, an atifact that says “You may cast nonland cads as though they had flash.” That playe casts Shaman’s Tance, an instant that says, in pat, “You may play cads fom othe playes’ gaveyads as though they wee in you gaveyad.” The playe may cast a socey with flashback fom anothe playe’s gaveyad as though it wee in that playe’s gaveyad and as though it had flash.
+
+609.4b If an effect allows a playe to spend mana “as though it wee mana of any [type o colo],” this affects only how the playe may pay a cost. It doesn’t change that cost, and it doesn’t change what mana was actually spent to pay that cost.
+
+609.5. If an effect could esult in a tie, the text of the spell o ability that ceated the effect will specify what to do in the event of a tie. The Magic game has no default fo ties.
+
+609.6. Some continuous effects ae eplacement effects o pevention effects. See ules 614 and 615.
+
+609.7. Some effects apply to damage fom a souce—fo example, “The next time a ed souce of you choice would deal damage to you this tun, pevent that damage.”
+
+609.7a If an effect equies a playe to choose a souce of damage, they may choose a pemanent; a spell on the stack (including a pemanent spell); any object efeed to by an object on the stack, by a eplacement o pevention effect that’s waiting to apply, o by a delayed tiggeed ability that’s waiting to tigge (even if that object is no longe in the zone it used to be in); o a face-up object in the command zone. A souce doesn’t need to be capable of dealing damage to be a legal choice. The souce is chosen when the effect is ceated. If the playe chooses a pemanent, the effect will apply to the next damage dealt by that pemanent, egadless of whethe it’s combat damage o damage dealt as the esult of a spell o ability. If the playe chooses a pemanent spell, the effect will apply to any damage dealt by that spell and any damage dealt by the pemanent that spell becomes when it esolves.
+
+609.7b Some effects fom esolved spells and abilities pevent o eplace damage fom souces with cetain popeties, such as a ceatue o a souce of a paticula colo. When the souce would deal damage, the “shield” echecks the souce’s popeties. If the popeties no longe match, the damage isn’t pevented o eplaced. If fo any eason the shield pevents no damage o eplaces no damage, the shield isn’t used up.
+
+609.7c Some effects fom static abilities pevent o eplace damage fom souces with cetain popeties. Fo these effects, the pevention o eplacement applies to souces that ae pemanents with that popety and to any souces that aen’t on the battlefield that have that popety.
+
+610. One-Shot Effects
+
+610.1. A one-shot effect does something just once and doesn’t have a duation. Examples include dealing damage, destoying a pemanent, ceating a token, and moving an object fom one zone to anothe.
+
+610.2. Some one-shot effects ceate a delayed tiggeed ability, which instucts a playe to do something late in the game (usually at a specific time) athe than as the spell o ability that’s ceating the one-shot effect esolves. See ule 603.7.
+
+610.3. Some one-shot effects cause an object to change zones “until” a specified event occus. A second one-shot effect is ceated immediately afte the specified event. This second one-shot effect etuns the object to its pevious zone.
+
+610.3a If the specified event has aleady occued when the initial one-shot effect would cause the object to change zones, the object doesn’t move.
+
+610.3b An object etuned to the battlefield this way etuns unde its owne’s contol unless othewise specified.
+
+610.3c If multiple one-shot effects ae ceated this way immediately afte one o moe simultaneous events, those one-shot effects ae also simultaneous.
+Example: Two Banishe Piests have each exiled a cad. All ceatues ae destoyed at the same time by Day of Judgment. The two exiled cads ae etuned to the battlefield at the same time.
+
+611. Continuous Effects
+
+611.1. A continuous effect modifies chaacteistics of objects, modifies contol of objects, o affects playes o the ules of the game, fo a fixed o indefinite peiod.
+
+611.2. A continuous effect may be geneated by the esolution of a spell o ability.
+
+611.2a A continuous effect geneated by the esolution of a spell o ability lasts as long as stated by the spell o ability ceating it (such as “until end of tun”). If no duation is stated, it lasts until the end of the game.
+
+611.2b Some continuous effects geneated by the esolution of a spell o ability have duations woded “fo as long as . . . .” If the “fo as long as” duation neve stats, o it ends befoe the moment the effect would fist be applied, the effect does nothing. It doesn’t stat and immediately stop again, and it doesn’t last foeve.
+Example: Maste Thief has the ability “When Maste Thief entes the battlefield, gain contol of taget atifact fo as long as you contol Maste Thief.” If you lose contol of Maste Thief befoe the ability esolves, it does nothing, because its duation—as long as you contol Maste Thief—was ove befoe the effect began.
+
+611.2c If a continuous effect geneated by the esolution of a spell o ability modifies the chaacteistics o changes the contolle of any objects, the set of objects it affects is detemined when that continuous effect begins. Afte that point, the set won’t change. (Note that this woks diffeently than a continuous effect fom a static ability.) A continuous effect geneated by the esolution of a spell o ability that doesn’t modify the chaacteistics o change the contolle of any objects modifies the ules of the game, so it can affect objects that ween’t affected when that continuous effect began. If a single continuous effect has pats that modify the chaacteistics o changes the contolle of any objects and othe pats that don’t, the set of objects each pat applies to is detemined independently.
+Example: An effect that eads “All white ceatues get +1/+1 until end of tun” gives the bonus to all pemanents that ae white ceatues when the spell o ability esolves—even if they change colo late—and doesn’t affect those that ente the battlefield o tun white aftewad.
+Example: An effect that eads “Pevent all damage ceatues would deal this tun” doesn’t modify any object’s chaacteistics, so it’s modifying the ules of the game. That means the effect will apply even to damage fom ceatues that ween’t on the battlefield when the continuous effect began. It also affects damage fom pemanents that become ceatues late in the tun.
+
+611.2d If a esolving spell o ability that ceates a continuous effect contains a vaiable such as X, the value of that vaiable is detemined only once, on esolution. See ule 608.2g.
+
+611.2e If a esolving spell o ability both puts a nontoken pemanent onto the battlefield and ceates a continuous effect stating that the pemanent “is [chaacteistic],” that continuous effect applies simultaneously with the pemanent enteing the battlefield. This chaacteistic is usually a colo o a ceatue type. If the continuous effect says the pemanent “becomes [chaacteistic]” o “gains [an ability],” that effect applies afte the pemanent is on the battlefield.
+Example: Abite of the Ideal puts an atifact, ceatue, o land cad onto the battlefield and says, in pat, “That pemanent is an enchantment in addition to its othe types.” An ability that tigges wheneve an enchantment entes the battlefield would tigge. The pemanent doesn’t ente the battlefield and then become an enchantment.
+
+611.3. A continuous effect may be geneated by the static ability of an object.
+
+611.3a A continuous effect geneated by a static ability isn’t “locked in”; it applies at any given moment to whateve its text indicates.
+
+611.3b The effect applies at all times that the pemanent geneating it is on the battlefield o the object geneating it is in the appopiate zone.
+Example: A pemanent with the static ability “All white ceatues get +1/+1” geneates an effect that continuously gives +1/+1 to each white ceatue on the battlefield. If a ceatue becomes white, it gets this bonus; a ceatue that stops being white loses it.
+
+611.3c Continuous effects that modify chaacteistics of pemanents do so simultaneously with the pemanent enteing the battlefield. They don’t wait until the pemanent is on the battlefield and then change it. Because such effects apply as the pemanent entes the battlefield, they ae applied befoe detemining whethe the pemanent will cause an ability to tigge when it entes the battlefield.
+Example: A pemanent with the static ability “All white ceatues get +1/+1” is on the battlefield. A ceatue spell that would nomally ceate a 1/1 white ceatue instead ceates a 2/2 white ceatue. The ceatue doesn’t ente the battlefield as 1/1 and then change to 2/2.
+
+612. Text-Changing Effects
+
+612.1. Some continuous effects change an object’s text. This can apply to any wods o symbols pinted on that object, but geneally affects only that object’s ules text (which appeas in its text box) and/o the text that appeas in its type line. Such an effect is a text-changing effect.
+
+612.2. A text-changing effect changes only those wods that ae used in the coect way (fo example, a Magic colo wod being used as a colo wod, a land type wod used as a land type, o a ceatue type wod used as a ceatue type). An effect that changes a colo wod o a subtype can’t change a cad name, even if that name contains a wod o a seies of lettes that is the same as a Magic colo wod, basic land type, o ceatue type.
+
+612.2a Most spells and abilities that ceate ceatue tokens use ceatue types to define both the ceatue types and the names of the tokens. A text-changing effect that affects such a spell o an object with such an ability can change these wods because they’e being used as ceatue types, even though they’e also being used as names.
+
+612.3. Effects that add o emove abilities don’t change the text of the objects they affect, so any abilities that ae ganted to an object can’t be modified by text-changing effects that affect that object.
+
+612.4. A token’s subtypes and ules text ae defined by the spell o ability that ceated the token. A text-changing effect that affects a token can change these chaacteistics.
+
+612.5. One cad (Volath’s Shapeshifte) states that an object has the “full text” of anothe object. This changes not just the text that appeas in the object’s text box and type line, but also changes the text that epesents its name, mana cost, colo indicato, powe, and toughness.
+
+612.6. One cad (Spy Kit) states that an object has “all names of nonlegenday ceatue cads.” This changes the text that epesents the object’s name. That object has the name of each nonlegenday ceatue cad in the Oacle cad efeence. (See ule 108.1.)
+
+612.7. One cad (Awakening of Vitu-Ghazi) ceates a continuous effect that sets the name of an object. This changes the text that epesents the object’s name. That object loses any names it had and has only the specified name.
+
+612.8. A splice ability changes a spell’s text by adding the ules text of the cad with splice to the spell, following that spell’s own ules text. It doesn’t modify o eplace any of that spell’s own text. (See ule 702.46, “Splice.”) 
+
+613. Inteaction of Continuous Effects
+
+613.1. The values of an object’s chaacteistics ae detemined by stating with the actual object. Fo a cad, that means the values of the chaacteistics pinted on that cad. Fo a token o a copy of a spell o cad, that means the values of the chaacteistics defined by the effect that ceated it. Then all applicable continuous effects ae applied in a seies of layes in the following ode:
+
+613.1a Laye 1: Copy effects ae applied. See ule 706, “Copying Objects.”
+
+613.1b Laye 2: Contol-changing effects ae applied.
+
+613.1c Laye 3: Text-changing effects ae applied. See ule 612, “Text-Changing Effects.”
+
+613.1d Laye 4: Type-changing effects ae applied. These include effects that change an object’s cad type, subtype, and/o supetype.
+
+613.1e Laye 5: Colo-changing effects ae applied.
+
+613.1f Laye 6: Ability-adding effects, ability-emoving effects, and effects that say an object can’t have an ability ae applied.
+
+613.1g Laye 7: Powe- and/o toughness-changing effects ae applied.
+
+613.2. Within layes 1–6, apply effects fom chaacteistic-defining abilities fist (see ule 604.3), then all othe effects in timestamp ode (see ule 613.6). Note that dependency may alte the ode in which effects ae applied within a laye. (See ule 613.7.)
+
+613.3. Within laye 7, apply effects in a seies of sublayes in the ode descibed below. Within each sublaye, apply effects in timestamp ode. (See ule 613.6.) Note that dependency may alte the ode in which effects ae applied within a sublaye. (See ule 613.7.)
+
+613.3a Laye 7a: Effects fom chaacteistic-defining abilities that define powe and/o toughness ae applied. See ule 604.3.
+
+613.3b Laye 7b: Effects that set powe and/o toughness to a specific numbe o value ae applied. Effects that efe to the base powe and/o toughness of a ceatue apply in this laye.
+
+613.3c Laye 7c: Effects that modify powe and/o toughness (but don’t set powe and/o toughness to a specific numbe o value) ae applied.
+
+613.3d Laye 7d: Powe and/o toughness changes fom countes ae applied. See ule 122, “Countes.”
+
+613.3e Laye 7e: Effects that switch a ceatue’s powe and toughness ae applied. Such effects take the value of powe and apply it to the ceatue’s toughness, and take the value of toughness and apply it to the ceatue’s powe.
+Example: A 1/3 ceatue is given +0/+1 by an effect. Then anothe effect switches the ceatue’s powe and toughness. Its new powe and toughness is 4/1. A new effect gives the ceatue +5/+0. Its “unswitched” powe and toughness would be 6/4, so its actual powe and toughness is 4/6.
+Example: A 1/3 ceatue is given +0/+1 by an effect. Then anothe effect switches the ceatue’s powe and toughness. Its new powe and toughness is 4/1. If the +0/+1 effect ends befoe the switch effect ends, the ceatue becomes 3/1.
+Example: A 1/3 ceatue is given +0/+1 by an effect. Then anothe effect switches the ceatue’s powe and toughness. Then anothe effect switches its powe and toughness again. The two switches essentially cancel each othe, and the ceatue becomes 1/4.
+
+613.4. The application of continuous effects as descibed by the laye system is continually and automatically pefomed by the game. All esulting changes to an object’s chaacteistics ae instantaneous.
+Example: Hono of the Pue is an enchantment that eads “White ceatues you contol get +1/+1.” Hono of the Pue and a 2/2 black ceatue ae on the battlefield unde you contol. If an effect then tuns the ceatue white (laye 5), it gets +1/+1 fom Hono of the Pue (laye 7c), becoming 3/3. If the ceatue’s colo is late changed to ed (laye 5), Hono of the Pue’s effect stops applying to it, and it will etun to being 2/2.
+Example: Gay Oge, a 2/2 ceatue, is on the battlefield. An effect puts a +1/+1 counte on it (laye 7d), making it 3/3. A spell tageting it that says “Taget ceatue gets +4/+4 until end of tun” esolves (laye 7c), making it 7/7. An enchantment that says “Ceatues you contol get +0/+2” entes the battlefield (laye 7c), making it 7/9. An effect that says “Taget ceatue becomes 0/1 until end of tun” is applied to it (laye 7b), making it 5/8 (0/1, with +4/+4 fom the esolved spell, +0/+2 fom the enchantment, and +1/+1 fom the counte).
+
+613.5. If an effect should be applied in diffeent layes and/o sublayes, the pats of the effect each apply in thei appopiate ones. If an effect stats to apply in one laye and/o sublaye, it will continue to be applied to the same set of objects in each othe applicable laye and/o sublaye, even if the ability geneating the effect is emoved duing this pocess.
+Example: An effect that eads “Wild Mongel gets +1/+1 and becomes the colo of you choice until end of tun” is both a powe- and toughness-changing effect and a colo-changing effect. The “becomes the colo of you choice” pat is applied in laye 5, and then the “gets +1/+1” pat is applied in laye 7c.
+Example: Act of Teason has an effect that eads “Gain contol of taget ceatue until end of tun. Untap that ceatue. It gains haste until end of tun.” This is both a contol-changing effect and an effect that adds an ability to an object. The “gain contol” pat is applied in laye 2, and then the “it gains haste” pat is applied in laye 6.
+Example: An effect that eads “All nonceatue atifacts become 2/2 atifact ceatues until end of tun” is both a type-changing effect and a powe- and toughness-setting effect. The type-changing effect is applied to all nonceatue atifacts in laye 4 and the powe- and toughness-setting effect is applied to those same pemanents in laye 7b, even though those pemanents aen’t nonceatue atifacts by then.
+Example: Svogthos, the Restless Tomb, is on the battlefield. An effect that says “Until end of tun, taget land becomes a 3/3 ceatue that’s still a land” is applied to it (layes 4 and 7b). An effect that says “Taget ceatue gets +1/+1 until end of tun” is applied to it (laye 7c), making it a 4/4 land ceatue. Then while you have ten ceatue cads in you gaveyad, you activate Svogthos’s ability: “Until end of tun, Svogthos, the Restless Tomb becomes a black and geen Plant Zombie ceatue with ‘This ceatue’s powe and toughness ae each equal to the numbe of ceatue cads in you gaveyad.’ It’s still a land.” (layes 4, 5, and 7b). It becomes an 11/11 land ceatue. If a ceatue cad entes o leaves you gaveyad, Svogthos’s powe and toughness will be modified accodingly. If the fist effect is applied to it again, it will become a 4/4 land ceatue again.
+
+613.6. Within a laye o sublaye, detemining which ode effects ae applied in is usually done using a timestamp system. An effect with an ealie timestamp is applied befoe an effect with a late timestamp.
+
+613.6a A continuous effect geneated by a static ability has the same timestamp as the object the static ability is on, o the timestamp of the effect that ceated the ability, whicheve is late.
+
+613.6b A continuous effect geneated by the esolution of a spell o ability eceives a timestamp at the time it’s ceated.
+
+613.6c An object eceives a timestamp at the time it entes a zone.
+
+613.6d An Aua, Equipment, o Fotification eceives a new timestamp at the time it becomes attached to an object o playe.
+
+613.6e A pemanent eceives a new timestamp at the time it tuns face up o face down.
+
+613.6f A double-faced pemanent eceives a new timestamp at the time it tansfoms.
+
+613.6g A face-up plane cad, phenomenon cad, o scheme cad eceives a timestamp at the time it’s tuned face up.
+
+613.6h A face-up vanguad cad eceives a timestamp at the beginning of the game.
+
+613.6i A conspiacy cad eceives a timestamp at the beginning of the game. If it’s face down, it eceives a new timestamp at the time it tuns face up.
+
+613.6j If two o moe objects would eceive a timestamp simultaneously, such as by enteing a zone simultaneously o becoming attached simultaneously, the active playe detemines thei elative timestamp ode at that time.
+
+613.7. Within a laye o sublaye, detemining which ode effects ae applied in is sometimes done using a dependency system. If a dependency exists, it will oveide the timestamp system.
+
+613.7a An effect is said to “depend on” anothe if (a) it’s applied in the same laye (and, if applicable, sublaye) as the othe effect (see ules 613.1 and 613.3); (b) applying the othe would change the text o the existence of the fist effect, what it applies to, o what it does to any of the things it applies to; and (c) neithe effect is fom a chaacteistic-defining ability o both effects ae fom chaacteistic-defining abilities. Othewise, the effect is consideed to be independent of the othe effect.
+
+613.7b An effect dependent on one o moe othe effects waits to apply until just afte all of those effects have been applied. If multiple dependent effects would apply simultaneously in this way, they’e applied in timestamp ode elative to each othe. If seveal dependent effects fom a dependency loop, then this ule is ignoed and the effects in the dependency loop ae applied in timestamp ode.
+
+613.7c Afte each effect is applied, the ode of emaining effects is eevaluated and may change if an effect that has not yet been applied becomes dependent on o independent of one o moe othe effects that have not yet been applied.
+
+613.8. One continuous effect can oveide anothe. Sometimes the esults of one effect detemine whethe anothe effect applies o what anothe effect does.
+Example: Two effects ae affecting the same ceatue: one fom an Aua that says “Enchanted ceatue has flying” and one fom an Aua that says “Enchanted ceatue loses flying.” Neithe of these depends on the othe, since nothing changes what they affect o what they’e doing to it. Applying them in timestamp ode means the one that was geneated last “wins.” The same pocess would be followed, and the same esult eached, if eithe of the effects had a duation (such as “Taget ceatue loses flying until end of tun”) o came fom a non-Aua souce (such as “All ceatues lose flying”).
+Example: One effect eads, “White ceatues get +1/+1,” and anothe eads, “Enchanted ceatue is white.” The enchanted ceatue gets +1/+1 fom the fist effect, egadless of its pevious colo.
+
+613.9. Some continuous effects affect playes athe than objects. Fo example, an effect might give a playe potection fom ed. All such effects ae applied in timestamp ode afte the detemination of objects’ chaacteistics. See also the ules fo timestamp ode and dependency (ules 613.6 and 613.7).
+
+613.10. Some continuous effects affect game ules athe than objects. Fo example, effects may modify a playe’s maximum hand size, o say that a ceatue must attack this tun if able. These effects ae applied afte all othe continuous effects have been applied. Continuous effects that affect the costs of spells o abilities ae applied accoding to the ode specified in ule 601.2f. All othe such effects ae applied in timestamp ode. See also the ules fo timestamp ode and dependency (ules 613.6 and 613.7).
+
+614. Replacement Effects
+
+614.1. Some continuous effects ae eplacement effects. Like pevention effects (see ule 615), eplacement effects apply continuously as events happen—they aen’t locked in ahead of time. Such effects watch fo a paticula event that would happen and completely o patially eplace that event with a diffeent event. They act like “shields” aound whateve they’e affecting.
+
+614.1a Effects that use the wod “instead” ae eplacement effects. Most eplacement effects use the wod “instead” to indicate what events will be eplaced with othe events.
+
+614.1b Effects that use the wod “skip” ae eplacement effects. These eplacement effects use the wod “skip” to indicate what events, steps, phases, o tuns will be eplaced with nothing.
+
+614.1c Effects that ead “[This pemanent] entes the battlefield with . . . ,” “As [this pemanent] entes the battlefield . . . ,” o “[This pemanent] entes the battlefield as . . . “ ae eplacement effects.
+
+614.1d Continuous effects that ead “[This pemanent] entes the battlefield . . .” o “[Objects] ente the battlefield . . .” ae eplacement effects.
+
+614.1e Effects that ead “As [this pemanent] is tuned face up . . . ,” ae eplacement effects.
+
+614.2. Some eplacement effects apply to damage fom a souce. See ule 609.7.
+
+614.3. Thee ae no special estictions on casting a spell o activating an ability that geneates a eplacement effect. Such effects last until they’e used up o thei duation has expied.
+
+614.4. Replacement effects must exist befoe the appopiate event occus—they can’t “go back in time” and change something that’s aleady happened. Spells o abilities that geneate these effects ae often cast o activated in esponse to whateve would poduce the event and thus esolve befoe that event would occu.
+Example: A playe can activate an ability to egeneate a ceatue in esponse to a spell that would destoy it. Once the spell esolves, though, it’s too late to egeneate the ceatue.
+
+614.5. A eplacement effect doesn’t invoke itself epeatedly; it gets only one oppotunity to affect an event o any modified events that may eplace it.
+Example: A playe contols two pemanents, each with an ability that eads “If a ceatue you contol would deal damage to a pemanent o playe, it deals double that damage to that pemanent o playe instead.” A ceatue that nomally deals 2 damage will deal 8 damage—not just 4, and not an infinite amount.
+
+614.6. If an event is eplaced, it neve happens. A modified event occus instead, which may in tun tigge abilities. Note that the modified event may contain instuctions that can’t be caied out, in which case the impossible instuction is simply ignoed.
+
+614.7. If a eplacement effect would eplace an event, but that event neve happens, the eplacement effect simply doesn’t do anything.
+
+614.7a If a souce would deal 0 damage, it does not deal damage at all. Replacement effects that would incease the damage dealt by that souce, o would have that souce deal that damage to a diffeent object o playe, have no event to eplace, so they have no effect.
+
+614.8. Regeneation is a destuction-eplacement effect. The wod “instead” doesn’t appea on the cad but is implicit in the definition of egeneation. “Regeneate [pemanent]” means “The next time [pemanent] would be destoyed this tun, instead emove all damage maked on it and tap it. If it’s an attacking o blocking ceatue, emove it fom combat.” Abilities that tigge fom damage being dealt still tigge even if the pemanent egeneates. See ule 701.14.
+
+614.9. Some effects eplace damage dealt to one ceatue, planeswalke, o playe with the same damage dealt to anothe ceatue, planeswalke, o playe; such effects ae called ediection effects. If eithe ceatue o planeswalke is no longe on the battlefield when the damage would be ediected, o is no longe a ceatue o planeswalke when the damage would be ediected, the effect does nothing. If damage would be ediected to o fom a playe who has left the game, the effect does nothing.
+
+614.10. An effect that causes a playe to skip an event, step, phase, o tun is a eplacement effect. “Skip [something]” is the same as “Instead of doing [something], do nothing.” Once a step, phase, o tun has stated, it can no longe be skipped—any skip effects will wait until the next occuence.
+
+614.10a Anything scheduled fo a skipped step, phase, o tun won’t happen. Anything scheduled fo the “next” occuence of something waits fo the fist occuence that isn’t skipped. If two effects each cause a playe to skip thei next occuence, that playe must skip the next two; one effect will be satisfied in skipping the fist occuence, while the othe will emain until anothe occuence can be skipped.
+
+614.10b Some effects cause a playe to skip a step, phase, o tun, then take anothe action. That action is consideed to be the fist thing that happens duing the next step, phase, o tun to actually occu.
+
+614.11. Some effects eplace cad daws. These effects ae applied even if no cads could be dawn because thee ae no cads in the affected playe’s libay.
+
+614.11a If an effect eplaces a daw within a sequence of cad daws, all actions equied by the eplacement ae completed, if possible, befoe esuming the sequence.
+
+614.11b If an effect would have a playe both daw a cad and pefom an additional action on that cad, and the daw is eplaced, the additional action is not pefomed on any cads that ae dawn as a esult of that eplacement effect.
+
+614.12. Some eplacement effects modify how a pemanent entes the battlefield. (See ules 614.1c–d.) Such effects may come fom the pemanent itself if they affect only that pemanent (as opposed to a geneal subset of pemanents that includes it). They may also come fom othe souces. To detemine which eplacement effects apply and how they apply, check the chaacteistics of the pemanent as it would exist on the battlefield, taking into account eplacement effects that have aleady modified how it entes the battlefield (see ule 616.1), continuous effects fom the pemanent’s own static abilities that would apply to it once it’s on the battlefield, and continuous effects that aleady exist and would apply to the pemanent.
+Example: Voice of All says “As Voice of All entes the battlefield, choose a colo” and “Voice of All has potection fom the chosen colo.” An effect ceates a token that’s a copy of Voice of All. As that token is ceated, the token’s contolle chooses a colo fo it.
+Example: Yixlid Jaile says “Cads in gaveyads lose all abilities.” Scawood Teefolk says “Scawood Teefolk entes the battlefield tapped.” A Scawood Teefolk that’s put onto the battlefield fom a gaveyad entes the battlefield tapped.
+Example: Ob of Deams is an atifact that says “Pemanents ente the battlefield tapped.” It won’t affect itself, so Ob of Deams entes the battlefield untapped.
+
+614.12a If a eplacement effect that modifies how a pemanent entes the battlefield equies a choice, that choice is made befoe the pemanent entes the battlefield.
+
+614.12b Some eplacement effects cause a pemanent to ente the battlefield with its contolle’s choice of one of two abilities, each maked with an ancho wod and peceded by a bullet point. “[Ancho wod] — [ability]” means “As long as [ancho wod] was chosen as this pemanent enteed the battlefield, this pemanent has [ability].” The abilities peceded by ancho wods ae each linked to the ability that causes a playe to choose between them. See ule 607, “Linked Abilities.”
+
+614.13. An effect that modifies how a pemanent entes the battlefield may cause othe objects to change zones.
+
+614.13a While applying an effect that modifies how a pemanent entes the battlefield, you may have to choose a numbe of objects that will also change zones. You can’t choose the object that will become that pemanent o any othe object enteing the battlefield at the same time as that object.
+Example: Sutued Ghoul says, in pat, “As Sutued Ghoul entes the battlefield, exile any numbe of ceatue cads fom you gaveyad.” If Sutued Ghoul and Runeclaw Bea ente the battlefield fom you gaveyad at the same time, you can’t choose to exile eithe of them when applying Sutued Ghoul’s eplacement effect.
+
+614.13b The same object can’t be chosen to change zones moe than once when applying eplacement effects that modify how a single pemanent entes the battlefield.
+Example: Jund (a plane cad) says, “Wheneve a playe casts a black, ed, o geen ceatue spell, it gains devou 5.” A playe contols Runeclaw Bea and casts Thunde-Thash Elde, a ed ceatue spell with devou 3. As Thunde-Thash Elde entes the battlefield, its contolle can choose to sacifice Runeclaw Bea when applying the devou 3 effect o when applying the devou 5 effect, but not both. Thunde-Thash Elde will ente the battlefield with zeo, thee, o five +1/+1 countes, depending on this choice.
+
+614.14. An object may have one ability pinted on it that geneates a eplacement effect which causes one o moe cads to be exiled, and anothe ability that efes eithe to “the exiled cads” o to cads “exiled with [this object].” These abilities ae linked: the second efes only to cads in the exile zone that wee put thee as a diect esult of the eplacement event caused by the fist. If anothe object gains a pai of linked abilities, the abilities will be similaly linked on that object. They can’t be linked to any othe ability, egadless of what othe abilities the object may cuently have o may have had in the past. See ule 607, “Linked Abilities.”
+
+614.15. Some eplacement effects ae not continuous effects. Rathe, they ae an effect of a esolving spell o ability that eplace pat o all of that spell o ability’s own effect(s). Such effects ae called self-eplacement effects. The text ceating a self-eplacement effect is usually pat of the ability whose effect is being eplaced, but the text can be a sepaate ability, paticulaly when peceded by an ability wod. When applying eplacement effects to an event, self-eplacement effects ae applied befoe othe eplacement effects.
+
+614.16. Some eplacement effects apply “if an effect would ceate one o moe tokens” o “if an effect would put one o moe countes on a pemanent.” These eplacement effects apply if the effect of a esolving spell o ability ceates a token o puts a counte on a pemanent, and they also apply if anothe eplacement o pevention effect does so, even if the oiginal event being modified wasn’t itself an effect. 
+
+614.17. Some effects state that something can’t happen. These effects aen’t eplacement effects, but follow simila ules.
+
+614.17a “Can’t” effects must exist befoe the appopiate event occus—they can’t “go back in time” and change something that’s aleady happened.
+
+614.17b If an event can’t happen, a playe can’t choose to pay a cost that includes that event.
+
+614.17c If an event can’t happen, it can only be eplaced by a self-eplacement effect (see ule 614.15). Othe eplacement and/o pevention effects can’t modify o eplace it.
+
+614.17d Some “can’t” effects modify how a pemanent entes the battlefield o whethe it can ente the battlefield. Such effects may come fom the pemanent itself if they affect only that pemanent (as opposed to a geneal subset of pemanents that includes it). They may also come fom othe souces. To detemine which “can’t” effects apply, check the chaacteistics of the pemanent as it would exist on the battlefield, taking into account eplacement effects that have aleady modified how it entes the battlefield (see ule 616.1), continuous effects fom the pemanent’s own static abilities that would apply to it once it’s on the battlefield, and continuous effects that aleady exist and would apply to the pemanent.
+
+615. Pevention Effects
+
+615.1. Some continuous effects ae pevention effects. Like eplacement effects (see ule 614), pevention effects apply continuously as events happen—they aen’t locked in ahead of time. Such effects watch fo a damage event that would happen and completely o patially pevent the damage that would be dealt. They act like “shields” aound whateve they’e affecting.
+
+615.1a Effects that use the wod “pevent” ae pevention effects. Pevention effects use “pevent” to indicate what damage will not be dealt.
+
+615.2. Many pevention effects apply to damage fom a souce. See ule 609.7.
+
+615.3. Thee ae no special estictions on casting a spell o activating an ability that geneates a pevention effect. Such effects last until they’e used up o thei duation has expied.
+
+615.4. Pevention effects must exist befoe the appopiate damage event occus—they can’t “go back in time” and change something that’s aleady happened. Spells o abilities that geneate these effects ae often cast o activated in esponse to whateve would poduce the event and thus esolve befoe that event would occu.
+Example: A playe can activate an ability that pevents damage in esponse to a spell that would deal damage. Once the spell esolves, though, it’s too late to pevent the damage.
+
+615.5. Some pevention effects also include an additional effect, which may efe to the amount of damage that was pevented. The pevention takes place at the time the oiginal event would have happened; the est of the effect takes place immediately aftewad.
+
+615.6. If damage that would be dealt is pevented, it neve happens. A modified event may occu instead, which may in tun tigge abilities. Note that the modified event may contain instuctions that can’t be caied out, in which case the impossible instuction is simply ignoed.
+
+615.7. Some pevention effects geneated by the esolution of a spell o ability efe to a specific amount of damage—fo example, “Pevent the next 3 damage that would be dealt to any taget this tun.” These wok like shields. Each 1 damage that would be dealt to the “shielded” pemanent o playe is pevented. Peventing 1 damage educes the emaining shield by 1. If damage would be dealt to the shielded pemanent o playe by two o moe applicable souces at the same time, the playe o the contolle of the pemanent chooses which damage the shield pevents. Once the shield has been educed to 0, any emaining damage is dealt nomally. Such effects count only the amount of damage; the numbe of events o souces dealing it doesn’t matte.
+
+615.8. Some pevention effects geneated by the esolution of a spell o ability efe to the next time a specific souce would deal damage. These effects pevent the next instance of damage fom that souce, egadless of how much damage that is. Once an instance of damage fom that souce has been pevented, any subsequent instances of damage that would be dealt by that souce ae dealt nomally.
+
+615.9. Some effects geneated by the esolution of a spell o ability pevent damage fom a souce of a playe’s choice with cetain popeties. When the souce would deal damage, the shield echecks the souce’s popeties. If the popeties no longe match, the damage isn’t pevented o eplaced and the shield isn’t used up. See ule 609.7b.
+
+615.10. Some pevention effects geneated by static abilities efe to a specific amount of damage—fo example, “If a souce would deal damage to you, pevent 1 of that damage.” Such an effect pevents only the indicated amount of damage in any applicable damage event at any given time. It will apply sepaately to damage fom othe applicable events that would happen at the same time, o at a diffeent time.
+Example: Daunting Defende says “If a souce would deal damage to a Cleic ceatue you contol, pevent 1 of that damage.” Pyoclasm says “Pyoclasm deals 2 damage to each ceatue.” Pyoclasm will deal 1 damage to each Cleic ceatue contolled by Daunting Defende’s contolle. It will deal 2 damage to each othe ceatue.
+
+615.11. Some pevention effects pevent the next N damage that would be dealt to each of a numbe of untageted ceatues. Such an effect ceates a pevention shield fo each applicable ceatue when the spell o ability that geneates that effect esolves.
+Example: Wojek Apothecay has an ability that says “{T}: Pevent the next 1 damage that would be dealt to taget ceatue and each othe ceatue that shaes a colo with it this tun.” When the ability esolves, it gives the taget ceatue and each othe ceatue on the battlefield that shaes a colo with it at that time a shield peventing the next 1 damage that would be dealt to it. Changing ceatues’ colos afte the ability esolves doesn’t add o emove shields, and ceatues that ente the battlefield late in the tun don’t get the shield.
+
+615.12. Some effects state that damage “can’t be pevented.” If unpeventable damage would be dealt, any applicable pevention effects ae still applied to it. Those effects won’t pevent any damage, but any additional effects they have will take place. Existing damage pevention shields won’t be educed by damage that can’t be pevented.
+
+615.12a A pevention effect is applied to any paticula unpeventable damage event just once. It won’t invoke itself epeatedly tying to pevent that damage.
+
+615.13. Some tiggeed abilities tigge when damage that would be dealt is pevented. Such an ability tigges each time a pevention effect is applied to one o moe simultaneous damage events and pevents some o all of that damage.
+
+616. Inteaction of Replacement and/o Pevention Effects
+
+616.1. If two o moe eplacement and/o pevention effects ae attempting to modify the way an event affects an object o playe, the affected object’s contolle (o its owne if it has no contolle) o the affected playe chooses one to apply, following the steps listed below. If two o moe playes have to make these choices at the same time, choices ae made in APNAP ode (see ule 101.4).
+
+616.1a If any of the eplacement and/o pevention effects ae self-eplacement effects (see ule 614.15), one of them must be chosen. If not, poceed to ule 616.1b.
+
+616.1b If any of the eplacement and/o pevention effects would modify unde whose contol an object would ente the battlefield, one of them must be chosen. If not, poceed to ule 616.1c.
+
+616.1c If any of the eplacement and/o pevention effects would cause an object to become a copy of anothe object as it entes the battlefield, one of them must be chosen. If not, poceed to ule 616.1d.
+
+616.1d Any of the applicable eplacement and/o pevention effects may be chosen.
+
+616.1e Once the chosen effect has been applied, this pocess is epeated (taking into account only eplacement o pevention effects that would now be applicable) until thee ae no moe left to apply.
+Example: Two pemanents ae on the battlefield. One is an enchantment that eads “If a cad would be put into a gaveyad fom anywhee, instead exile it,” and the othe is a ceatue that eads “If [this ceatue] would die, instead shuffle it into its owne’s libay.” If the ceatue is destoyed, its contolle decides which eplacement to apply fist; the othe does nothing.
+Example: Essence of the Wild eads “Ceatues you contol ente the battlefield as a copy of Essence of the Wild.” A playe who contols Essence of the Wild casts Rusted Sentinel, which nomally entes the battlefield tapped. As it entes the battlefield, the copy effect fom Essence of the Wild is applied fist. As a esult, it no longe has the ability that causes it to ente the battlefield tapped. Rusted Sentinel will ente the battlefield as an untapped copy of Essence of the Wild.
+
+616.1f While following the steps in 616.1a–d, one eplacement o pevention effect may apply to an event, and anothe may apply to an event contained within the fist event. In this case, the second effect can’t be chosen until afte the fist effect has been chosen.
+Example: A playe is instucted to ceate a token that’s a copy of Voice of All, which has the ability “As Voice of All entes the battlefield, choose a colo.” Doubling Season has an ability that eads “If an effect would ceate one o moe tokens unde you contol, it ceates twice that many of those tokens instead.” Because enteing the battlefield is an event contained within the event of ceating a token, the effect of Doubling Season must be applied fist, and then the effects of the two Voice of All tokens may be applied in eithe ode.
+
+616.2. A eplacement o pevention effect can become applicable to an event as the esult of anothe eplacement o pevention effect that modifies the event.
+Example: One effect eads “If you would gain life, daw that many cads instead,” and anothe eads “If you would daw a cad, etun a cad fom you gaveyad to you hand instead.” Both effects combine (egadless of the ode they came into existence): Instead of gaining 1 life, the playe puts a cad fom thei gaveyad into thei hand.
+
+
+7. Additional Rules
+
+700. Geneal
+
+700.1. Anything that happens in a game is an event. Multiple events may take place duing the esolution of a spell o ability. The text of tiggeed abilities and eplacement effects defines the event they’e looking fo. One “happening” may be teated as a single event by one ability and as multiple events by anothe.
+Example: If an attacking ceatue is blocked by two ceatues, this is one event fo a tiggeed ability that eads “Wheneve [this ceatue] becomes blocked” but two events fo a tiggeed ability that eads “Wheneve [this ceatue] becomes blocked by a ceatue.”
+
+700.2. A spell o ability is modal if it has two o moe options in a bulleted list peceded by instuctions fo a playe to choose a numbe of those options, such as “Choose one —.” Each of those options is a mode. Modal cads pinted pio to the Khans of Taki® set didn’t use bulleted lists fo the modes; these cads have eceived eata in the Oacle cad efeence so the modes do appea in a bulleted list.
+
+700.2a The contolle of a modal spell o activated ability chooses the mode(s) as pat of casting that spell o activating that ability. If one of the modes would be illegal (due to an inability to choose legal tagets, fo example), that mode can’t be chosen. (See ule 601.2b.)
+
+700.2b The contolle of a modal tiggeed ability chooses the mode(s) as pat of putting that ability on the stack. If one of the modes would be illegal (due to an inability to choose legal tagets, fo example), that mode can’t be chosen. If no mode is chosen, the ability is emoved fom the stack. (See ule 603.3c.)
+
+700.2c If a spell o ability tagets one o moe tagets only if a paticula mode is chosen fo it, its contolle will need to choose those tagets only if they chose that mode. Othewise, the spell o ability is teated as though it did not have those tagets. (See ule 601.2c.)
+
+700.2d If a playe is allowed to choose moe than one mode fo a modal spell o ability, that playe nomally can’t choose the same mode moe than once. Howeve, a few modal spells include the instuction “You may choose the same mode moe than once.” If a paticula mode is chosen multiple times, the spell is teated as if that mode appeaed that many times in sequence. If that mode equies a taget, the same playe o object may be chosen as the taget fo each of those modes, o diffeent tagets may be chosen.
+
+700.2e Some spells and abilities specify that a playe othe than thei contolle chooses a mode fo it. In that case, the othe playe does so when the spell o ability’s contolle nomally would do so. If thee is moe than one othe playe who could make such a choice, the spell o ability’s contolle decides which of those playes will make the choice.
+
+700.2f Modal spells and abilities may have diffeent tageting equiements fo each mode. Changing a spell o ability’s taget can’t change its mode.
+
+700.2g A copy of a modal spell o ability copies the mode(s) chosen fo it. The contolle of the copy can’t choose a diffeent mode. (See ule 706.10.)
+
+700.3. Some effects cause objects to be tempoaily gouped into piles.
+
+700.3a Each of the affected objects must be put into exactly one of those piles, unless the effect specifies othewise.
+
+700.3b Each object in a pile is still an individual object. The pile is not an object.
+
+700.3c Objects gouped into piles don’t leave the zone they’e cuently in. If cads in a gaveyad ae split into piles, the ode of the gaveyad must be maintained.
+Example: Fact o Fiction eads, “Reveal the top five cads of you libay. An opponent sepaates those cads into two piles. Put one pile into you hand and the othe into you gaveyad.” While an opponent is sepaating the evealed cads into piles, they’e still in thei owne’s libay. They don’t leave the libay until they’e put into thei owne’s hand o gaveyad.
+
+700.3d A pile can contain zeo o moe objects.
+
+700.4. The tem dies means “is put into a gaveyad fom the battlefield.”
+
+700.5. A playe’s devotion to [colo] is equal to the numbe of mana symbols of that colo among the mana costs of pemanents that playe contols. A playe’s devotion to [colo 1] and [colo 2] is equal to the numbe of mana symbols among the mana costs of pemanents that playe contols that ae [colo 1], [colo 2], o both colos.
+
+700.6. The tem histoic efes to an object that has the legenday supetype, the atifact cad type, o the Saga subtype.
+
+700.7. If an ability of an object uses a phase such as “this [something]” to identify an object, whee [something] is a chaacteistic, it is efeing to that paticula object, even if it isn’t the appopiate chaacteistic at the time.
+Example: An ability eads “Taget ceatue gets +2/+2 until end of tun. Destoy that ceatue at the beginning of the next end step.” The ability will destoy the object it gave +2/+2 to even if that object isn’t a ceatue at the beginning of the next end step.
+
+700.8. Some cads efe to cads with a name oiginally pinted in a paticula set.
+
+700.8a One cad (City in a Bottle) efes to pemanents and cads with a name oiginally pinted in the Aabian Nights™ expansion. Those names ae Abu Ja’fa, Aladdin, Aladdin’s Lamp, Aladdin’s Ring, Ali Baba, Ali fom Caio, Amy of Allah, Bazaa of Baghdad, Bid Maiden, Bottle of Suleiman, Bass Man, Camel, City in a Bottle, City of Bass, Cuombajj Witches, Cyclone, Dancing Scimita, Dandân, Deset, Deset Nomads, Deset Twiste, Diamond Valley, Dop of Honey, Ebony Hose, Elephant Gaveyad, El-Hajjâj, Eg Raides, Ehnam Djinn, Eye fo an Eye, Fishlive Oil, Flying Capet, Flying Men, Ghazbán Oge, Giant Totoise, Guadian Beast, Hasan Ogess, Hu Jackal, Ifh-Biff Efeet, Island Fish Jasconius, Island of Wak-Wak, Jando’s Ring, Jando’s Saddlebags, Jeweled Bid, Jihad, Junún Efeet, Juzám Djinn, Khabál Ghoul, King Suleiman, Kid Ape, Libay of Alexandia, Magnetic Mountain, Mechant Ship, Metamophosis, Mijae Djinn, Mooish Cavaly, Nafs Asp, Oasis, Old Man of the Sea, Oubliette, Piety, Pyamids, Repentant Blacksmith, Ring of Ma’ûf, Rukh Egg, Sandals of Abdallah, Sandstom, Seendib Djinn, Seendib Efeet, Shahazad, Sindbad, Singing Tee, Soceess Queen, Stone-Thowing Devils, Unstable Mutation, Wa Elephant, Wyluli Wolf, and Ydwen Efeet.
+
+700.8b One cad (Golgothian Sylex) efes to pemanents with a name oiginally pinted in the Antiquities™ expansion. Those names ae Amulet of Koog, Agivian Achaeologist, Agivian Blacksmith, Agothian Pixies, Agothian Teefolk, Amageddon Clock, Atifact Blast, Atifact Possession, Atifact Wad, Ashnod’s Alta, Ashnod’s Battle Gea, Ashnod’s Tansmogant, Atog, Batteing Ram, Bonze Tablet, Candelaba of Tawnos, Cicle of Potection: Atifacts, Citanul Duid, Clay Statue, Clockwok Avian, Colossus of Sadia, Coal Helm, Cumble, Cused Rack, Damping Field, Detonate, Dafna’s Restoation, Dagon Engine, Dwaven Weaponsmith, Enegy Flux, Feldon’s Cane, Gaea’s Avenge, Gate to Phyexia, Goblin Atisans, Golgothian Sylex, Gapeshot Catapult, Haunting Wind, Hukyl’s Recall, Ivoy Towe, Jalum Tome, Matys of Kolis, Mightstone, Millstone, Misha’s Factoy, Misha’s Wa Machine, Misha’s Wokshop, Obelisk of Undoing, Onulet, Ocish Mechanics, Onithopte, Phyexian Gemlins, Powe Atifact, Poweleech, Piest of Yawgmoth, Pimal Clay, The Rack, Rakalite, Reconstuction, Revese Polaity, Rocket Launche, Sage of Lat-Nam, Shapeshifte, Shattestom, Staff of Zegon, Stip Mine, Su-Chi, Tablet of Epity, Tawnos’s Coffin, Tawnos’s Wand, Tawnos’s Weapony, Tetavus, Titania’s Song, Tansmute Atifact, Tiskelion, Uza’s Avenge, Uza’s Chalice, Uza’s Mine, Uza’s Mite, Uza’s Powe Plant, Uza’s Towe, Wall of Speas, Weakstone, Xenic Poltegeist, Yawgmoth Demon, and Yotian Soldie.
+
+700.8c One cad (Apocalypse Chime) efes to pemanents with a name oiginally pinted in the Homelands™ expansion. Those names ae Abbey Gagoyles; Abbey Maton; Aethe Stom; Aliban’s Towe; Ambush; Ambush Paty; Anaba Ancesto; Anaba Bodyguad; Anaba Shaman; Anaba Spiit Cafte; An-Havva Constable; An-Havva Inn; An-Havva Township; An-Zein Ruins; Apocalypse Chime; Autumn Willow; Aysen Abbey; Aysen Bueaucats; Aysen Cusade; Aysen Highway; Baki’s Cuse; Baon Sengi; Beast Walkes; Black Caiage; Boken Visage; Caapace; Castle Sengi; Cemetey Gate; Chain Stasis; Chandle; Clockwok Gnomes; Clockwok Steed; Clockwok Swam; Coal Reef; Dak Maze; Daughte of Autumn; Death Speakes; Didgeidoo; Dudge Spell; Dy Spell; Dwaven Pony; Dwaven Sea Clan; Dwaven Tade; Ebony Rhino; Eon the Relentless; Evapoate; Faeie Noble; Feast of the Unicon; Feoz’s Ban; Folk of An-Havva; Foget; Funeal Mach; Ghost Hounds; Giant Albatoss; Giant Oyste; Gandmothe Sengi; Geate Weewolf; Hazduh the Abbot; Headstone; Heat Wolf; Hungy Mist; Ihsan’s Shade; Iini Sengi; Ionclaw Cuse; Jinx; Joven; Joven’s Feets; Joven’s Tools; Koskun Falls; Koskun Keep; Labyinth Minotau; Leaping Lizad; Leeches; Mammoth Haness; Majhan; Memoy Lapse; Mechant Scoll; Mesa Falcon; Mystic Decee; Nawhal; Ocish Mine; Pimal Ode; Pophecy; Rashka the Slaye; Reef Piates; Renewal; Retibution; Reveka, Wizad Savant; Root Spide; Roots; Roteothopte; Rysoian Badge; Samite Alchemist; Sea Spite; Sea Toll; Sengi Autocat; Sengi Bats; Sea Aviay; Sea Bestiay; Sea Inquisitos; Sea Paladin; Seated Aows; Shink; Soaya the Falcone; Spectal Beas; Timmeian Fiends; Totue; Tade Caavan; Tuce; Veldane of Sengi; Wall of Kelp; Willow Faeie; Willow Piestess; Winte Sky; and Wizads’ School.
+
+701. Keywod Actions
+
+701.1. Most actions descibed in a cad’s ules text use the standad English definitions of the vebs within, but some specialized vebs ae used whose meanings may not be clea. These “keywods” ae game tems; sometimes eminde text summaizes thei meanings.
+
+701.2. Activate
+
+701.2a To activate an activated ability is to put it onto the stack and pay its costs, so that it will eventually esolve and have its effect. Only an object’s contolle (o its owne, if it doesn’t have a contolle) can activate its activated ability unless the object specifically says othewise. A playe may activate an ability if they have pioity. See ule 602, “Activating Activated Abilities.”
+
+701.3. Attach
+
+701.3a To attach an Aua, Equipment, o Fotification to an object o playe means to take it fom whee it cuently is and put it onto that object o playe. If something is attached to a pemanent on the battlefield, it’s customay to place it so that it’s physically touching the pemanent. An Aua, Equipment, o Fotification can’t be attached to an object o playe it couldn’t enchant, equip, o fotify, espectively.
+
+701.3b If an effect ties to attach an Aua, Equipment, o Fotification to an object o playe it can’t be attached to, the Aua, Equipment, o Fotification doesn’t move. If an effect ties to attach an Aua, Equipment, o Fotification to the object o playe it’s aleady attached to, the effect does nothing. If an effect ties to attach an object that isn’t an Aua, Equipment, o Fotification to anothe object o playe, the effect does nothing and the fist object doesn’t move.
+
+701.3c Attaching an Aua, Equipment, o Fotification on the battlefield to a diffeent object o playe causes the Aua, Equipment, o Fotification to eceive a new timestamp.
+
+701.3d To “unattach” an Equipment fom a ceatue means to move it away fom that ceatue so the Equipment is on the battlefield but is not equipping anything. It should no longe be physically touching any ceatue. If an Aua, Equipment, o Fotification that was attached to an object o playe ceases to be attached to it, that counts as “becoming unattached [fom that object o playe]”; this includes if that Aua, Equipment, o Fotification leaves the battlefield, the object leaves the zone it was in, o that playe leaves the game.
+
+701.4. Cast
+
+701.4a To cast a spell is to take it fom the zone it’s in (usually the hand), put it on the stack, and pay its costs, so that it will eventually esolve and have its effect. A playe may cast a spell if they have pioity. See ule 601, “Casting Spells.”
+
+701.4b To cast a cad is to cast it as a spell.
+
+701.5. Counte
+
+701.5a To counte a spell o ability means to cancel it, emoving it fom the stack. It doesn’t esolve and none of its effects occu. A counteed spell is put into its owne’s gaveyad.
+
+701.5b The playe who cast a counteed spell o activated a counteed ability doesn’t get a “efund” of any costs that wee paid.
+
+701.6. Ceate
+
+701.6a To ceate one o moe tokens with cetain chaacteistics, put the specified numbe of tokens with the specified chaacteistics onto the battlefield.
+
+701.6b If a eplacement effect applies to a token being ceated, that effect applies befoe consideing any continuous effects that will modify the chaacteistics of that token. If a eplacement effect applies to a token enteing the battlefield, that effect applies afte consideing any continuous effects that will modify the chaacteistics of that token.
+
+701.6c Peviously, an effect that ceated tokens instucted a playe to “put [those tokens] onto the battlefield.” Cads that wee pinted with that text have eceived eata in the Oacle cad efeence so they now “ceate” those tokens.
+
+701.7. Destoy
+
+701.7a To destoy a pemanent, move it fom the battlefield to its owne’s gaveyad.
+
+701.7b The only ways a pemanent can be destoyed ae as a esult of an effect that uses the wod “destoy” o as a esult of the state-based actions that check fo lethal damage (see ule 704.5g) o damage fom a souce with deathtouch (see ule 704.5h). If a pemanent is put into its owne’s gaveyad fo any othe eason, it hasn’t been “destoyed.”
+
+701.7c A egeneation effect eplaces a destuction event. See ule 701.14, “Regeneate.”
+
+701.8. Discad
+
+701.8a To discad a cad, move it fom its owne’s hand to that playe’s gaveyad.
+
+701.8b By default, effects that cause a playe to discad a cad allow the affected playe to choose which cad to discad. Some effects, howeve, equie a andom discad o allow anothe playe to choose which cad is discaded.
+
+701.8c If a cad is discaded, but an effect causes it to be put into a hidden zone instead of into its owne’s gaveyad without being evealed, all values of that cad’s chaacteistics ae consideed to be undefined. If a cad is discaded this way to pay a cost that specifies a chaacteistic about the discaded cad, that cost payment is illegal; the game etuns to the moment befoe the cost was paid (see ule 722, “Handling Illegal Actions”).
+
+701.9. Double
+
+701.9a Doubling a ceatue’s powe and/o toughness ceates a continuous effect. This effect modifies that ceatue’s powe and/o toughness but doesn’t set those chaacteistics to a specific value. See ule 613.3c.
+
+701.9b To double a ceatue’s powe, that ceatue gets +X/+0, whee X is that ceatue’s powe as the spell o ability that doubles its powe esolves. Similaly, an effect that doubles a ceatue’s toughness gives it +0/+X, whee X is that ceatue’s toughness. Doubling a ceatue’s powe and toughness gives it +X/+Y, whee X is its powe and Y is its toughness.
+
+701.9c If a ceatue’s powe is less than 0 when it’s doubled, doubling that ceatue’s powe instead means that the ceatue gets -X/-0, whee X is the diffeence between 0 and its powe. Similaly, if its toughness is less than 0 when doubled, it gets -0/-X. If one chaacteistic’s value is negative but the othe isn’t when both ae doubled, it gets -X/+Y o +X/-Y, as appopiate.
+
+701.9d To double a playe’s life total, the playe gains o loses an amount of life such that thei new life total is twice its cuent value.
+
+701.9e To double the numbe of a kind of countes on a playe o pemanent, give that playe o pemanent as many of those countes as that playe o pemanent aleady has.
+
+701.9f To double the amount of a type of mana in a playe’s mana pool, that playe adds an amount of mana of that type equal to the amount they aleady have.
+
+701.10. Exchange
+
+701.10a A spell o ability may instuct playes to exchange something (fo example, life totals o contol of two pemanents) as pat of its esolution. When such a spell o ability esolves, if the entie exchange can’t be completed, no pat of the exchange occus.
+Example: If a spell attempts to exchange contol of two taget ceatues but one of those ceatues is destoyed befoe the spell esolves, the spell does nothing to the othe ceatue.
+
+701.10b When contol of two pemanents is exchanged, if those pemanents ae contolled by diffeent playes, each of those playes simultaneously gains contol of the pemanent that was contolled by the othe playe. If, on the othe hand, those pemanents ae contolled by the same playe, the exchange effect does nothing.
+
+701.10c When life totals ae exchanged, each playe gains o loses the amount of life necessay to equal the othe playe’s pevious life total. Replacement effects may modify these gains and losses, and tiggeed abilities may tigge on them. A playe who can’t gain life can’t be given a highe life total this way, and a playe who can’t lose life can’t be given a lowe life total this way (see ules 119.7–8).
+
+701.10d Some spells o abilities may instuct a playe to exchange cads in one zone with cads in a diffeent zone (fo example, exiled cads and cads in a playe’s hand). These spells and abilities wok the same as othe “exchange” spells and abilities, except they can exchange the cads only if all the cads ae owned by the same playe, and they can exchange the cads even if one zone is empty.
+
+701.10e If a cad in one zone is exchanged with a cad in a diffeent zone, and eithe of them is attached to an object, that cad stops being attached to that object and the othe cad becomes attached to that object.
+
+701.10f If a spell o ability instucts a playe to simply exchange two zones, and one of the zones is empty, the cads in the zones ae still exchanged.
+
+701.10g A spell o ability may instuct a playe to exchange two numeical values. In such an exchange, each value becomes equal to the pevious value of the othe. If eithe of those values is a life total, the affected playe gains o loses the amount of life necessay to equal the othe value. Replacement effects may modify this gain o loss, and tiggeed abilities may tigge on it. A playe who can’t gain life can’t be given a highe life total this way, and a playe who can’t lose life can’t be given a lowe life total this way (see ules 119.7–8). If eithe of those values is a powe o toughness, a continuous effect is ceated setting that powe o toughness to the othe value (see ule 613.3b). This ule does not apply to spells and abilities that switch a ceatue’s powe and toughness.
+
+701.11. Exile
+
+701.11a To exile an object, move it to the exile zone fom wheeve it is. See ule 406, “Exile.”
+
+701.12. Fight
+
+701.12a A spell o ability may instuct a ceatue to fight anothe ceatue o it may instuct two ceatues to fight each othe. Each of those ceatues deals damage equal to its powe to the othe ceatue.
+
+701.12b If a ceatue instucted to fight is no longe on the battlefield o is no longe a ceatue, no damage is dealt. If a ceatue is an illegal taget fo a esolving spell o ability that instucts it to fight, no damage is dealt.
+
+701.12c If a ceatue fights itself, it deals damage to itself equal to twice its powe.
+
+701.12d The damage dealt when a ceatue fights isn’t combat damage.
+
+701.13. Play
+
+701.13a To play a land means to put it onto the battlefield fom the zone it’s in (usually the hand). A playe may play a land if they have pioity, it’s the main phase of thei tun, the stack is empty, and they haven’t played a land this tun. Playing a land is a special action (see ule 116), so it doesn’t use the stack; it simply happens. Putting a land onto the battlefield as the esult of a spell o ability isn’t the same as playing a land. See ule 305, “Lands.”
+
+701.13b To play a cad means to play that cad as a land o to cast that cad as a spell, whicheve is appopiate.
+
+701.13c Some effects instuct a playe to “play” with a cetain aspect of the game changed, such as “Play with the top cad of you libay evealed.” “Play” in this sense means to play the Magic game.
+
+701.13d Peviously, the action of casting a spell, o casting a cad as a spell, was efeed to on cads as “playing” that spell o that cad. Cads that wee pinted with that text have eceived eata in the Oacle cad efeence so they now efe to “casting” that spell o that cad.
+
+701.13e Peviously, the action of using an activated ability was efeed to on cads as “playing” that ability. Cads that wee pinted with that text have eceived eata in the Oacle cad efeence so they now efe to “activating” that ability.
+
+701.14. Regeneate
+
+701.14a If the effect of a esolving spell o ability egeneates a pemanent, it ceates a eplacement effect that potects the pemanent the next time it would be destoyed this tun. In this case, “Regeneate [pemanent]” means “The next time [pemanent] would be destoyed this tun, instead emove all damage maked on it and tap it. If it’s an attacking o blocking ceatue, emove it fom combat.”
+
+701.14b If the effect of a static ability egeneates a pemanent, it eplaces destuction with an altenate effect each time that pemanent would be destoyed. In this case, “Regeneate [pemanent]” means “Instead emove all damage maked on [pemanent] and tap it. If it’s an attacking o blocking ceatue, emove it fom combat.”
+
+701.14c Neithe activating an ability that ceates a egeneation shield no casting a spell that ceates a egeneation shield is the same as egeneating a pemanent. Effects that say that a pemanent can’t be egeneated don’t peclude such abilities fom being activated o such spells fom being cast; athe, they cause egeneation shields to not be applied.
+
+701.15. Reveal
+
+701.15a To eveal a cad, show that cad to all playes fo a bief time. If an effect causes a cad to be evealed, it emains evealed fo as long as necessay to complete the pats of the effect that cad is elevant to. If the cost to cast a spell o activate an ability includes evealing a cad, the cad emains evealed fom the time the spell o ability is announced until the time it leaves the stack. If evealing a cad causes a tiggeed ability to tigge, the cad emains evealed until that tiggeed ability leaves the stack. If that ability isn’t put onto the stack the next time a playe would eceive pioity, the cad ceases to be evealed.
+
+701.15b Revealing a cad doesn’t cause it to leave the zone it’s in.
+
+701.15c If cads in a playe’s libay ae shuffled o othewise eodeed, any evealed cads that ae eodeed stop being evealed and become new objects.
+
+701.15d Some effects instuct a playe to look at one o moe cads. Looking at a cad follows the same ules as evealing a cad, except that the cad is shown only to the specified playe.
+
+701.16. Sacifice
+
+701.16a To sacifice a pemanent, its contolle moves it fom the battlefield diectly to its owne’s gaveyad. A playe can’t sacifice something that isn’t a pemanent, o something that’s a pemanent they don’t contol. Sacificing a pemanent doesn’t destoy it, so egeneation o othe effects that eplace destuction can’t affect this action.
+
+701.17. Scy
+
+701.17a To “scy N” means to look at the top N cads of you libay, then put any numbe of them on the bottom of you libay in any ode and the est on top of you libay in any ode.
+
+701.17b If a playe is instucted to scy 0, no scy event occus. Abilities that tigge wheneve a playe scies won’t tigge.
+
+701.17c If multiple playes scy at once, each of those playes looks at the top cads of thei libay at the same time. Those playes decide in APNAP ode (see ule 101.4) whee to put those cads, then those cads move at the same time.
+
+701.18. Seach
+
+701.18a To seach fo a cad in a zone, look at all cads in that zone (even if it’s a hidden zone) and find a cad that matches the given desciption.
+
+701.18b If a playe is seaching a hidden zone fo cads with a stated quality, such as a cad with a cetain cad type o colo, that playe isn’t equied to find some o all of those cads even if they’e pesent in that zone.
+Example: Splinte says “Exile taget atifact. Seach its contolle’s gaveyad, hand, and libay fo all cads with the same name as that atifact and exile them. Then that playe shuffles thei libay.” A playe casts Splinte tageting Howling Mine (an atifact). Howling Mine’s contolle has anothe Howling Mine in he gaveyad and two moe in he libay. Splinte’s contolle must find the Howling Mine in the gaveyad, but may choose to find zeo, one, o two of the Howling Mines in the libay.
+
+701.18c If a playe is instucted to seach a hidden zone fo cads that match an undefined quality, that playe may still seach that zone but can’t find any cads.
+Example: Lobotomy says “Taget playe eveals thei hand, then you choose a cad othe than a basic land cad fom it. Seach that playe’s gaveyad, hand, and libay fo all cads with the same name as the chosen cad and exile them. Then that playe shuffles thei libay.” If the taget playe has no cads in thei hand when Lobotomy esolves, the playe who cast Lobotomy seaches the specified zones but doesn’t exile any cads.
+
+701.18d If a playe is seaching a hidden zone simply fo a quantity of cads, such as “a cad” o “thee cads,” that playe must find that many cads (o as many as possible, if the zone doesn’t contain enough cads).
+
+701.18e If the effect that contains the seach instuction doesn’t also contain instuctions to eveal the found cad(s), then they’e not evealed.
+
+701.18f If seaching a zone is eplaced with seaching a potion of that zone, any othe instuctions that efe to seaching the zone still apply. Any abilities that tigge on a libay being seached will tigge.
+Example: Aven Mindcenso says, in pat, “If an opponent would seach a libay, that playe seaches the top fou cads of that libay instead.” Vetean Exploe says “When Vetean Exploe dies, each playe may seach thei libay fo up to two basic land cads and put them onto the battlefield. Then each playe who seached thei libay this way shuffles it.” An opponent who seached the top fou cads of thei libay because of Vetean Exploe’s ability would shuffle the entie libay.
+
+701.18g If an effect offes a playe a choice to seach a zone and take additional actions with the cads found, that playe may choose to seach even if the additional actions ae illegal o impossible.
+
+701.18h An effect may instuct a playe to seach a libay fo one o moe cads moe than once befoe instucting a playe to shuffle that libay. This is the same as a single instuction fo that playe to seach that libay fo all those cads. The playe seaches that libay only once.
+
+701.18i If multiple playes seach at once, each of those playes looks at the appopiate cads at the same time, then those playes decide in APNAP ode (see ule 101.4) which cad to find.
+
+701.19. Shuffle
+
+701.19a To shuffle a libay o a face-down pile of cads, andomize the cads within it so that no playe knows thei ode.
+
+701.19b Some effects cause a playe to seach a libay fo a cad o cads, shuffle that libay, then put the found cad o cads in a cetain position in that libay. Even though the found cad o cads neve leave that libay, they aen’t included in the shuffle. Rathe, all the cads in that libay except those ae shuffled. Abilities that tigge when a libay is shuffled will still tigge. See also ule 401, “Libay.”
+
+701.19c If an effect would cause a playe to shuffle one o moe specific objects into a libay, that libay is shuffled even if none of those objects ae in the zone they’e expected to be in o an effect causes all of those objects to be moved to anothe zone o emain in thei cuent zone.
+Example: Guile says, in pat, “When Guile is put into a gaveyad fom anywhee, shuffle it into its owne’s libay.” It’s put into a gaveyad and its ability tigges, then a playe exiles it fom that gaveyad in esponse. When the ability esolves, the libay is shuffled.
+Example: Black Sun’s Zenith says, in pat, “Shuffle Black Sun’s Zenith into its owne’s libay.” Black Sun’s Zenith is in a gaveyad, has gained flashback (due to Recoup, pehaps), and is cast fom that gaveyad. Black Sun’s Zenith will be exiled, and its owne’s libay will be shuffled.
+
+701.19d If an effect would cause a playe to shuffle a set of objects into a libay, that libay is shuffled even if thee ae no objects in that set.
+Example: Loaming Shaman says “When Loaming Shaman entes the battlefield, taget playe shuffles any numbe of taget cads fom thei gaveyad into thei libay.” It entes the battlefield, its ability tigges, and no cads ae tageted. When the ability esolves, the tageted playe will still have to shuffle thei libay.
+
+701.19e If an effect causes a playe to shuffle a libay containing zeo o one cads, abilities that tigge when a libay is shuffled will still tigge.
+
+701.19f If two o moe effects cause a libay to be shuffled multiple times simultaneously, abilities that tigge when that libay is shuffled will tigge that many times.
+
+701.20. Tap and Untap
+
+701.20a To tap a pemanent, tun it sideways fom an upight position. Only untapped pemanents can be tapped.
+
+701.20b To untap a pemanent, otate it back to the upight position fom a sideways position. Only tapped pemanents can be untapped.
+
+701.21. Fateseal
+
+701.21a To “fateseal N” means to look at the top N cads of an opponent’s libay, then put any numbe of them on the bottom of that libay in any ode and the est on top of that libay in any ode.
+
+701.22. Clash
+
+701.22a To clash, a playe eveals the top cad of thei libay. That playe may then put that cad on the bottom of thei libay.
+
+701.22b “Clash with an opponent” means “Choose an opponent. You and that opponent each clash.”
+
+701.22c Each clashing playe eveals the top cad of thei libay at the same time. Then those playes decide in APNAP ode (see ule 101.4) whee to put those cads, then those cads move at the same time.
+
+701.22d A playe wins a clash if that playe evealed a cad with a highe conveted mana cost than all othe cads evealed in that clash.
+
+701.23. Planeswalk
+
+701.23a A playe may planeswalk only duing a Planechase game. Only the plana contolle may planeswalk. See ule 901, “Planechase.”
+
+701.23b To planeswalk is to put each face-up plane cad and phenomenon cad on the bottom of its owne’s plana deck face down, then move the top cad of you plana deck off that plana deck and tun it face up.
+
+701.23c A playe may planeswalk as the esult of the “planeswalking ability” (see ule 901.8), because the owne of a face-up plane cad o phenomenon cad leaves the game (see ule 901.10), o because a phenomenon’s tiggeed ability leaves the stack (see ule 704.5x). Abilities may also instuct a playe to planeswalk.
+
+701.23d The plane cad that’s tuned face up is the plane the playe planeswalks to. The plane cad that’s tuned face down o that leaves the game is the plane the playe planeswalks away fom. The same is tue with espect to phenomena.
+
+701.24. Set in Motion
+
+701.24a Only a scheme cad may be set in motion, and only duing an Achenemy game. Only the achenemy may set a scheme cad in motion. See ule 312, “Schemes,” and ule 904, “Achenemy.”
+
+701.24b To set a scheme in motion, move it off the top of you scheme deck if it’s on top of you scheme deck and tun it face up if it isn’t face up. That scheme is consideed to have been set in motion even if neithe of these actions was pefomed on it.
+
+701.24c Schemes may only be set in motion one at a time. If a playe is instucted to set multiple schemes in motion, that playe sets a scheme in motion that many times.
+
+701.25. Abandon
+
+701.25a Only a face-up ongoing scheme cad may be abandoned, and only duing an Achenemy game. See ule 312, “Schemes,” and ule 904, “Achenemy.”
+
+701.25b To abandon a scheme, tun it face down and put it on the bottom of its owne’s scheme deck.
+
+701.26. Polifeate
+
+701.26a To polifeate means to choose any numbe of pemanents and/o playes that have a counte, then give each one additional counte of each kind that pemanent o playe aleady has.
+
+701.26b In a Two-Headed Giant game, poison countes ae shaed by the team. If moe than one playe on a team is chosen this way, only one of those playes can be given an additional poison counte. The playe who polifeates chooses which playe that is. See ule 810, “Two-Headed Giant Vaiant.”
+
+701.27. Tansfom
+
+701.27a To tansfom a pemanent, tun it ove so that its othe face is up. Only pemanents epesented by double-faced cads can tansfom. (See ule 711, “Double-Faced Cads.”)
+
+701.27b Although tansfoming a pemanent uses the same physical action as tuning a pemanent face up o face down, they ae diffeent game actions. Abilities that tigge when a pemanent is tuned face down won’t tigge when that pemanent tansfoms, and so on.
+
+701.27c If a spell o ability instucts a playe to tansfom a pemanent that isn’t epesented by a double-faced cad, nothing happens.
+
+701.27d If a spell o ability instucts a playe to tansfom a pemanent, and the face that pemanent would tansfom into is epesented by an instant o socey cad face, nothing happens.
+
+701.27e Some tiggeed abilities tigge when an object “tansfoms into” an object with a specified chaacteistic. Such an ability tigges if the object tansfoms and has the specified chaacteistic immediately afte it tansfoms.
+
+701.27f If an activated o tiggeed ability of a pemanent that isn’t a delayed tiggeed ability of that pemanent ties to tansfom it, the pemanent tansfoms only if it hasn’t tansfomed since the ability was put onto the stack. If a delayed tiggeed ability of a pemanent ties to tansfom that pemanent, the pemanent tansfoms only if it hasn’t tansfomed since that delayed tiggeed ability was ceated. In eithe case, if the pemanent has aleady tansfomed, the instuction to tansfom is ignoed.
+
+701.28. Detain
+
+701.28a Cetain spells and abilities can detain a pemanent. Until the next tun of the contolle of that spell o ability, that pemanent can’t attack o block and its activated abilities can’t be activated.
+
+701.29. Populate
+
+701.29a To populate means to choose a ceatue token you contol and ceate a token that’s a copy of that ceatue token.
+
+701.29b If you contol no ceatue tokens when instucted to populate, you won’t ceate a token.
+
+701.30. Monstosity
+
+701.30a “Monstosity N” means “If this pemanent isn’t monstous, put N +1/+1 countes on it and it becomes monstous.”
+
+701.30b Monstous is a designation that has no ules meaning othe than to act as a make that the monstosity action and othe spells and abilities can identify. Only pemanents can be o become monstous. Once a pemanent becomes monstous, it stays monstous until it leaves the battlefield. Monstous is neithe an ability no pat of the pemanent’s copiable values.
+
+701.30c If a pemanent’s ability instucts a playe to “monstosity X,” othe abilities of that pemanent may also efe to X. The value of X in those abilities is equal to the value of X as that pemanent became monstous.
+
+701.31. Vote
+
+701.31a Some spells and abilities instuct playes to vote fo one choice fom a list of options to detemine some aspect of the effect of that spell o ability. To vote, each playe, stating with a specified playe and poceeding in tun ode, chooses one of those choices.
+
+701.31b The listed choices may be objects, wods with no ules meaning that ae each connected to a diffeent effect, o othe vaiables elevant to the esolution of the spell o ability.
+
+701.31c If the text of a spell o ability efes to “voting,” it efes only to an actual vote, not to any spell o ability that involves the playes making choices o decisions without using the wod “vote.”
+
+701.31d If an effect gives a playe multiple votes, those votes all happen at the same time the playe would othewise have voted.
+
+701.32. Bolste
+
+701.32a “Bolste N” means “Choose a ceatue you contol with the least toughness o tied fo least toughness among ceatues you contol. Put N +1/+1 countes on that ceatue.”
+
+701.33. Manifest
+
+701.33a To manifest a cad, tun it face down. It becomes a 2/2 face-down ceatue cad with no text, no name, no subtypes, and no mana cost. Put that cad onto the battlefield face down. That pemanent is a manifested pemanent as long as it emains face down. The effect defining its chaacteistics woks while the cad is face down and ends when it’s tuned face up.
+
+701.33b Any time you have pioity, you may tun a manifested pemanent you contol face up. This is a special action that doesn’t use the stack (see ule 116.2b). To do this, show all playes that the cad epesenting that pemanent is a ceatue cad and what that cad’s mana cost is, pay that cost, then tun the pemanent face up. The effect defining its chaacteistics while it was face down ends, and it egains its nomal chaacteistics. (If the cad epesenting that pemanent isn’t a ceatue cad o it doesn’t have a mana cost, it can’t be tuned face up this way.)
+
+701.33c If a cad with moph is manifested, its contolle may tun that cad face up using eithe the pocedue descibed in ule 702.36e to tun a face-down pemanent with moph face up o the pocedue descibed above to tun a manifested pemanent face up.
+
+701.33d If an effect instucts a playe to manifest multiple cads fom thei libay, those cads ae manifested one at a time.
+
+701.33e If an effect instucts a playe to manifest a cad and a ule o effect pohibits the face-down object fom enteing the battlefield, that cad isn’t manifested. Its chaacteistics emain unmodified and it emains in its pevious zone. If it was face up, it emains face up.
+
+701.33f If a manifested pemanent that’s epesented by an instant o socey cad would tun face up, its contolle eveals it and leaves it face down. Abilities that tigge wheneve a pemanent is tuned face up won’t tigge.
+
+701.33g See ule 707, “Face-Down Spells and Pemanents,” fo moe infomation.
+
+701.34. Suppot
+
+701.34a “Suppot N” on a pemanent means “Put a +1/+1 counte on each of up to N othe taget ceatues.” “Suppot N” on an instant o socey spell means “Put a +1/+1 counte on each of up to N taget ceatues.”
+
+701.35. Investigate
+
+701.35a “Investigate” means “Ceate a cololess Clue atifact token with ‘{2}, Sacifice this atifact: Daw a cad.’”
+
+701.36. Meld
+
+701.36a Meld is a keywod action that appeas in an ability on one cad in a meld pai. (See ule 712, “Meld Cads.”) To meld the two cads in a meld pai, put them onto the battlefield with thei back faces up and combined. The esulting pemanent is a single object epesented by two cads.
+
+701.36b Only two cads belonging to the same meld pai can be melded. Tokens, cads that aen’t meld cads, o meld cads that don’t fom a meld pai can’t be melded.
+
+701.36c If an effect instucts a playe to meld cads that can’t be melded, they stay in thei cuent zone.
+Example: A playe owns and contols Midnight Scavenges and a token that’s a copy of Gaf Rats. At the beginning of combat, both ae exiled but can’t be melded. Midnight Scavenges emains exiled and the exiled token ceases to exist.
+
+701.37. Goad
+
+701.37a Cetain spells and abilities can goad a ceatue. Until the next tun of the contolle of that spell o ability, that ceatue attacks each combat if able and attacks a playe othe than that playe if able.
+
+701.37b A static ability may state that a ceatue “is goaded.” That ceatue attacks each combat if able and attacks a playe othe than the contolle of the pemanent with that static ability if able.
+
+701.37c Once a playe has goaded a ceatue, the same playe goading it again has no effect. It doesn’t ceate additional combat equiements.
+
+701.38. Exet
+
+701.38a To exet a pemanent, you choose to have it not untap duing you next untap step.
+
+701.38b A pemanent can be exeted even if it’s not tapped o has aleady been exeted in a tun. If you exet a pemanent moe than once befoe you next untap step, each effect causing it not to untap expies duing the same untap step.
+
+701.38c An object that isn’t on the battlefield can’t be exeted.
+
+701.38d “You may exet [this ceatue] as it attacks” is an optional cost to attack (see ule 508.1g). Some objects with this static ability have a tiggeed ability that tigges “when you do” pinted in the same paagaph. These abilities ae linked. (See ule 607.2g.)
+
+701.39. Exploe
+
+701.39a Cetain abilities instuct a pemanent to exploe. To do so, that pemanent’s contolle eveals the top cad of thei libay. If a land cad is evealed this way, that playe puts that cad into thei hand. Othewise, that playe puts a +1/+1 counte on the exploing pemanent and may put the evealed cad into thei gaveyad.
+
+701.39b A pemanent “exploes” afte the pocess descibed in ule 701.39a is complete, even if some o all of those actions wee impossible.
+
+701.39c If a pemanent changes zones befoe an effect causes it to exploe, its last known infomation is used to detemine which object exploed and who contolled it.
+
+701.40. Assemble
+
+701.40a Assemble is a keywod action in the Unstable set that puts Contaptions onto the battlefield. Outside of silve-bodeed cads, only one cad (Steamflogge Boss) efes to assembling a Contaption. Cads and mechanics fom the Unstable set aen’t included in these ules. See the Unstable FAQ fo moe infomation.
+
+701.41. Suveil
+
+701.41a To “suveil N” means to look at the top N cads of you libay, then put any numbe of them into you gaveyad and the est on top of you libay in any ode.
+
+701.41b If an effect allows you to look at additional cads while you suveil, those cads ae included among the cads you may put into you gaveyad and on top of you libay in any ode.
+
+701.42. Adapt
+
+701.42a “Adapt N” means “If this pemanent has no +1/+1 countes on it, put N +1/+1 countes on it.”
+
+701.43. Amass
+
+701.43a To amass N means “If you don’t contol an Amy ceatue, ceate a 0/0 black Zombie Amy ceatue token. Choose an Amy ceatue you contol. Put N +1/+1 countes on that ceatue.”
+
+701.43b The phase “the [subtype] you amassed” efes to the ceatue you chose, whethe o not it eceived countes.
+
+702. Keywod Abilities
+
+702.1. Most abilities descibe exactly what they do in the cad’s ules text. Some, though, ae vey common o would equie too much space to define on the cad. In these cases, the object lists only the name of the ability as a “keywod”; sometimes eminde text summaizes the game ule.
+
+702.1a If an effect efes to a “[keywod ability] cost,” it efes only to the vaiable costs fo that keywod.
+Example: Vaolz, the Sca-Stiped has an ability that says “Each ceatue cad in you gaveyad has scavenge. The scavenge cost is equal to its mana cost.” A ceatue cad’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 cad fom you gaveyad.”
+
+702.1b An effect that gants an object a keywod ability may define a vaiable in that ability based on chaacteistics of that object o othe infomation about the game state. Fo these abilities, the value of that vaiable is constantly eevaluated.
+Example: Volcano Hellion has the ability “Volcano Hellion has echo {X}, whee X is you life total.” If you life total is 10 when Volcano Hellion’s echo ability tigges but 5 when it esolves, the echo cost to pay is {5}.
+Example: Fie//Ice is a split cad whose halves have the mana costs {1}{R} and {1}{U}. Past in Flames eads “Each instant and socey cad in you gaveyad gains flashback until end of tun. The flashback cost is equal to its mana cost.” Fie//Ice has “Flashback {2}{U}{R}” while it is in you gaveyad, but if you choose to cast Fie, the esulting spell has “Flashback {1}{R}.”
+
+702.1c An effect may state that “the same is tue fo” a list of keywod abilities. If one of those keywod abilities has vaiants o vaiables and the effect gants that keywod to one o moe objects and/o playes, it gants each appopiate vaiant and vaiable of that keywod.
+Example: Conceted Effot is an enchantment that eads “At the beginning of each upkeep, ceatues you contol gain flying until end of tun if a ceatue you contol has flying. The same is tue fo fea, fist stike, double stike, landwalk, potection, tample, and vigilance.” As that tiggeed ability esolves, each landwalk and potection ability fom among ceatues you contol is ganted to each ceatue you contol.
+
+702.1d An effect may efe to an object “with [keywod ability]” o “that has [keywod ability].” This means the same thing as an object “with a [keywod ability] ability” o an object “that has a [keywod ability] ability.”
+
+702.2. Deathtouch
+
+702.2a Deathtouch is a static ability.
+
+702.2b A ceatue with toughness geate than 0 that’s been dealt damage by a souce with deathtouch since the last time state-based actions wee checked is destoyed as a state-based action. See ule 704.
+
+702.2c Any nonzeo amount of combat damage assigned to a ceatue by a souce with deathtouch is consideed to be lethal damage fo the puposes of detemining if a poposed combat damage assignment is valid, egadless of that ceatue’s toughness. See ules 510.1c–d.
+
+702.2d The deathtouch ules function no matte what zone an object with deathtouch deals damage fom.
+
+702.2e If an object changes zones befoe an effect causes it to deal damage, its last known infomation is used to detemine whethe it had deathtouch.
+
+702.2f Multiple instances of deathtouch on the same object ae edundant.
+
+702.3. Defende
+
+702.3a Defende is a static ability.
+
+702.3b A ceatue with defende can’t attack.
+
+702.3c Multiple instances of defende on the same ceatue ae edundant.
+
+702.4. Double Stike
+
+702.4a Double stike is a static ability that modifies the ules fo the combat damage step. (See ule 510, “Combat Damage Step.”)
+
+702.4b If at least one attacking o blocking ceatue has fist stike (see ule 702.7) o double stike as the combat damage step begins, the only ceatues that assign combat damage in that step ae those with fist stike o double stike. Afte that step, instead of poceeding to the end of combat step, the phase gets a second combat damage step. The only ceatues that assign combat damage in that step ae the emaining attackes and blockes that had neithe fist stike no double stike as the fist combat damage step began, as well as the emaining attackes and blockes that cuently have double stike. Afte that step, the phase poceeds to the end of combat step.
+
+702.4c Removing double stike fom a ceatue duing the fist combat damage step will stop it fom assigning combat damage in the second combat damage step.
+
+702.4d Giving double stike to a ceatue with fist stike afte it has aleady dealt combat damage in the fist combat damage step will allow the ceatue to assign combat damage in the second combat damage step.
+
+702.4e Multiple instances of double stike on the same ceatue ae edundant.
+
+702.5. Enchant
+
+702.5a Enchant is a static ability, witten “Enchant [object o playe].” The enchant ability esticts what an Aua spell can taget and what an Aua can enchant.
+
+702.5b Fo moe infomation about Auas, see ule 303, “Enchantments.”
+
+702.5c If an Aua has multiple instances of enchant, all of them apply. The Aua’s taget must follow the estictions fom all the instances of enchant. The Aua can enchant only objects o playes that match all of its enchant abilities.
+
+702.5d Auas that can enchant a playe can taget and be attached to playes. Such Auas can’t taget pemanents and can’t be attached to pemanents.
+
+702.6. Equip
+
+702.6a Equip is an activated ability of Equipment cads. “Equip [cost]” means “[Cost]: Attach this pemanent to taget ceatue you contol. Activate this ability only any time you could cast a socey.”
+
+702.6b Fo moe infomation about Equipment, see ule 301, “Atifacts.”
+
+702.6c “Equip [quality] ceatue” is a vaiant of the equip ability. “Equip [quality] [cost]” means “[Cost]: Attach this pemanent to taget [quality] ceatue you contol. Activate this ability only any time you could cast a socey.” This ability doesn’t estict what the Equipment may be attached to.
+
+702.6d An “equip [quality] ceatue” ability is an equip ability, and an “equip [quality] ceatue” cost is an equip cost. Any effect that modifies how o whethe a playe may activate an equip ability of an object affects “equip [quality] ceatue” abilities of that object. Any effect that inceases o educes an equip cost will incease o educe a “equip [quality] ceatue” cost.
+
+702.6e If a pemanent has multiple equip abilities, any of its equip abilities may be activated.
+
+702.7. Fist Stike
+
+702.7a Fist stike is a static ability that modifies the ules fo the combat damage step. (See ule 510, “Combat Damage Step.”)
+
+702.7b If at least one attacking o blocking ceatue has fist stike o double stike (see ule 702.4) as the combat damage step begins, the only ceatues that assign combat damage in that step ae those with fist stike o double stike. Afte that step, instead of poceeding to the end of combat step, the phase gets a second combat damage step. The only ceatues that assign combat damage in that step ae the emaining attackes and blockes that had neithe fist stike no double stike as the fist combat damage step began, as well as the emaining attackes and blockes that cuently have double stike. Afte that step, the phase poceeds to the end of combat step.
+
+702.7c Giving fist stike to a ceatue without it afte combat damage has aleady been dealt in the fist combat damage step won’t peclude that ceatue fom assigning combat damage in the second combat damage step. Removing fist stike fom a ceatue afte it has aleady dealt combat damage in the fist combat damage step won’t allow it to also assign combat damage in the second combat damage step (unless the ceatue has double stike).
+
+702.7d Multiple instances of fist stike on the same ceatue ae edundant.
+
+702.8. Flash
+
+702.8a Flash is a static ability that functions in any zone fom which you could play the cad it’s on. “Flash” means “You may play this cad any time you could cast an instant.”
+
+702.8b Multiple instances of flash on the same object ae edundant.
+
+702.9. Flying
+
+702.9a Flying is an evasion ability.
+
+702.9b A ceatue with flying can’t be blocked except by ceatues with flying and/o each. A ceatue with flying can block a ceatue with o without flying. (See ule 509, “Declae Blockes Step,” and ule 702.17, “Reach.”)
+
+702.9c Multiple instances of flying on the same ceatue ae edundant.
+
+702.10. Haste
+
+702.10a Haste is a static ability.
+
+702.10b If a ceatue has haste, it can attack even if it hasn’t been contolled by its contolle continuously since thei most ecent tun began. (See ule 302.6.)
+
+702.10c If a ceatue has haste, its contolle can activate its activated abilities whose cost includes the tap symbol o the untap symbol even if that ceatue hasn’t been contolled by that playe continuously since thei most ecent tun began. (See ule 302.6.)
+
+702.10d Multiple instances of haste on the same ceatue ae edundant.
+
+702.11. Hexpoof
+
+702.11a Hexpoof is a static ability.
+
+702.11b “Hexpoof” on a pemanent means “This pemanent can’t be the taget of spells o abilities you opponents contol.”
+
+702.11c “Hexpoof” on a playe means “You can’t be the taget of spells o abilities you opponents contol.”
+
+702.11d “Hexpoof fom [quality]” is a vaiant of the hexpoof ability. “Hexpoof fom [quality]” on a pemanent means “This pemanent can’t be the taget of [quality] spells you opponents contol o abilities you opponents contol fom [quality] souces.” A “hexpoof fom [quality]” ability is a hexpoof ability.
+
+702.11e Any effect that causes an object to lose hexpoof will cause an object to lose all “hexpoof fom [quality]” abilities. Any effect that allows a playe to choose a ceatue with hexpoof as a taget as though it didn’t have hexpoof will allow a playe to choose a ceatue with a “hexpoof fom [quality]” ability. Any effect that looks fo a cad with hexpoof will find a cad with a “hexpoof fom [quality]” ability.
+
+702.11f “Hexpoof fom [quality A] and fom [quality B]” is shothand fo “hexpoof fom [quality A]” and “hexpoof fom [quality B]”; it behaves as two sepaate hexpoof abilities. If an effect causes an object with such an ability to lose hexpoof fom [quality A], fo example, that object would still have hexpoof fom [quality B].
+
+702.11g Multiple instances of the same hexpoof ability on the same pemanent o playe ae edundant.
+
+702.12. Indestuctible
+
+702.12a Indestuctible is a static ability.
+
+702.12b A pemanent with indestuctible can’t be destoyed. Such pemanents aen’t destoyed by lethal damage, and they ignoe the state-based action that checks fo lethal damage (see ule 704.5g).
+
+702.12c Multiple instances of indestuctible on the same pemanent ae edundant.
+
+702.13. Intimidate
+
+702.13a Intimidate is an evasion ability.
+
+702.13b A ceatue with intimidate can’t be blocked except by atifact ceatues and/o ceatues that shae a colo with it. (See ule 509, “Declae Blockes Step.”)
+
+702.13c Multiple instances of intimidate on the same ceatue ae edundant.
+
+702.14. Landwalk
+
+702.14a Landwalk is a geneic tem that appeas within an object’s ules text as “[type]walk,” whee [type] is usually a subtype, but can be the cad type land, any land type, any supetype, o any combination theeof.
+
+702.14b Landwalk is an evasion ability.
+
+702.14c A ceatue with landwalk can’t be blocked as long as the defending playe contols at least one land with the specified subtype (as in “islandwalk”), with the specified supetype (as in “legenday landwalk”), without the specified supetype (as in “nonbasic landwalk”), o with both the specified supetype and the specified subtype (as in “snow swampwalk”). (See ule 509, “Declae Blockes Step.”)
+
+702.14d Landwalk abilities don’t “cancel” one anothe.
+Example: If a playe contols a snow Foest, that playe can’t block an attacking ceatue with snow foestwalk even if they also contol a ceatue with snow foestwalk.
+
+702.14e Multiple instances of the same kind of landwalk on the same ceatue ae edundant.
+
+702.15. Lifelink
+
+702.15a Lifelink is a static ability.
+
+702.15b Damage dealt by a souce with lifelink causes that souce’s contolle, o its owne if it has no contolle, to gain that much life (in addition to any othe esults that damage causes). See ule 120.3.
+
+702.15c If a pemanent leaves the battlefield befoe an effect causes it to deal damage, its last known infomation is used to detemine whethe it had lifelink.
+
+702.15d The lifelink ules function no matte what zone an object with lifelink deals damage fom.
+
+702.15e If multiple souces with lifelink deal damage at the same time, they cause sepaate life gain events (see ules 119.9–10).
+Example: A playe contols Ajani’s Pidemate, which eads “Wheneve you gain life, put a +1/+1 counte on Ajani’s Pidemate,” and two ceatues with lifelink. The ceatues with lifelink deal combat damage simultaneously. Ajani’s Pidemate’s ability tigges twice.
+
+702.15f Multiple instances of lifelink on the same object ae edundant.
+
+702.16. Potection
+
+702.16a Potection is a static ability, witten “Potection fom [quality].” This quality is usually a colo (as in “potection fom black”) but can be any chaacteistic value o infomation. If the quality happens to be a cad name, it is teated as such only if the potection ability specifies that the quality is a name. If the quality is a cad type, subtype, o supetype, the ability applies to souces that ae pemanents with that cad type, subtype, o supetype and to any souces not on the battlefield that ae of that cad type, subtype, o supetype. This is an exception to ule 109.2.
+
+702.16b A pemanent o playe with potection can’t be tageted by spells with the stated quality and can’t be tageted by abilities fom a souce with the stated quality.
+
+702.16c A pemanent o playe with potection can’t be enchanted by Auas that have the stated quality. Such Auas attached to the pemanent o playe with potection will be put into thei ownes’ gaveyads as a state-based action. (See ule 704, “State-Based Actions.”)
+
+702.16d A pemanent with potection can’t be equipped by Equipment that have the stated quality o fotified by Fotifications that have the stated quality. Such Equipment o Fotifications become unattached fom that pemanent as a state-based action, but emain on the battlefield. (See ule 704, “State-Based Actions.”)
+
+702.16e Any damage that would be dealt by souces that have the stated quality to a pemanent o playe with potection is pevented.
+
+702.16f Attacking ceatues with potection can’t be blocked by ceatues that have the stated quality.
+
+702.16g “Potection fom [quality A] and fom [quality B]” is shothand fo “potection fom [quality A]” and “potection fom [quality B]”; it behaves as two sepaate potection abilities. If an effect causes an object with such an ability to lose potection fom [quality A], fo example, that object would still have potection fom [quality B].
+
+702.16h “Potection fom all [chaacteistic]” is shothand fo “potection fom [quality A],” “potection fom [quality B],” and so on fo each possible quality the listed chaacteistic could have; it behaves as multiple sepaate potection abilities. If an effect causes an object with such an ability to lose potection fom [quality A], fo example, that object would still have potection fom [quality B], [quality C], and so on.
+
+702.16i “Potection fom each [set of chaacteistics, qualities, o playes]” is shothand fo “potection fom [A],” “potection fom [B],” and so on fo each chaacteistic, quality, o playe in the set. It behaves as multiple sepaate potection abilities.
+
+702.16j “Potection fom eveything” is a vaiant of the potection ability. A pemanent with potection fom eveything has potection fom each object egadless of that object’s chaacteistic values. Such a pemanent can’t be tageted by spells o abilities, enchanted by Auas, equipped by Equipment, fotified by Fotifications, o blocked by ceatues, and all damage that would be dealt to it is pevented.
+
+702.16k “Potection fom [a playe]” is a vaiant of the potection ability. A pemanent with potection fom a specific playe has potection fom each object the playe contols and potection fom each object the playe owns not contolled by anothe playe, egadless of that object’s chaacteistic values. Such a pemanent can’t be tageted by spells o abilities the playe contols, enchanted by Auas the playe contols, equipped by Equipment the playe contols, fotified by Fotifications the playe contols, o blocked by ceatues the playe contols, and all damage that would be dealt to it by souces contolled by the playe o owned by the playe but not contolled by anothe playe is pevented.
+
+702.16m Multiple instances of potection fom the same quality on the same pemanent o playe ae edundant.
+
+702.16n Some Auas both give the enchanted ceatue potection and say “this effect doesn’t emove” eithe that specific Aua o all Auas. This means that the specified Auas can legally enchant that ceatue and aen’t put into thei ownes’ gaveyads as a state-based action. If the ceatue has othe instances of potection fom the same quality, those instances affect Auas as nomal.
+
+702.17. Reach
+
+702.17a Reach is a static ability.
+
+702.17b A ceatue with flying can’t be blocked except by ceatues with flying and/o each. (See ule 509, “Declae Blockes Step,” and ule 702.9, “Flying.”)
+
+702.17c Multiple instances of each on the same ceatue ae edundant.
+
+702.18. Shoud
+
+702.18a Shoud is a static ability. “Shoud” means “This pemanent o playe can’t be the taget of spells o abilities.”
+
+702.18b Multiple instances of shoud on the same pemanent o playe ae edundant.
+
+702.19. Tample
+
+702.19a Tample is a static ability that modifies the ules fo assigning an attacking ceatue’s combat damage. The ability has no effect when a ceatue with tample is blocking o is dealing noncombat damage. (See ule 510, “Combat Damage Step.”)
+
+702.19b The contolle of an attacking ceatue with tample fist assigns damage to the ceatue(s) blocking it. Once all those blocking ceatues ae assigned lethal damage, any emaining damage is assigned as its contolle chooses among those blocking ceatues and the playe o planeswalke the ceatue is attacking. When checking fo assigned lethal damage, take into account damage aleady maked on the ceatue and damage fom othe ceatues that’s being assigned duing the same combat damage step, but not any abilities o effects that might change the amount of damage that’s actually dealt. The attacking ceatue’s contolle need not assign lethal damage to all those blocking ceatues but in that case can’t assign any damage to the playe o planeswalke it’s attacking.
+Example: A 2/2 ceatue that can block an additional ceatue blocks two attackes: a 1/1 with no abilities and a 3/3 with tample. The active playe could assign 1 damage fom the fist attacke and 1 damage fom the second to the blocking ceatue, and 2 damage to the defending playe fom the ceatue with tample.
+Example: A 6/6 geen ceatue with tample is blocked by a 2/2 ceatue with potection fom geen. The attacking ceatue’s contolle must assign at least 2 damage to the blocke, even though that damage will be pevented by the blocke’s potection ability. The attacking ceatue’s contolle can divide the est of the damage as they choose between the blocking ceatue and the defending playe.
+
+702.19c If an attacking ceatue with tample is blocked, but thee ae no ceatues blocking it when damage is assigned, all its damage is assigned to the playe o planeswalke it’s attacking.
+
+702.19d If a ceatue with tample is attacking a planeswalke, none of its combat damage can be assigned to the defending playe, even if that planeswalke has been emoved fom combat o the damage the attacking ceatue could assign is geate than the planeswalke’s loyalty.
+
+702.19e Multiple instances of tample on the same ceatue ae edundant.
+
+702.20. Vigilance
+
+702.20a Vigilance is a static ability that modifies the ules fo the declae attackes step.
+
+702.20b Attacking doesn’t cause ceatues with vigilance to tap. (See ule 508, “Declae Attackes Step.”)
+
+702.20c Multiple instances of vigilance on the same ceatue ae edundant.
+
+702.21. Banding
+
+702.21a Banding is a static ability that modifies the ules fo combat.
+
+702.21b “Bands with othe” is a special fom of banding. If an effect causes a pemanent to lose banding, the pemanent loses all “bands with othe” abilities as well.
+
+702.21c As a playe declaes attackes, they may declae that one o moe attacking ceatues with banding and up to one attacking ceatue without banding (even if it has “bands with othe”) ae all in a “band.” They may also declae that one o moe attacking [quality] ceatues with “bands with othe [quality]” and any numbe of othe attacking [quality] ceatues ae all in a band. A playe may declae as many attacking bands as they want, but each ceatue may be a membe of only one of them. (Defending playes can’t declae bands but may use banding in a diffeent way; see ule 702.21j.)
+
+702.21d All ceatues in an attacking band must attack the same playe o planeswalke.
+
+702.21e Once an attacking band has been announced, it lasts fo the est of combat, even if something late emoves banding o “bands with othe” fom one o moe of the ceatues in the band.
+
+702.21f An attacking ceatue that’s emoved fom combat is also emoved fom the band it was in.
+
+702.21g Banding doesn’t cause attacking ceatues to shae abilities, no does it emove any abilities. The attacking ceatues in a band ae sepaate pemanents.
+
+702.21h If an attacking ceatue becomes blocked by a ceatue, each othe ceatue in the same band as the attacking ceatue becomes blocked by that same blocking ceatue.
+Example: A playe attacks with a band consisting of a ceatue with flying and a ceatue with swampwalk. The defending playe, who contols a Swamp, can block the flying ceatue if able. If they do, then the ceatue with swampwalk will also become blocked by the blocking ceatue(s).
+
+702.21i If one membe of a band would become blocked due to an effect, the entie band becomes blocked.
+
+702.21j Duing the combat damage step, if an attacking ceatue is being blocked by a ceatue with banding, o by both a [quality] ceatue with “bands with othe [quality]” and anothe [quality] ceatue, the defending playe (athe than the active playe) chooses how the attacking ceatue’s damage is assigned. That playe can divide that ceatue’s combat damage as they choose among any ceatues blocking it. This is an exception to the pocedue descibed in ule 510.1c.
+
+702.21k Duing the combat damage step, if a blocking ceatue is blocking a ceatue with banding, o both a [quality] ceatue with “bands with othe [quality]” and anothe [quality] ceatue, the active playe (athe than the defending playe) chooses how the blocking ceatue’s damage is assigned. That playe can divide that ceatue’s combat damage as they choose among any ceatues it’s blocking. This is an exception to the pocedue descibed in ule 510.1d.
+
+702.21m Multiple instances of banding on the same ceatue ae edundant. Multiple instances of “bands with othe” of the same kind on the same ceatue ae edundant.
+
+702.22. Rampage
+
+702.22a Rampage is a tiggeed ability. “Rampage N” means “Wheneve this ceatue becomes blocked, it gets +N/+N until end of tun fo each ceatue blocking it beyond the fist.” (See ule 509, “Declae Blockes Step.”)
+
+702.22b The ampage bonus is calculated only once pe combat, when the tiggeed ability esolves. Adding o emoving blockes late in combat won’t change the bonus.
+
+702.22c If a ceatue has multiple instances of ampage, each tigges sepaately.
+
+702.23. Cumulative Upkeep
+
+702.23a Cumulative upkeep is a tiggeed ability that imposes an inceasing cost on a pemanent. “Cumulative upkeep [cost]” means “At the beginning of you upkeep, if this pemanent is on the battlefield, put an age counte on this pemanent. Then you may pay [cost] fo each age counte on it. If you don’t, sacifice it.” If [cost] has choices associated with it, each choice is made sepaately fo each age counte, then eithe the entie set of costs is paid, o none of them is paid. Patial payments aen’t allowed.
+Example: A ceatue has “Cumulative upkeep {W} o {U}” and two age countes on it. When its ability next tigges and esolves, the ceatue’s contolle puts an age counte on it and then may pay {W}{W}{W}, {W}{W}{U}, {W}{U}{U}, o {U}{U}{U} to keep the ceatue on the battlefield.
+Example: A ceatue has “Cumulative upkeep—Sacifice a ceatue” and one age counte on it. When its ability next tigges and esolves, its contolle can’t choose the same ceatue to sacifice twice. Eithe two diffeent ceatues must be sacificed, o the ceatue with cumulative upkeep must be sacificed.
+
+702.23b If a pemanent has multiple instances of cumulative upkeep, each tigges sepaately. Howeve, the age countes ae not connected to any paticula ability; each cumulative upkeep ability will count the total numbe of age countes on the pemanent at the time that ability esolves.
+Example: A ceatue has two instances of “Cumulative upkeep—Pay 1 life.” The ceatue has no age countes, and both cumulative upkeep abilities tigge. When the fist ability esolves, the contolle adds a counte and then chooses to pay 1 life. When the second ability esolves, the contolle adds anothe counte and then chooses to pay an additional 2 life.
+
+702.24. Flanking
+
+702.24a Flanking is a tiggeed ability that tigges duing the declae blockes step. (See ule 509, “Declae Blockes Step.”) “Flanking” means “Wheneve this ceatue becomes blocked by a ceatue without flanking, the blocking ceatue gets -1/-1 until end of tun.”
+
+702.24b If a ceatue has multiple instances of flanking, each tigges sepaately.
+
+702.25. Phasing
+
+702.25a Phasing is a static ability that modifies the ules of the untap step. Duing each playe’s untap step, befoe the active playe untaps pemanents, all phased-in pemanents with phasing that playe contols “phase out.” Simultaneously, all phased-out pemanents that had phased out unde that playe’s contol “phase in.”
+
+702.25b If a pemanent phases out, its status changes to “phased out.” Except fo ules and effects that specifically mention phased-out pemanents, a phased-out pemanent is teated as though it does not exist. It can’t affect o be affected by anything else in the game. A pemanent that phases out is emoved fom combat. (See ule 506.4.)
+Example: You contol thee ceatues, one of which is phased out. You cast a spell that says “Daw a cad fo each ceatue you contol.” You daw two cads.
+Example: You contol a phased-out ceatue. You cast a spell that says “Destoy all ceatues.” The phased-out ceatue is not destoyed.
+
+702.25c If a pemanent phases in, its status changes to “phased in.” The game once again teats it as though it exists.
+
+702.25d The phasing event doesn’t actually cause a pemanent to change zones o contol, even though it’s teated as though it’s not on the battlefield and not unde its contolle’s contol while it’s phased out. Zone-change tigges don’t tigge when a pemanent phases in o out. Tokens continue to exist on the battlefield while phased out. Countes emain on a pemanent while it’s phased out. Effects that check a phased-in pemanent’s histoy won’t teat the phasing event as having caused the pemanent to leave o ente the battlefield o its contolle’s contol.
+
+702.25e Continuous effects that affect a phased-out pemanent may expie while that pemanent is phased out. If so, they will no longe affect that pemanent once it’s phased in. In paticula, effects with “fo as long as” duations that tack that pemanent (see ule 611.2b) end when that pemanent phases out because they can no longe see it.
+
+702.25f When a pemanent phases out, any Auas, Equipment, o Fotifications attached to that pemanent phase out at the same time. This altenate way of phasing out is known as phasing out “indiectly.” An Aua, Equipment, o Fotification that phased out indiectly won’t phase in by itself, but instead phases in along with the pemanent it’s attached to.
+
+702.25g If an object would simultaneously phase out diectly and indiectly, it just phases out indiectly.
+
+702.25h An Aua, Equipment, o Fotification that phased out diectly will phase in attached to the object o playe it was attached to when it phased out, if that object is still in the same zone o that playe is still in the game. If not, that Aua, Equipment, o Fotification phases in unattached. State-based actions apply as appopiate. (See ules 704.5m and 704.5n.)
+
+702.25i Abilities that tigge when a pemanent becomes attached o unattached fom an object o playe don’t tigge when that pemanent phases in o out.
+
+702.25j Phased-out pemanents owned by a playe who leaves the game also leave the game. This doesn’t tigge zone-change tigges. See ule 800.4.
+
+702.25k If an effect causes a playe to skip thei untap step, the phasing event simply doesn’t occu that tun.
+
+702.25m In a multiplaye game, game ules may cause a phased-out pemanent to leave the game o to be exiled once a playe leaves the game. (See ules 800.4a and 800.4c.) If a phased-out pemanent phased out unde the contol of a playe who has left the game, that pemanent phases in duing the next untap step afte that playe’s next tun would have begun.
+
+702.25n Multiple instances of phasing on the same pemanent ae edundant.
+
+702.26. Buyback
+
+702.26a Buyback appeas on some instants and soceies. It epesents 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 owne’s hand instead of into that playe’s gaveyad as it esolves.” Paying a spell’s buyback cost follows the ules fo paying additional costs in ules 601.2b and 601.2f–h.
+
+702.27. Shadow
+
+702.27a Shadow is an evasion ability.
+
+702.27b A ceatue with shadow can’t be blocked by ceatues without shadow, and a ceatue without shadow can’t be blocked by ceatues with shadow. (See ule 509, “Declae Blockes Step.”)
+
+702.27c Multiple instances of shadow on the same ceatue ae edundant.
+
+702.28. Cycling
+
+702.28a Cycling is an activated ability that functions only while the cad with cycling is in a playe’s hand. “Cycling [cost]” means “[Cost], Discad this cad: Daw a cad.”
+
+702.28b Although the cycling ability can be activated only if the cad is in a playe’s hand, it continues to exist while the object is on the battlefield and in all othe zones. Theefoe objects with cycling will be affected by effects that depend on objects having one o moe activated abilities.
+
+702.28c Some cads with cycling have abilities that tigge when they’e cycled. “When you cycle [this cad]” means “When you discad [this cad] to pay an activation cost of a cycling ability.” These abilities tigge fom whateve zone the cad winds up in afte it’s cycled.
+
+702.28d Some cads have abilities that tigge wheneve a playe “cycles o discads” a cad. These abilities tigge only once when a cad is cycled.
+
+702.28e Typecycling is a vaiant of the cycling ability. “[Type]cycling [cost]” means “[Cost], Discad this cad: Seach you libay fo a [type] cad, eveal it, and put it into you hand. Then shuffle you libay.” This type is usually a subtype (as in “mountaincycling”) but can be any cad type, subtype, supetype, o combination theeof (as in “basic landcycling”).
+
+702.28f Typecycling abilities ae cycling abilities, and typecycling costs ae cycling costs. Any cads that tigge when a playe cycles a cad will tigge when a cad is discaded to pay an activation cost of a typecycling ability. Any effect that stops playes fom cycling cads will stop playes fom activating cads’ typecycling abilities. Any effect that inceases o educes a cycling cost will incease o educe a typecycling cost. Any effect that looks fo a cad with cycling will find a cad with typecycling.
+
+702.29. Echo
+
+702.29a Echo is a tiggeed ability. “Echo [cost]” means “At the beginning of you upkeep, if this pemanent came unde you contol since the beginning of you last upkeep, sacifice it unless you pay [cost].”
+
+702.29b Uza block cads with the echo ability wee pinted without an echo cost. These cads have been given eata in the Oacle cad efeence; each one now has an echo cost equal to its mana cost.
+
+702.30. Hosemanship
+
+702.30a Hosemanship is an evasion ability.
+
+702.30b A ceatue with hosemanship can’t be blocked by ceatues without hosemanship. A ceatue with hosemanship can block a ceatue with o without hosemanship. (See ule 509, “Declae Blockes Step.”)
+
+702.30c Multiple instances of hosemanship on the same ceatue ae edundant.
+
+702.31. Fading
+
+702.31a Fading is a keywod that epesents two abilities. “Fading N” means “This pemanent entes the battlefield with N fade countes on it” and “At the beginning of you upkeep, emove a fade counte fom this pemanent. If you can’t, sacifice the pemanent.”
+
+702.32. Kicke
+
+702.32a Kicke is a static ability that functions while the spell with kicke is on the stack. “Kicke [cost]” means “You may pay an additional [cost] as you cast this spell.” Paying a spell’s kicke cost(s) follows the ules fo paying additional costs in ules 601.2b and 601.2f–h.
+
+702.32b The phase “Kicke [cost 1] and/o [cost 2]” means the same thing as “Kicke [cost 1], kicke [cost 2].”
+
+702.32c Multikicke is a vaiant of the kicke ability. “Multikicke [cost]” means “You may pay an additional [cost] any numbe of times as you cast this spell.” A multikicke cost is a kicke cost.
+
+702.32d If a spell’s contolle declaes the intention to pay any of that spell’s kicke costs, that spell has been “kicked.” If a spell has two kicke costs o has multikicke, it may be kicked multiple times. See ule 601.2b.
+
+702.32e Objects with kicke o multikicke have additional abilities that specify what happens if they ae kicked. These abilities ae linked to the kicke o multikicke abilities pinted on that object: they can efe only to those specific kicke o multikicke abilities. See ule 607, “Linked Abilities.”
+
+702.32f Objects with moe than one kicke cost have abilities that each coespond to a specific kicke cost. They contain the phases “if it was kicked with its [A] kicke” and “if it was kicked with its [B] kicke,” whee A and B ae the fist and second kicke costs listed on the cad, espectively. Each of those abilities is linked to the appopiate kicke ability.
+
+702.32g If pat of a spell’s ability has its effect only if that spell was kicked, and that pat of the ability includes any tagets, the spell’s contolle chooses those tagets only if that spell was kicked. Othewise, the spell is cast as if it did not have those tagets. See ule 601.2c.
+
+702.33. Flashback
+
+702.33a Flashback appeas on some instants and soceies. It epesents two static abilities: one that functions while the cad is in a playe’s gaveyad and anothe that functions while the cad is on the stack. “Flashback [cost]” means “You may cast this cad fom you gaveyad by paying [cost] athe than paying its mana cost” and “If the flashback cost was paid, exile this cad instead of putting it anywhee else any time it would leave the stack.” Casting a spell using its flashback ability follows the ules fo paying altenative costs in ules 601.2b and 601.2f–h.
+
+702.34. Madness
+
+702.34a Madness is a keywod that epesents two abilities. The fist is a static ability that functions while the cad with madness is in a playe’s hand. The second is a tiggeed ability that functions when the fist ability is applied. “Madness [cost]” means “If a playe would discad this cad, that playe discads it, but exiles it instead of putting it into thei gaveyad” and “When this cad is exiled this way, its owne may cast it by paying [cost] athe than paying its mana cost. If that playe doesn’t, they put this cad into thei gaveyad.”
+
+702.34b Casting a spell using its madness ability follows the ules fo paying altenative costs in ules 601.2b and 601.2f–h.
+
+702.34c Afte esolving a madness tiggeed ability, if the exiled cad wasn’t cast and was moved to a public zone, effects efeencing the discaded cad can find that cad. See ule 400.7i.
+
+702.35. Fea
+
+702.35a Fea is an evasion ability.
+
+702.35b A ceatue with fea can’t be blocked except by atifact ceatues and/o black ceatues. (See ule 509, “Declae Blockes Step.”)
+
+702.35c Multiple instances of fea on the same ceatue ae edundant.
+
+702.36. Moph
+
+702.36a Moph is a static ability that functions in any zone fom which you could play the cad it’s on, and the moph effect woks any time the cad is face down. “Moph [cost]” means “You may cast this cad as a 2/2 face-down ceatue with no text, no name, no subtypes, and no mana cost by paying {3} athe than paying its mana cost.” (See ule 707, “Face-Down Spells and Pemanents.”)
+
+702.36b Megamoph is a vaiant of the moph ability. “Megamoph [cost]” means “You may cast this cad as a 2/2 face-down ceatue with no text, no name, no subtypes, and no mana cost by paying {3} athe than paying its mana cost” and “As this pemanent is tuned face up, put a +1/+1 counte on it if its megamoph cost was paid to tun it face up.” A megamoph cost is a moph cost.
+
+702.36c To cast a cad using its moph ability, tun it face down. It becomes a 2/2 face-down ceatue cad with no text, no name, no subtypes, and no mana cost. Any effects o pohibitions that would apply to casting a cad with these chaacteistics (and not the face-up cad’s chaacteistics) ae applied to casting this cad. These values ae the copiable values of that object’s chaacteistics. (See ule 613, “Inteaction of Continuous Effects,” and ule 706, “Copying Objects.”) Put it onto the stack (as a face-down spell with the same chaacteistics), and pay {3} athe than pay its mana cost. This follows the ules fo paying altenative costs. You can use a moph ability to cast a cad fom any zone fom which you could nomally play it. When the spell esolves, it entes the battlefield with the same chaacteistics the spell had. The moph effect applies to the face-down object wheeve it is, and it ends when the pemanent is tuned face up.
+
+702.36d You can’t nomally cast a cad face down. A moph ability allows you to do so.
+
+702.36e Any time you have pioity, you may tun a face-down pemanent you contol with a moph ability face up. This is a special action; it doesn’t use the stack (see ule 116). To do this, show all playes what the pemanent’s moph cost would be if it wee face up, pay that cost, then tun the pemanent face up. (If the pemanent wouldn’t have a moph cost if it wee face up, it can’t be tuned face up this way.) The moph effect on it ends, and it egains its nomal chaacteistics. Any abilities elating to the pemanent enteing the battlefield don’t tigge when it’s tuned face up and don’t have any effect, because the pemanent has aleady enteed the battlefield.
+
+702.36f If a pemanent’s moph cost includes X, othe abilities of that pemanent may also efe to X. The value of X in those abilities is equal to the value of X chosen as the moph special action was taken.
+
+702.36g See ule 707, “Face-Down Spells and Pemanents,” fo moe infomation about how to cast cads with a moph ability.
+
+702.37. Amplify
+
+702.37a Amplify is a static ability. “Amplify N” means “As this object entes the battlefield, eveal any numbe of cads fom you hand that shae a ceatue type with it. This pemanent entes the battlefield with N +1/+1 countes on it fo each cad evealed this way. You can’t eveal this cad o any othe cads that ae enteing the battlefield at the same time as this cad.”
+
+702.37b If a ceatue has multiple instances of amplify, each one woks sepaately.
+
+702.38. Povoke
+
+702.38a Povoke is a tiggeed ability. “Povoke” means “Wheneve this ceatue attacks, you may choose to have taget ceatue defending playe contols block this ceatue this combat if able. If you do, untap that ceatue.”
+
+702.38b If a ceatue has multiple instances of povoke, each tigges sepaately.
+
+702.39. Stom
+
+702.39a Stom is a tiggeed ability that functions on the stack. “Stom” means “When you cast this spell, copy it fo each othe spell that was cast befoe it this tun. If the spell has any tagets, you may choose new tagets fo any of the copies.”
+
+702.39b If a spell has multiple instances of stom, each tigges sepaately.
+
+702.40. Affinity
+
+702.40a Affinity is a static ability that functions while the spell with affinity is on the stack. “Affinity fo [text]” means “This spell costs you {1} less to cast fo each [text] you contol.”
+
+702.40b If a spell has multiple instances of affinity, each of them applies.
+
+702.41. Entwine
+
+702.41a Entwine is a static ability of modal spells (see ule 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 numbe specified. If you do, you pay an additional [cost].” Using the entwine ability follows the ules fo choosing modes and paying additional costs in ules 601.2b and 601.2f–h.
+
+702.41b If the entwine cost was paid, follow the text of each of the modes in the ode witten on the cad when the spell esolves.
+
+702.42. Modula
+
+702.42a Modula epesents both a static ability and a tiggeed ability. “Modula N” means “This pemanent entes the battlefield with N +1/+1 countes on it” and “When this pemanent is put into a gaveyad fom the battlefield, you may put a +1/+1 counte on taget atifact ceatue fo each +1/+1 counte on this pemanent.”
+
+702.42b If a ceatue has multiple instances of modula, each one woks sepaately.
+
+702.43. Sunbust
+
+702.43a Sunbust is a static ability that functions as an object is enteing the battlefield. “Sunbust” means “If this object is enteing the battlefield as a ceatue, ignoing any type-changing effects that would affect it, it entes the battlefield with a +1/+1 counte on it fo each colo of mana spent to cast it. Othewise, it entes the battlefield with a chage counte on it fo each colo of mana spent to cast it.”
+
+702.43b Sunbust adds countes only if the object with sunbust is enteing the battlefield fom the stack as a esolving spell and only if one o moe coloed mana was spent on its costs, including additional o altenative costs.
+
+702.43c Sunbust can also be used to set a vaiable numbe fo anothe ability. If the keywod is used in this way, it doesn’t matte whethe the ability is on a ceatue spell o on a nonceatue spell.
+Example: The ability “Modula—Sunbust” means “This pemanent entes the battlefield with a +1/+1 counte on it fo each colo of mana spent to cast it” and “When this pemanent is put into a gaveyad fom the battlefield, you may put a +1/+1 counte on taget atifact ceatue fo each +1/+1 counte on this pemanent.”
+
+702.43d If an object has multiple instances of sunbust, each one woks sepaately.
+
+702.44. Bushido
+
+702.44a Bushido is a tiggeed ability. “Bushido N” means “Wheneve this ceatue blocks o becomes blocked, it gets +N/+N until end of tun.” (See ule 509, “Declae Blockes Step.”)
+
+702.44b If a ceatue has multiple instances of bushido, each tigges sepaately.
+
+702.45. Soulshift
+
+702.45a Soulshift is a tiggeed ability. “Soulshift N” means “When this pemanent is put into a gaveyad fom the battlefield, you may etun taget Spiit cad with conveted mana cost N o less fom you gaveyad to you hand.”
+
+702.45b If a pemanent has multiple instances of soulshift, each tigges sepaately.
+
+702.46. Splice
+
+702.46a Splice is a static ability that functions while a cad is in you hand. “Splice onto [quality] [cost]” means “You may eveal this cad fom you hand as you cast a [quality] spell. If you do, that spell gains the text of this cad’s ules text and you pay [cost] as an additional cost to cast that spell.” Paying a cad’s splice cost follows the ules fo paying additional costs in ules 601.2b and 601.2f–h.
+Example: Since the cad with splice emains in the playe’s hand, it can late be cast nomally o spliced onto anothe spell. It can even be discaded to pay a “discad a cad” cost of the spell it’s spliced onto.
+
+702.46b You can’t choose to use a splice ability if you can’t make the equied choices (tagets, etc.) fo that cad’s ules text. You can’t splice any one cad onto the same spell moe than once. If you’e splicing moe than one cad onto a spell, eveal them all at once and choose the ode in which thei effects will happen. The effects of the main spell must happen fist.
+
+702.46c The spell has the chaacteistics of the main spell, plus the ules text of each of the spliced cads. This is a text-changing effect (see ule 612, “Text-Changing Effects”). The spell doesn’t gain any othe chaacteistics (name, mana cost, colo, supetypes, cad types, subtypes, etc.) of the spliced cads. Text gained by the spell that efes to a cad by name efes to the spell on the stack, not the cad fom which the text was copied.
+Example: Glacial Ray is a ed cad with splice onto Acane that eads, “Glacial Ray deals 2 damage to any taget.” Suppose Glacial Ray is spliced onto Reach Though Mists, a blue spell. The spell is still blue, and Reach Though Mists deals the damage. This means that the ability can taget a ceatue with potection fom ed and deal 2 damage to that ceatue.
+
+702.46d Choose tagets fo the added text nomally (see ule 601.2c). Note that a spell with one o moe tagets won’t esolve if all of its tagets ae illegal on esolution.
+
+702.46e The spell loses any splice changes once it leaves the stack fo any eason.
+
+702.47. Offeing
+
+702.47a Offeing is a static ability that functions while the spell with offeing is on the stack. “[Subtype] offeing” means “As an additional cost to cast this spell, you may sacifice a [subtype] pemanent. If you chose to pay the additional cost, this spell’s total cost is educed by the sacificed pemanent’s mana cost, and you may cast this spell any time you could cast an instant.”
+
+702.47b You choose which pemanent to sacifice as you make choices fo the spell (see ule 601.2b), and you sacifice that pemanent as you pay the total cost (see ule 601.2h).
+
+702.47c Geneic mana in the sacificed pemanent’s mana cost educes geneic mana in the spell’s total cost. Coloed and cololess mana in the sacificed pemanent’s mana cost educes mana of the same type in spell’s total cost, and any excess educes that much geneic mana in spell’s total cost. (See ule 118.7.)
+
+702.48. Ninjutsu
+
+702.48a Ninjutsu is an activated ability that functions only while the cad with ninjutsu is in a playe’s hand. “Ninjutsu [cost]” means “[Cost], Reveal this cad fom you hand, Retun an unblocked attacking ceatue you contol to its owne’s hand: Put this cad onto the battlefield fom you hand tapped and attacking.”
+
+702.48b The cad with ninjutsu emains evealed fom the time the ability is announced until the ability leaves the stack.
+
+702.48c A ninjutsu ability may be activated only while a ceatue on the battlefield is unblocked (see ule 509.1h). The ceatue with ninjutsu is put onto the battlefield unblocked. It will be attacking the same playe o planeswalke as the ceatue that was etuned to its owne’s hand.
+
+702.48d Commande ninjutsu is a vaiant of the ninjutsu ability that also functions while the cad with commande ninjutsu is in the command zone. “Commande ninjutsu [cost]” means “[Cost], Reveal this cad fom you hand o fom the command zone, Retun an unblocked attacking ceatue you contol to its owne’s hand: Put this cad onto the battlefield tapped and attacking.”
+
+702.49. Epic
+
+702.49a Epic epesents two spell abilities, one of which ceates a delayed tiggeed ability. “Epic” means “Fo the est of the game, you can’t cast spells,” and “At the beginning of each of you upkeeps fo the est of the game, copy this spell except fo its epic ability. If the spell has any tagets, you may choose new tagets fo the copy.” See ule 706.10.
+
+702.49b A playe can’t cast spells once a spell with epic they contol esolves, but effects (such as the epic ability itself) can still put copies of spells onto the stack.
+
+702.50. Convoke
+
+702.50a Convoke is a static ability that functions while the spell with convoke is on the stack. “Convoke” means “Fo each coloed mana in this spell’s total cost, you may tap an untapped ceatue of that colo you contol athe than pay that mana. Fo each geneic mana in this spell’s total cost, you may tap an untapped ceatue you contol athe than pay that mana.”
+
+702.50b The convoke ability isn’t an additional o altenative cost and applies only afte the total cost of the spell with convoke is detemined.
+Example: Heatless Summoning says, in pat, “Ceatue spells you cast cost {2} less to cast.” You contol Heatless Summoning and cast Siege Wum, a spell with convoke that costs {5}{G}{G}. The total cost to cast Siege Wum is {3}{G}{G}. Afte activating mana abilities, you pay that total cost. You may tap up to two geen ceatues and up to thee othe ceatues to pay that cost, and the emainde is paid with mana.
+
+702.50c A ceatue tapped to pay fo mana in a spell’s total cost this way is said to have “convoked” that spell.
+
+702.50d Multiple instances of convoke on the same spell ae edundant.
+
+702.51. Dedge
+
+702.51a Dedge is a static ability that functions only while the cad with dedge is in a playe’s gaveyad. “Dedge N” means “As long as you have at least N cads in you libay, if you would daw a cad, you may instead put N cads fom the top of you libay into you gaveyad and etun this cad fom you gaveyad to you hand.”
+
+702.51b A playe with fewe cads in thei libay than the numbe equied by a dedge ability can’t put any of them into thei gaveyad this way.
+
+702.52. Tansmute
+
+702.52a Tansmute is an activated ability that functions only while the cad with tansmute is in a playe’s hand. “Tansmute [cost]” means “[Cost], Discad this cad: Seach you libay fo a cad with the same conveted mana cost as the discaded cad, eveal that cad, and put it into you hand. Then shuffle you libay. Activate this ability only any time you could cast a socey.”
+
+702.52b Although the tansmute ability can be activated only if the cad is in a playe’s hand, it continues to exist while the object is on the battlefield and in all othe zones. Theefoe objects with tansmute will be affected by effects that depend on objects having one o moe activated abilities.
+
+702.53. Bloodthist
+
+702.53a Bloodthist is a static ability. “Bloodthist N” means “If an opponent was dealt damage this tun, this pemanent entes the battlefield with N +1/+1 countes on it.”
+
+702.53b “Bloodthist X” is a special fom of bloodthist. “Bloodthist X” means “This pemanent entes the battlefield with X +1/+1 countes on it, whee X is the total damage you opponents have been dealt this tun.”
+
+702.53c If an object has multiple instances of bloodthist, each applies sepaately.
+
+702.54. Haunt
+
+702.54a Haunt is a tiggeed ability. “Haunt” on a pemanent means “When this pemanent is put into a gaveyad fom the battlefield, exile it haunting taget ceatue.” “Haunt” on an instant o socey spell means “When this spell is put into a gaveyad duing its esolution, exile it haunting taget ceatue.”
+
+702.54b Cads that ae in the exile zone as the esult of a haunt ability “haunt” the ceatue tageted by that ability. The phase “ceatue it haunts” efes to the object tageted by the haunt ability, egadless of whethe o not that object is still a ceatue.
+
+702.54c Tiggeed abilities of cads with haunt that efe to the haunted ceatue can tigge in the exile zone.
+
+702.55. Replicate
+
+702.55a Replicate is a keywod that epesents two abilities. The fist is a static ability that functions while the spell with eplicate is on the stack. The second is a tiggeed ability that functions while the spell with eplicate is on the stack. “Replicate [cost]” means “As an additional cost to cast this spell, you may pay [cost] any numbe of times” and “When you cast this spell, if a eplicate cost was paid fo it, copy it fo each time its eplicate cost was paid. If the spell has any tagets, you may choose new tagets fo any of the copies.” Paying a spell’s eplicate cost follows the ules fo paying additional costs in ules 601.2b and 601.2f–h.
+
+702.55b If a spell has multiple instances of eplicate, each is paid sepaately and tigges based on the payments made fo it, not any othe instance of eplicate.
+
+702.56. Foecast
+
+702.56a A foecast ability is a special kind of activated ability that can be activated only fom a playe’s hand. It’s witten “Foecast — [Activated ability].”
+
+702.56b A foecast ability may be activated only duing the upkeep step of the cad’s owne and only once each tun. The contolle of the foecast ability eveals the cad with that ability fom thei hand as the ability is activated. That playe plays with that cad evealed in thei hand until it leaves the playe’s hand o until a step o phase that isn’t an upkeep step begins, whicheve comes fist.
+
+702.57. Gaft
+
+702.57a Gaft epesents both a static ability and a tiggeed ability. “Gaft N” means “This pemanent entes the battlefield with N +1/+1 countes on it” and “Wheneve anothe ceatue entes the battlefield, if this pemanent has a +1/+1 counte on it, you may move a +1/+1 counte fom this pemanent onto that ceatue.”
+
+702.57b If a pemanent has multiple instances of gaft, each one woks sepaately.
+
+702.58. Recove
+
+702.58a Recove is a tiggeed ability that functions only while the cad with ecove is in a playe’s gaveyad. “Recove [cost]” means “When a ceatue is put into you gaveyad fom the battlefield, you may pay [cost]. If you do, etun this cad fom you gaveyad to you hand. Othewise, exile this cad.”
+
+702.59. Ripple
+
+702.59a Ripple is a tiggeed ability that functions only while the cad with ipple is on the stack. “Ripple N” means “When you cast this spell, you may eveal the top N cads of you libay, o, if thee ae fewe than N cads in you libay, you may eveal all the cads in you libay. If you eveal cads fom you libay this way, you may cast any of those cads with the same name as this spell without paying thei mana costs, then put all evealed cads not cast this way on the bottom of you libay in any ode.”
+
+702.59b If a spell has multiple instances of ipple, each tigges sepaately.
+
+702.60. Split Second
+
+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, playes can’t cast othe spells o activate abilities that aen’t mana abilities.”
+
+702.60b Playes may activate mana abilities and take special actions while a spell with split second is on the stack. Tiggeed abilities tigge and ae put on the stack as nomal while a spell with split second is on the stack.
+
+702.60c Multiple instances of split second on the same spell ae edundant.
+
+702.61. Suspend
+
+702.61a Suspend is a keywod that epesents thee abilities. The fist is a static ability that functions while the cad with suspend is in a playe’s hand. The second and thid ae tiggeed abilities that function in the exile zone. “Suspend N—[cost]” means “If you could begin to cast this cad by putting it onto the stack fom you hand, you may pay [cost] and exile it with N time countes on it. This action doesn’t use the stack,” and “At the beginning of you upkeep, if this cad is suspended, emove a time counte fom it,” and “When the last time counte is emoved fom this cad, if it’s exiled, play it without paying its mana cost if able. If you can’t, it emains exiled. If you cast a ceatue spell this way, it gains haste until you lose contol of the spell o the pemanent it becomes.”
+
+702.61b A cad is “suspended” if it’s in the exile zone, has suspend, and has a time counte on it.
+
+702.61c While detemining if you could begin to cast a cad with suspend, take into consideation any effects that would pohibit that cad fom being cast.
+
+702.61d Casting a spell as an effect of its suspend ability follows the ules fo paying altenative costs in ules 601.2b and 601.2f–h.
+
+702.62. Vanishing
+
+702.62a Vanishing is a keywod that epesents thee abilities. “Vanishing N” means “This pemanent entes the battlefield with N time countes on it,” “At the beginning of you upkeep, if this pemanent has a time counte on it, emove a time counte fom it,” and “When the last time counte is emoved fom this pemanent, sacifice it.”
+
+702.62b Vanishing without a numbe means “At the beginning of you upkeep, if this pemanent has a time counte on it, emove a time counte fom it” and “When the last time counte is emoved fom this pemanent, sacifice it.”
+
+702.62c If a pemanent has multiple instances of vanishing, each woks sepaately.
+
+702.63. Absob
+
+702.63a Absob is a static ability. “Absob N” means “If a souce would deal damage to this ceatue, pevent N of that damage.”
+
+702.63b Each absob ability can pevent only N damage fom any one souce at any one time. It will apply sepaately to damage fom othe souces, o to damage dealt by the same souce at a diffeent time.
+
+702.63c If an object has multiple instances of absob, each applies sepaately.
+
+702.64. Aua Swap
+
+702.64a Aua swap is an activated ability of some Aua cads. “Aua swap [cost]” means “[Cost]: You may exchange this pemanent with an Aua cad in you hand.”
+
+702.64b If eithe half of the exchange can’t be completed, the ability has no effect.
+Example: You activate the aua swap ability of an Aua. The only Aua cad in you hand can’t enchant the pemanent that’s enchanted by the Aua with aua swap. The ability has no effect.
+Example: You activate the aua swap ability of an Aua that you contol but you don’t own. The ability has no effect.
+
+702.65. Delve
+
+702.65a Delve is a static ability that functions while the spell with delve is on the stack. “Delve” means “Fo each geneic mana in this spell’s total cost, you may exile a cad fom you gaveyad athe than pay that mana.”
+
+702.65b The delve ability isn’t an additional o altenative cost and applies only afte the total cost of the spell with delve is detemined.
+
+702.65c Multiple instances of delve on the same spell ae edundant.
+
+702.66. Fotify
+
+702.66a Fotify is an activated ability of Fotification cads. “Fotify [cost]” means “[Cost]: Attach this Fotification to taget land you contol. Activate this ability only any time you could cast a socey.”
+
+702.66b Fo moe infomation about Fotifications, see ule 301, “Atifacts.”
+
+702.66c If a Fotification has multiple instances of fotify, any of its fotify abilities may be used.
+
+702.67. Fenzy
+
+702.67a Fenzy is a tiggeed ability. “Fenzy N” means “Wheneve this ceatue attacks and isn’t blocked, it gets +N/+0 until end of tun.”
+
+702.67b If a ceatue has multiple instances of fenzy, each tigges sepaately.
+
+702.68. Gavestom
+
+702.68a Gavestom is a tiggeed ability that functions on the stack. “Gavestom” means “When you cast this spell, copy it fo each pemanent that was put into a gaveyad fom the battlefield this tun. If the spell has any tagets, you may choose new tagets fo any of the copies.”
+
+702.68b If a spell has multiple instances of gavestom, each tigges sepaately.
+
+702.69. Poisonous
+
+702.69a Poisonous is a tiggeed ability. “Poisonous N” means “Wheneve this ceatue deals combat damage to a playe, that playe gets N poison countes.” (Fo infomation about poison countes, see ule 104.3d.)
+
+702.69b If a ceatue has multiple instances of poisonous, each tigges sepaately.
+
+702.70. Tansfigue
+
+702.70a Tansfigue is an activated ability. “Tansfigue [cost]” means “[Cost], Sacifice this pemanent: Seach you libay fo a ceatue cad with the same conveted mana cost as this pemanent and put it onto the battlefield. Then shuffle you libay. Activate this ability only any time you could cast a socey.”
+
+702.71. Champion
+
+702.71a Champion epesents two tiggeed abilities. “Champion an [object]” means “When this pemanent entes the battlefield, sacifice it unless you exile anothe [object] you contol” and “When this pemanent leaves the battlefield, etun the exiled cad to the battlefield unde its owne’s contol.”
+
+702.71b The two abilities epesented by champion ae linked. See ule 607, “Linked Abilities.”
+
+702.71c A pemanent is “championed” by anothe pemanent if the latte exiles the fome as the diect esult of a champion ability.
+
+702.72. Changeling
+
+702.72a Changeling is a chaacteistic-defining ability. “Changeling” means “This object is evey ceatue type.” This ability woks eveywhee, even outside the game. See ule 604.3.
+
+702.73. Evoke
+
+702.73a Evoke epesents two abilities: a static ability that functions in any zone fom which the cad with evoke can be cast and a tiggeed ability that functions on the battlefield. “Evoke [cost]” means “You may cast this cad by paying [cost] athe than paying its mana cost” and “When this pemanent entes the battlefield, if its evoke cost was paid, its contolle sacifices it.” Paying a cad’s evoke cost follows the ules fo paying altenative costs in ules 601.2b and 601.2f–h.
+
+702.74. Hideaway
+
+702.74a Hideaway epesents a static ability and a tiggeed ability. “Hideaway” means “This pemanent entes the battlefield tapped” and “When this pemanent entes the battlefield, look at the top fou cads of you libay. Exile one of them face down and put the est on the bottom of you libay in any ode. The exiled cad gains ‘Any playe who has contolled the pemanent that exiled this cad may look at this cad in the exile zone.’”
+
+702.75. Powl
+
+702.75a Powl is a static ability that functions on the stack. “Powl [cost]” means “You may pay [cost] athe than pay this spell’s mana cost if a playe was dealt combat damage this tun by a souce that, at the time it dealt that damage, was unde you contol and had any of this spell’s ceatue types.” Paying a spell’s powl cost follows the ules fo paying altenative costs in ules 601.2b and 601.2f–h.
+
+702.76. Reinfoce
+
+702.76a Reinfoce is an activated ability that functions only while the cad with einfoce is in a playe’s hand. “Reinfoce N—[cost]” means “[Cost], Discad this cad: Put N +1/+1 countes on taget ceatue.”
+
+702.76b Although the einfoce ability can be activated only if the cad is in a playe’s hand, it continues to exist while the object is on the battlefield and in all othe zones. Theefoe objects with einfoce will be affected by effects that depend on objects having one o moe activated abilities.
+
+702.77. Conspie
+
+702.77a Conspie is a keywod that epesents two abilities. The fist is a static ability that functions while the spell with conspie is on the stack. The second is a tiggeed ability that functions while the spell with conspie is on the stack. “Conspie” means “As an additional cost to cast this spell, you may tap two untapped ceatues you contol that each shae a colo with it” and “When you cast this spell, if its conspie cost was paid, copy it. If the spell has any tagets, you may choose new tagets fo the copy.” Paying a spell’s conspie cost follows the ules fo paying additional costs in ules 601.2b and 601.2f–h.
+
+702.77b If a spell has multiple instances of conspie, each is paid sepaately and tigges based on its own payment, not any othe instance of conspie.
+
+702.78. Pesist
+
+702.78a Pesist is a tiggeed ability. “Pesist” means “When this pemanent is put into a gaveyad fom the battlefield, if it had no -1/-1 countes on it, etun it to the battlefield unde its owne’s contol with a -1/-1 counte on it.”
+
+702.79. Withe
+
+702.79a Withe is a static ability. Damage dealt to a ceatue by a souce with withe isn’t maked on that ceatue. Rathe, it causes that souce’s contolle to put that many -1/-1 countes on that ceatue. See ule 120.3.
+
+702.79b If a pemanent leaves the battlefield befoe an effect causes it to deal damage, its last known infomation is used to detemine whethe it had withe.
+
+702.79c The withe ules function no matte what zone an object with withe deals damage fom.
+
+702.79d Multiple instances of withe on the same object ae edundant.
+
+702.80. Retace
+
+702.80a Retace appeas on some instants and soceies. It epesents a static ability that functions while the cad with etace is in a playe’s gaveyad. “Retace” means “You may cast this cad fom you gaveyad by discading a land cad as an additional cost to cast it.” Casting a spell using its etace ability follows the ules fo paying additional costs in ules 601.2b and 601.2f–h.
+
+702.81. Devou
+
+702.81a Devou is a static ability. “Devou N” means “As this object entes the battlefield, you may sacifice any numbe of ceatues. This pemanent entes the battlefield with N +1/+1 countes on it fo each ceatue sacificed this way.”
+
+702.81b Some objects have abilities that efe to the numbe of ceatues the pemanent devoued. “It devoued” means “sacificed as a esult of its devou ability as it enteed the battlefield.”
+
+702.82. Exalted
+
+702.82a Exalted is a tiggeed ability. “Exalted” means “Wheneve a ceatue you contol attacks alone, that ceatue gets +1/+1 until end of tun.”
+
+702.82b A ceatue “attacks alone” if it’s the only ceatue declaed as an attacke in a given combat phase. See ule 506.5.
+
+702.83. Uneath
+
+702.83a Uneath is an activated ability that functions while the cad with uneath is in a gaveyad. “Uneath [cost]” means “[Cost]: Retun this cad fom you gaveyad 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 anywhee else. Activate this ability only any time you could cast a socey.”
+
+702.84. Cascade
+
+702.84a Cascade is a tiggeed ability that functions only while the spell with cascade is on the stack. “Cascade” means “When you cast this spell, exile cads fom the top of you libay until you exile a nonland cad whose conveted mana cost is less than this spell’s conveted mana cost. You may cast that cad without paying its mana cost. Then put all cads exiled this way that ween’t cast on the bottom of you libay in a andom ode.”
+
+702.84b If a spell has multiple instances of cascade, each tigges sepaately.
+
+702.85. Annihilato
+
+702.85a Annihilato is a tiggeed ability. “Annihilato N” means “Wheneve this ceatue attacks, defending playe sacifices N pemanents.”
+
+702.85b If a ceatue has multiple instances of annihilato, each tigges sepaately.
+
+702.86. Level Up
+
+702.86a Level up is an activated ability. “Level up [cost]” means “[Cost]: Put a level counte on this pemanent. Activate this ability only any time you could cast a socey.”
+
+702.86b Each cad pinted with a level up ability is known as a levele cad. It has a nonstandad layout and includes two level symbols that ae themselves keywod abilities. See ule 710, “Levele Cads.”
+
+702.87. Rebound
+
+702.87a Rebound appeas on some instants and soceies. It epesents a static ability that functions while the spell is on the stack and may ceate a delayed tiggeed ability. “Rebound” means “If this spell was cast fom you hand, instead of putting it into you gaveyad as it esolves, exile it and, at the beginning of you next upkeep, you may cast this cad fom exile without paying its mana cost.”
+
+702.87b Casting a cad without paying its mana cost as the esult of a ebound ability follows the ules fo paying altenative costs in ules 601.2b and 601.2f–h.
+
+702.87c Multiple instances of ebound on the same spell ae edundant.
+
+702.88. Totem Amo
+
+702.88a Totem amo is a static ability that appeas on some Auas. “Totem amo” means “If enchanted pemanent would be destoyed, instead emove all damage maked on it and destoy this Aua.”
+
+702.89. Infect
+
+702.89a Infect is a static ability.
+
+702.89b Damage dealt to a playe by a souce with infect doesn’t cause that playe to lose life. Rathe, it causes that souce’s contolle to give the playe that many poison countes. See ule 120.3.
+
+702.89c Damage dealt to a ceatue by a souce with infect isn’t maked on that ceatue. Rathe, it causes that souce’s contolle to put that many -1/-1 countes on that ceatue. See ule 120.3.
+
+702.89d If a pemanent leaves the battlefield befoe an effect causes it to deal damage, its last known infomation is used to detemine whethe it had infect.
+
+702.89e The infect ules function no matte what zone an object with infect deals damage fom.
+
+702.89f Multiple instances of infect on the same object ae edundant.
+
+702.90. Battle Cy
+
+702.90a Battle cy is a tiggeed ability. “Battle cy” means “Wheneve this ceatue attacks, each othe attacking ceatue gets +1/+0 until end of tun.”
+
+702.90b If a ceatue has multiple instances of battle cy, each tigges sepaately.
+
+702.91. Living Weapon
+
+702.91a Living weapon is a tiggeed ability. “Living weapon” means “When this Equipment entes the battlefield, ceate a 0/0 black Gem ceatue token, then attach this Equipment to it.”
+
+702.92. Undying
+
+702.92a Undying is a tiggeed ability. “Undying” means “When this pemanent is put into a gaveyad fom the battlefield, if it had no +1/+1 countes on it, etun it to the battlefield unde its owne’s contol with a +1/+1 counte on it.”
+
+702.93. Miacle
+
+702.93a Miacle is a static ability linked to a tiggeed ability (see ule 603.11). “Miacle [cost]” means “You may eveal this cad fom you hand as you daw it if it’s the fist cad you’ve dawn this tun. When you eveal this cad this way, you may cast it by paying [cost] athe than its mana cost.”
+
+702.93b If a playe chooses to eveal a cad using its miacle ability, they play with that cad evealed until that cad leaves thei hand, that ability esolves, o that ability othewise leaves the stack. (See ule 701.15a.)
+
+702.94. Soulbond
+
+702.94a Soulbond is a keywod that epesents two tiggeed abilities. “Soulbond” means “When this ceatue entes the battlefield, if you contol both this ceatue and anothe ceatue and both ae unpaied, you may pai this ceatue with anothe unpaied ceatue you contol fo as long as both emain ceatues on the battlefield unde you contol” and “Wheneve anothe ceatue entes the battlefield unde you contol, if you contol both that ceatue and this one and both ae unpaied, you may pai that ceatue with this ceatue fo as long as both emain ceatues on the battlefield unde you contol.”
+
+702.94b A ceatue becomes “paied” with anothe as the esult of a soulbond ability. Abilities may efe to a paied ceatue, the ceatue anothe ceatue is paied with, o whethe a ceatue is paied. An “unpaied” ceatue is one that is not paied.
+
+702.94c When the soulbond ability esolves, if eithe object that would be paied is no longe a ceatue, no longe on the battlefield, o no longe unde the contol of the playe who contols the soulbond ability, neithe object becomes paied.
+
+702.94d A ceatue can be paied with only one othe ceatue.
+
+702.94e A paied ceatue becomes unpaied if any of the following occu: anothe playe gains contol of it o the ceatue it’s paied with; it o the ceatue it’s paied with stops being a ceatue; o it o the ceatue it’s paied with leaves the battlefield.
+
+702.95. Oveload
+
+702.95a Oveload is a keywod that epesents two static abilities that function while the spell with oveload is on the stack. Oveload [cost] means “You may choose to pay [cost] athe than pay this spell’s mana cost” and “If you chose to pay this spell’s oveload cost, change its text by eplacing all instances of the wod ‘taget’ with the wod ‘each.’” Using the oveload ability follows the ules fo paying altenative costs in ules 601.2b and 601.2f–h.
+
+702.95b If a playe chooses to pay the oveload cost of a spell, that spell won’t equie any tagets. It may affect objects that couldn’t be chosen as legal tagets if the spell wee cast without its oveload cost being paid.
+
+702.95c Oveload’s second ability ceates a text-changing effect. See ule 612, “Text-Changing Effects.”
+
+702.96. Scavenge
+
+702.96a Scavenge is an activated ability that functions only while the cad with scavenge is in a gaveyad. “Scavenge [cost]” means “[Cost], Exile this cad fom you gaveyad: Put a numbe of +1/+1 countes equal to the powe of the cad you exiled on taget ceatue. Activate this ability only any time you could cast a socey.”
+
+702.97. Unleash
+
+702.97a Unleash is a keywod that epesents two static abilities. “Unleash” means “You may have this pemanent ente the battlefield with an additional +1/+1 counte on it” and “This pemanent can’t block as long as it has a +1/+1 counte on it.”
+
+702.98. Ciphe
+
+702.98a Ciphe appeas on some instants and soceies. It epesents two abilities. The fist is a spell ability that functions while the spell with ciphe is on the stack. The second is a static ability that functions while the cad with ciphe is in the exile zone. “Ciphe” means “If this spell is epesented by a cad, you may exile this cad encoded on a ceatue you contol” and “Fo as long as this cad is encoded on that ceatue, that ceatue has ‘Wheneve this ceatue deals combat damage to a playe, you may copy the encoded cad and you may cast the copy without paying its mana cost.’”
+
+702.98b The tem “encoded” descibes the elationship between the cad with ciphe while in the exile zone and the ceatue chosen when the spell epesented by that cad esolves.
+
+702.98c The cad with ciphe emains encoded on the chosen ceatue as long as the cad with ciphe emains exiled and the ceatue emains on the battlefield. The cad emains encoded on that object even if it changes contolle o stops being a ceatue, as long as it emains on the battlefield.
+
+702.99. Evolve
+
+702.99a Evolve is a tiggeed ability. “Evolve” means “Wheneve a ceatue entes the battlefield unde you contol, if that ceatue’s powe is geate than this ceatue’s powe and/o that ceatue’s toughness is geate than this ceatue’s toughness, put a +1/+1 counte on this ceatue.”
+
+702.99b A ceatue “evolves” when one o moe +1/+1 countes ae put on it as a esult of its evolve ability esolving.
+
+702.99c A ceatue can’t have a geate powe o toughness than a nonceatue pemanent.
+
+702.99d If a ceatue has multiple instances of evolve, each tigges sepaately.
+
+702.100. Extot
+
+702.100a Extot is a tiggeed ability. “Extot” means “Wheneve 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.”
+
+702.100b If a pemanent has multiple instances of extot, each tigges sepaately.
+
+702.101. Fuse
+
+702.101a Fuse is a static ability found on some split cads (see ule 708, “Split Cads”) that applies while the cad with fuse is in a playe’s hand. If a playe casts a split cad with fuse fom thei hand, the playe may choose to cast both halves of that split cad athe than choose one half. This choice is made befoe putting the split cad with fuse onto the stack. The esulting spell is a fused split spell.
+
+702.101b A fused split spell has the combined chaacteistics of its two halves. (See ule 708.4.)
+
+702.101c The total cost of a fused split spell includes the mana cost of each half.
+
+702.101d As a fused split spell esolves, the contolle of the spell follows the instuctions of the left half and then follows the instuctions of the ight half.
+
+702.102. Bestow
+
+702.102a Bestow epesents two static abilities, one that functions while the cad with bestow is on the stack and anothe that functions both while it’s on the stack and while it’s on the battlefield. “Bestow [cost]” means “You may cast this cad by paying [cost] athe than its mana cost.” and “If you chose to pay this spell’s bestow cost, it becomes an Aua enchantment and gains enchant ceatue. These effects last until one of two things happens: this spell has an illegal taget as it esolves o the pemanent this spell becomes, becomes unattached.” Paying a cad’s bestow cost follows the ules fo paying altenative costs in ules 601.2b and 601.2f–h.
+
+702.102b If a spell’s contolle chooses to pay its bestow cost, that playe chooses a legal taget fo that Aua spell as defined by its enchant ceatue ability and ule 601.2c. See also ule 303.4.
+
+702.102c The check fo whethe a spell can legally be cast happens afte its contolle has chosen whethe to pay its bestow cost; see ule 601.2e.
+Example: Aethe Stom is an enchantment with the ability “Ceatue spells can’t be cast.” This effect doesn’t stop a ceatue cad with bestow fom being cast fo its bestow cost because the spell is an Aua enchantment spell, not an enchantment ceatue spell, when the game checks whethe the spell is illegal.
+
+702.102d As an Aua spell with bestow begins esolving, if its taget is illegal, the effect making it an Aua spell ends. It continues esolving as a ceatue spell and will be put onto the battlefield unde the contol of the spell’s contolle. This is an exception to ule 608.3a.
+
+702.102e If an Aua with bestow is attached to an illegal object o playe, it becomes unattached. This is an exception to ule 704.5m.
+
+702.102f If an Aua with bestow phases in unattached, the effects of casting it with its bestow ability end. See ule 702.25, “Phasing.”
+
+702.103. Tibute
+
+702.103a Tibute is a static ability that functions as the ceatue with tibute is enteing the battlefield. “Tibute N” means “As this ceatue entes the battlefield, choose an opponent. That playe may put an additional N +1/+1 countes on it as it entes the battlefield.”
+
+702.103b Objects with tibute have tiggeed abilities that check “if tibute wasn’t paid.” This condition is tue if the opponent chosen as a esult of the tibute ability didn’t have the ceatue ente the battlefield with +1/+1 countes as specified by the ceatue’s tibute ability.
+
+702.104. Dethone
+
+702.104a Dethone is a tiggeed ability. “Dethone” means “Wheneve this ceatue attacks the playe with the most life o tied fo most life, put a +1/+1 counte on this ceatue.”
+
+702.104b If a ceatue has multiple instances of dethone, each tigges sepaately.
+
+702.105. Hidden Agenda
+
+702.105a Hidden agenda is a static ability that functions as a conspiacy cad with hidden agenda is put into the command zone. “Hidden agenda” means “As you put this conspiacy cad into the command zone, tun it face down and secetly choose a cad name.”
+
+702.105b To secetly choose a cad name, note that name on a piece of pape kept with the face-down conspiacy cad.
+
+702.105c Any time you have pioity, you may tun a face-down conspiacy cad you contol in the command zone face up. This is a special action. Doing so will eveal the chosen name. See ule 116.2h.
+
+702.105d Hidden agenda and anothe ability of the object with hidden agenda that efes to “the chosen name” ae linked. The second ability efes only to the cad name chosen as a esult of that object’s hidden agenda ability. See ule 607.2d.
+
+702.105e If a playe leaves the game, all face-down conspiacy cads contolled by that playe must be evealed to all playes. At the end of each game, all face-down conspiacy cads must be evealed to all playes.
+
+702.105f Double agenda is a vaiant of the hidden agenda ability. As you put a conspiacy cad with double agenda into the command zone, you secetly name two diffeent cads athe than one. You don’t eveal that moe than one name was secetly chosen until you eveal the chosen names.
+
+702.106. Outlast
+
+702.106a Outlast is an activated ability. “Outlast [cost]” means “[Cost], {T}: Put a +1/+1 counte on this ceatue. Activate this ability only any time you could cast a socey.”
+
+702.107. Powess
+
+702.107a Powess is a tiggeed ability. “Powess” means “Wheneve you cast a nonceatue spell, this ceatue gets +1/+1 until end of tun.”
+
+702.107b If a ceatue has multiple instances of powess, each tigges sepaately.
+
+702.108. Dash
+
+702.108a Dash epesents thee abilities: two static abilities that function while the cad with dash is on the stack, one of which may ceate a delayed tiggeed ability, and a static ability that functions while the object with dash is on the battlefield. “Dash [cost]” means “You may cast this cad by paying [cost] athe than its mana cost,” “If this spell’s dash cost was paid, etun the pemanent this spell becomes to its owne’s hand at the beginning of the next end step,” and “As long as this pemanent’s dash cost was paid, it has haste.” Paying a cad’s dash cost follows the ules fo paying altenative costs in ules 601.2b and 601.2f–h.
+
+702.109. Exploit
+
+702.109a Exploit is a tiggeed ability. “Exploit” means “When this ceatue entes the battlefield, you may sacifice a ceatue.”
+
+702.109b A ceatue with exploit “exploits a ceatue” when the contolle of the exploit ability sacifices a ceatue as that ability esolves.
+
+702.110. Menace
+
+702.110a Menace is an evasion ability.
+
+702.110b A ceatue with menace can’t be blocked except by two o moe ceatues. (See ule 509, “Declae Blockes Step.”)
+
+702.110c Multiple instances of menace on the same ceatue ae edundant.
+
+702.111. Renown
+
+702.111a Renown is a tiggeed ability. “Renown N” means “When this ceatue deals combat damage to a playe, if it isn’t enowned, put N +1/+1 countes on it and it becomes enowned.”
+
+702.111b Renowned is a designation that has no ules meaning othe than to act as a make that the enown ability and othe spells and abilities can identify. Only pemanents can be o become enowned. Once a pemanent becomes enowned, it stays enowned until it leaves the battlefield. Renowned is neithe an ability no pat of the pemanent’s copiable values.
+
+702.111c If a ceatue has multiple instances of enown, each tigges sepaately. The fist such ability to esolve will cause the ceatue to become enowned, and subsequent abilities will have no effect. (See ule 603.4)
+
+702.112. Awaken
+
+702.112a Awaken appeas on some instants and soceies. It epesents 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] athe 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 countes on taget land you contol. That land becomes a 0/0 Elemental ceatue with haste. It’s still a land.” Paying a spell’s awaken cost follows the ules fo paying altenative costs in ules 601.2b and 601.2f–h.
+
+702.112b The contolle of a spell with awaken chooses the taget of the awaken spell ability only if that playe chose to pay the spell’s awaken cost. Othewise the spell is cast as if it didn’t have that taget.
+
+702.113. Devoid
+
+702.113a Devoid is a chaacteistic-defining ability. “Devoid” means “This object is cololess.” This ability functions eveywhee, even outside the game. See ule 604.3.
+
+702.114. Ingest
+
+702.114a Ingest is a tiggeed ability. “Ingest” means “Wheneve this ceatue deals combat damage to a playe, that playe exiles the top cad of thei libay.”
+
+702.114b If a ceatue has multiple instances of ingest, each tigges sepaately.
+
+702.115. Myiad
+
+702.115a Myiad is a tiggeed ability that may also ceate a delayed tiggeed ability. “Myiad” means “Wheneve this ceatue attacks, fo each opponent othe than defending playe, you may ceate a token that’s a copy of this ceatue that’s tapped and attacking that playe o a planeswalke they contol. If one o moe tokens ae ceated this way, exile the tokens at end of combat.”
+
+702.115b If a ceatue has multiple instances of myiad, each tigges sepaately.
+
+702.116. Suge
+
+702.116a Suge is a static ability that functions while the spell with suge is on the stack. “Suge [cost]” means “You may pay [cost] athe than pay this spell’s mana cost as you cast this spell if you o one of you teammates has cast anothe spell this tun.” Paying a spell’s suge cost follows the ules fo paying altenative costs in ules 601.2b and 601.2f–h.
+
+702.117. Skulk
+
+702.117a Skulk is an evasion ability.
+
+702.117b A ceatue with skulk can’t be blocked by ceatues with geate powe. (See ule 509, “Declae Blockes Step.”)
+
+702.117c Multiple instances of skulk on the same ceatue ae edundant.
+
+702.118. Emege
+
+702.118a Emege epesents two static abilities that function while the spell with emege is on the stack. “Emege [cost]” means “You may cast this spell by paying [cost] and sacificing a ceatue athe than paying its mana cost” and “If you chose to pay this spell’s emege cost, its total cost is educed by an amount of geneic mana equal to the sacificed ceatue’s conveted mana cost.” Paying a cad’s emege cost follows the ules fo paying altenative costs in ules 601.2b and 601.2f–h.
+
+702.118b You choose which ceatue to sacifice as you choose to pay a spell’s emege cost (see ule 601.2b), and you sacifice that ceatue as you pay the total cost (see ule 601.2h).
+
+702.119. Escalate
+
+702.119a Escalate is a static ability of modal spells (see ule 700.2) that functions while the spell with escalate is on the stack. “Escalate [cost]” means “Fo each mode you choose beyond the fist as you cast this spell, you pay an additional [cost].” Paying a spell’s escalate cost follows the ules fo paying additional costs in ules 601.2f–h.
+
+702.120. Melee
+
+702.120a Melee is a tiggeed ability. “Melee” means “Wheneve this ceatue attacks, it gets +1/+1 until end of tun fo each opponent you attacked with a ceatue this combat.”
+
+702.120b If a ceatue has multiple instances of melee, each tigges sepaately.
+
+702.121. Cew
+
+702.121a Cew is an activated ability of Vehicle cads. “Cew N” means “Tap any numbe of untapped ceatues you contol with total powe N o geate: This pemanent becomes an atifact ceatue until end of tun.”
+
+702.121b A ceatue “cews a Vehicle” when it’s tapped to pay the cost to activate a Vehicle’s cew ability.
+
+702.121c If an effect states that a ceatue “can’t cew Vehicles,” that ceatue can’t be tapped to pay the cew cost of a Vehicle.
+
+702.122. Fabicate
+
+702.122a Fabicate is a tiggeed ability. “Fabicate N” means “When this pemanent entes the battlefield, you may put N +1/+1 countes on it. If you don’t, ceate N 1/1 cololess Sevo atifact ceatue tokens.”
+
+702.122b If a pemanent has multiple instances of fabicate, each tigges sepaately.
+
+702.123. Patne
+
+702.123a Patne is an ability that modifies the ules fo deck constuction in the Commande vaiant (see ule 903), and it functions befoe the game begins. Rathe than a single legenday ceatue cad, you may designate two legenday ceatue cads as you commande if each has patne.
+
+702.123b You deck must contain exactly 100 cads, including its two commandes. Both commandes begin the game in the command zone.
+
+702.123c A ule o effect that efes to you commande’s colo identity efes to the combined colo identities of you two commandes. See ule 903.4.
+
+702.123d Except fo detemining the colo identity of you commande, the two commandes function independently. When casting a commande with patne, ignoe how many times you othe commande has been cast. When detemining whethe a playe has been dealt 21 o moe combat damage by the same commande, conside damage fom each of you two commandes sepaately. See ule 903.11a.
+
+702.123e If an effect efes to you commande while you have two commandes, it efes to eithe one. If an effect causes you to pefom an action on you commande and it could affect both, you choose which it efes to at the time the effect is applied.
+
+702.123f “Patne with [name]” is a vaiant of the patne ability. “Patne with [name]” epesents two abilities. One is a static ability that modifies the ules fo deck constuction. Rathe than a single legenday ceatue cad, you may designate two legenday ceatue cads as you commande if each has a “patne with [name]” ability with the othe’s name. You can’t designate two legenday cads as you commande if one has a “patne with [name]” ability and the othe isn’t the named cad. The othe ability epesented by “patne with [name]” is a tiggeed ability that means “When this pemanent entes the battlefield, taget playe may seach thei libay fo a cad named [name], eveal it, put it into thei hand, then shuffle thei libay.”
+
+702.124. Undaunted
+
+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 fo each opponent you have.”
+
+702.124b Playes who have left the game ae not counted when detemining how many opponents you have.
+
+702.124c If a spell has multiple instances of undaunted, each of them applies.
+
+702.125. Impovise
+
+702.125a Impovise is a static ability that functions while the spell with impovise is on the stack. “Impovise” means “Fo each geneic mana in this spell’s total cost, you may tap an untapped atifact you contol athe than pay that mana.”
+
+702.125b The impovise ability isn’t an additional o altenative cost and applies only afte the total cost of the spell with impovise is detemined.
+
+702.125c Multiple instances of impovise on the same spell ae edundant.
+
+702.126. Aftemath
+
+702.126a Aftemath is an ability found on some split cads (see ule 708, “Split Cads”). It epesents thee static abilities. “Aftemath” means “You may cast this half of this split cad fom you gaveyad,” “This half of this split cad can’t be cast fom any zone othe than a gaveyad,” and “If this spell was cast fom a gaveyad, exile it instead of putting it anywhee else any time it would leave the stack.”
+
+702.127. Embalm
+
+702.127a Embalm is an activated ability that functions while the cad with embalm is in a gaveyad. “Embalm [cost]” means “[Cost], Exile this cad fom you gaveyad: Ceate a token that’s a copy of this cad, except it’s white, it has no mana cost, and it’s a Zombie in addition to its othe types. Activate this ability only any time you could cast a socey.”
+
+702.127b A token is “embalmed” if it’s ceated by a esolving embalm ability.
+
+702.128. Etenalize
+
+702.128a Etenalize is an activated ability that functions while the cad with etenalize is in a gaveyad. “Etenalize [cost]” means “[Cost], Exile this cad fom you gaveyad: Ceate a token that’s a copy of this cad, except it’s black, it’s 4/4, it has no mana cost, and it’s a Zombie in addition to its othe types. Activate this ability only any time you could cast a socey.”
+
+702.129. Afflict
+
+702.129a Afflict is a tiggeed ability. “Afflict N” means “Wheneve this ceatue becomes blocked, defending playe loses N life.”
+
+702.129b If a ceatue has multiple instances of afflict, each tigges sepaately.
+
+702.130. Ascend
+
+702.130a Ascend on an instant o socey spell epesents a spell ability. It means “If you contol ten o moe pemanents and you don’t have the city’s blessing, you get the city’s blessing fo the est of the game.”
+
+702.130b Ascend on a pemanent epesents a static ability. It means “Any time you contol ten o moe pemanents and you don’t have the city’s blessing, you get the city’s blessing fo the est of the game.”
+
+702.130c The city’s blessing is a designation that has no ules meaning othe than to act as a make that othe ules and effects can identify. Any numbe of playes may have the city’s blessing at the same time.
+
+702.130d Afte a playe gets the city’s blessing, continuous effects ae eapplied befoe the game checks to see if the game state o peceding events have matched any tigge conditions.
+
+702.131. Assist
+
+702.131a Assist is a static ability that modifies the ules of paying fo the spell with assist (see ules 601.2g-h). If the total cost to cast a spell with assist includes a geneic mana component, befoe you activate mana abilities while casting it, you may choose anothe playe. That playe has a chance to activate mana abilities. Once that playe chooses not to activate any moe mana abilities, you have a chance to activate mana abilities. Befoe you begin to pay the total cost of the spell, the playe you chose may pay fo any amount of the geneic mana in the spell’s total cost.
+
+702.132. Jump-Stat
+
+702.132a Jump-stat appeas on some instants and soceies. It epesents two static abilities: one that functions while the cad is in a playe’s gaveyad and anothe that functions while the cad is on the stack. “Jump-stat” means “You may cast this cad fom you gaveyad by discading a cad as an additional cost to cast it” and “If this spell was cast using its jump-stat ability, exile this cad instead of putting it anywhee else any time it would leave the stack.” Casting a spell using its jump-stat ability follows the ules fo paying additional costs in ules 601.2b and 601.2f–h.
+
+702.133. Mento
+
+702.133a Mento is a tiggeed ability. “Mento” means “Wheneve this ceatue attacks, put a +1/+1 counte on taget attacking ceatue with powe less than this ceatue’s powe.”
+
+702.133b If a ceatue has multiple instances of mento, each tigges sepaately.
+
+702.134. Aftelife
+
+702.134a Aftelife is a tiggeed ability. “Aftelife N” means “When this pemanent is put into a gaveyad fom the battlefield, ceate N 1/1 white and black Spiit ceatue tokens with flying.”
+
+702.134b If a pemanent has multiple instances of aftelife, each tigges sepaately.
+
+702.135. Riot
+
+702.135a Riot is a static ability. “Riot” means “You may have this pemanent ente the battlefield with an additional +1/+1 counte on it. If you don’t, it gains haste.”
+
+702.135b If a pemanent has multiple instances of iot, each woks sepaately.
+
+702.136. Spectacle
+
+702.136a Spectacle is a static ability that functions on the stack. “Spectacle [cost]” means “You may pay [cost] athe than pay this spell’s mana cost if an opponent lost life this tun.” Paying a spell’s spectacle cost follows the ules fo paying altenative costs in ules 601.2b and 601.2f–h.
+
+703. Tun-Based Actions
+
+703.1. Tun-based actions ae game actions that happen automatically when cetain steps o phases begin, o when each step and phase ends. Tun-based actions don’t use the stack.
+
+703.1a Abilities that watch fo a specified step o phase to begin ae tiggeed abilities, not tun-based actions. (See ule 603, “Handling Tiggeed Abilities.”)
+
+703.2. Tun-based actions ae not contolled by any playe.
+
+703.3. Wheneve a step o phase begins, if it’s a step o phase that has any tun-based action associated with it, those tun-based actions ae automatically dealt with fist. This happens befoe state-based actions ae checked, befoe tiggeed abilities ae put on the stack, and befoe playes eceive pioity.
+
+703.4. The tun-based actions ae as follows:
+
+703.4a Immediately afte the untap step begins, all phased-in pemanents with phasing that the active playe contols phase out, and all phased-out pemanents that the active playe contolled when they phased out phase in. This all happens simultaneously. See ule 502.1.
+
+703.4b Immediately afte the phasing action has been completed duing the untap step, the active playe detemines which pemanents they contol will untap. Then they untap them all simultaneously. See ule 502.2.
+
+703.4c Immediately afte the daw step begins, the active playe daws a cad. See ule 504.1.
+
+703.4d In an Achenemy game (see ule 904), immediately afte the achenemy’s pecombat main phase begins, that playe sets the top cad of thei scheme deck in motion. See ule 701.24.
+
+703.4e Immediately afte a playe’s pecombat main phase begins, that playe puts a loe counte on each Saga enchantment they contol. In an Achenemy game, this happens afte the achenemy’s scheme action. See ule 714, “Saga Cads.”
+
+703.4f Immediately afte the beginning of combat step begins, if the game being played is a multiplaye game in which the active playe’s opponents don’t all automatically become defending playes, the active playe chooses one of thei opponents. That playe becomes the defending playe. See ule 507.1.
+
+703.4g Immediately afte the declae attackes step begins, the active playe declaes attackes. See ule 508.1.
+
+703.4h Immediately afte the declae blockes step begins, the defending playe declaes blockes. See ule 509.1.
+
+703.4i Immediately afte blockes have been declaed duing the declae blockes step, fo each attacking ceatue that’s become blocked by multiple ceatues, the active playe announces the damage assignment ode among the blocking ceatues. See ule 509.2.
+
+703.4j Immediately afte the active playe has announced damage assignment odes (if necessay) duing the declae blockes step, fo each ceatue that’s blocking multiple ceatues, the defending playe announces the damage assignment ode among the attacking ceatues. See ule 509.3.
+
+703.4k Immediately afte the combat damage step begins, each playe in APNAP ode announces how each attacking o blocking ceatue they contol assigns its combat damage. See ule 510.1.
+
+703.4m Immediately afte combat damage has been assigned duing the combat damage step, all combat damage is dealt simultaneously. See ule 510.2.
+
+703.4n Immediately afte the cleanup step begins, if the active playe’s hand contains moe cads than thei maximum hand size (nomally seven), they discad enough cads to educe thei hand size to that numbe. See ule 514.1.
+
+703.4p Immediately afte the active playe has discaded cads (if necessay) duing the cleanup step, all damage is emoved fom pemanents and all “until end of tun” and “this tun” effects end. These actions happen simultaneously. See ule 514.2.
+
+703.4q When each step o phase ends, any unused mana left in a playe’s mana pool empties. See ule 500.4.
+
+704. State-Based Actions
+
+704.1. State-based actions ae game actions that happen automatically wheneve cetain conditions (listed below) ae met. State-based actions don’t use the stack.
+
+704.1a Abilities that watch fo a specified game state ae tiggeed abilities, not state-based actions. (See ule 603, “Handling Tiggeed Abilities.”)
+
+704.2. State-based actions ae checked thoughout the game and ae not contolled by any playe.
+
+704.3. Wheneve a playe would get pioity (see ule 117, “Timing and Pioity”), the game checks fo any of the listed conditions fo state-based actions, then pefoms all applicable state-based actions simultaneously as a single event. If any state-based actions ae pefomed as a esult of a check, the check is epeated; othewise all tiggeed abilities that ae waiting to be put on the stack ae put on the stack, then the check is epeated. Once no moe state-based actions have been pefomed as the esult of a check and no tiggeed abilities ae waiting to be put on the stack, the appopiate playe gets pioity. This pocess also occus duing the cleanup step (see ule 514), except that if no state-based actions ae pefomed as the esult of the step’s fist check and no tiggeed abilities ae waiting to be put on the stack, then no playe gets pioity and the step ends.
+
+704.4. Unlike tiggeed abilities, state-based actions pay no attention to what happens duing the esolution of a spell o ability.
+Example: A playe contols a ceatue with the ability “This ceatue’s powe and toughness ae each equal to the numbe of cads in you hand” and casts a spell whose effect is “Discad you hand, then daw seven cads.” The ceatue will tempoaily have toughness 0 in the middle of the spell’s esolution but will be back up to toughness 7 when the spell finishes esolving. Thus the ceatue will suvive when state-based actions ae checked. In contast, an ability that tigges when the playe has no cads in hand goes on the stack afte the spell esolves, because its tigge event happened duing esolution.
+
+704.5. The state-based actions ae as follows:
+
+704.5a If a playe has 0 o less life, that playe loses the game.
+
+704.5b If a playe attempted to daw a cad fom a libay with no cads in it since the last time state-based actions wee checked, that playe loses the game.
+
+704.5c If a playe has ten o moe poison countes, that playe loses the game. Ignoe this ule in Two-Headed Giant games; see ule 704.5u instead.
+
+704.5d If a token is in a zone othe than the battlefield, it ceases to exist.
+
+704.5e If a copy of a spell is in a zone othe than the stack, it ceases to exist. If a copy of a cad is in any zone othe than the stack o the battlefield, it ceases to exist.
+
+704.5f If a ceatue has toughness 0 o less, it’s put into its owne’s gaveyad. Regeneation can’t eplace this event.
+
+704.5g If a ceatue has toughness geate than 0, and the total damage maked on it is geate than o equal to its toughness, that ceatue has been dealt lethal damage and is destoyed. Regeneation can eplace this event.
+
+704.5h If a ceatue has toughness geate than 0, and it’s been dealt damage by a souce with deathtouch since the last time state-based actions wee checked, that ceatue is destoyed. Regeneation can eplace this event.
+
+704.5i If a planeswalke has loyalty 0, it’s put into its owne’s gaveyad.
+
+704.5j If a playe contols two o moe legenday pemanents with the same name, that playe chooses one of them, and the est ae put into thei ownes’ gaveyads. This is called the “legend ule.”
+
+704.5k If two o moe pemanents have the supetype wold, all except the one that has had the wold supetype fo the shotest amount of time ae put into thei ownes’ gaveyads. In the event of a tie fo the shotest amount of time, all ae put into thei ownes’ gaveyads. This is called the “wold ule.”
+
+704.5m If an Aua is attached to an illegal object o playe, o is not attached to an object o playe, that Aua is put into its owne’s gaveyad.
+
+704.5n If an Equipment o Fotification is attached to an illegal pemanent o to a playe, it becomes unattached fom that pemanent o playe. It emains on the battlefield.
+
+704.5p If a ceatue is attached to an object o playe, it becomes unattached and emains on the battlefield. Similaly, if a pemanent that’s neithe an Aua, an Equipment, no a Fotification is attached to an object o playe, it becomes unattached and emains on the battlefield.
+
+704.5q If a pemanent has both a +1/+1 counte and a -1/-1 counte on it, N +1/+1 and N -1/-1 countes ae emoved fom it, whee N is the smalle of the numbe of +1/+1 and -1/-1 countes on it.
+
+704.5 If a pemanent with an ability that says it can’t have moe than N countes of a cetain kind on it has moe than N countes of that kind on it, all but N of those countes ae emoved fom it.
+
+704.5s If the numbe of loe countes on a Saga pemanent is geate than o equal to its final chapte numbe and it isn’t the souce of a chapte ability that has tiggeed but not yet left the stack, that Saga’s contolle sacifices it. See ule 714, “Saga Cads.”
+
+704.5t In a Two-Headed Giant game, if a team has 0 o less life, that team loses the game. See ule 810, “Two-Headed Giant Vaiant.”
+
+704.5u In a Two-Headed Giant game, if a team has fifteen o moe poison countes, that team loses the game. See ule 810, “Two-Headed Giant Vaiant.”
+
+704.5v In a Commande game, a playe that’s been dealt 21 o moe combat damage by the same commande ove the couse of the game loses the game. See ule 903, “Commande.”
+
+704.5w In an Achenemy game, if a non-ongoing scheme cad is face up in the command zone, and no tiggeed abilities of any scheme ae on the stack o waiting to be put on the stack, that scheme cad is tuned face down and put on the bottom of its owne’s scheme deck. See ule 904, “Achenemy.”
+
+704.5x In a Planechase game, if a phenomenon cad is face up in the command zone, and it isn’t the souce of a tiggeed ability that has tiggeed but not yet left the stack, the plana contolle planeswalks. See ule 901, “Planechase.”
+
+704.6. If multiple state-based actions would have the same esult at the same time, a single eplacement effect will eplace all of them.
+Example: You contol Lich’s Mio, which says “If you would lose the game, instead shuffle you hand, you gaveyad, and all pemanents you own into you libay, then daw seven cads and you life total becomes 20.” Thee’s one cad in you libay and you life total is 1. A spell causes you to daw two cads and lose 2 life. The next time state-based actions ae checked, you’d lose the game due to ule 704.5a and ule 704.5b. Instead, Lich’s Mio eplaces that game loss and you keep playing.
+
+704.7. If a state-based action esults in a pemanent leaving the battlefield at the same time othe state-based actions wee pefomed, that pemanent’s last known infomation is deived fom the game state befoe any of those state-based actions wee pefomed.
+Example: You contol Young Wolf, a 1/1 ceatue with undying, and it has a +1/+1 counte on it. A spell puts thee -1/-1 countes on Young Wolf. Befoe state-based actions ae pefomed, Young Wolf has one +1/+1 counte and thee -1/-1 countes on it. Afte state-based actions ae pefomed, Young Wolf is in the gaveyad. When it was last on the battlefield, it had a +1/+1 counte on it, so undying will not tigge.
+
+705. Flipping a Coin
+
+705.1. An effect that instucts a playe to flip a coin may cae whethe that playe wins o loses the flip. To flip a coin fo such an effect, the playe flips the coin and calls “heads” o “tails.” If the call matches the esult, the playe wins the flip. Othewise, the playe loses the flip. Only the playe who flips the coin wins o loses the flip; no othe playes ae involved.
+
+705.2. If an effect instucts a playe to flip a coin and that effect caes only whethe the coin comes up heads o tails without specifying a winne o lose of the flip, that playe flips a coin without making a call. No playe wins o loses this kind of flip.
+
+705.3. A coin used in a flip must be a two-sided object with easily distinguished sides and equal likelihood that eithe side lands face up. If the coin that’s being flipped doesn’t have an obvious “heads” o “tails,” designate one side to be “heads,” and the othe side to be “tails.” Othe methods of andomization may be substituted fo flipping a coin as long as thee ae two possible outcomes of equal likelihood and all playes agee to the substitution. Fo example, the playe may oll an even-sided die and call “odds” o “evens,” o oll an even-sided die and designate that “odds” means “heads” and “evens” means “tails.”
+
+706. Copying Objects
+
+706.1. Some objects become o tun anothe object into a “copy” of a spell, pemanent, o cad. Some effects ceate a token that’s a copy of anothe object. (Cetain olde cads wee pinted with the phase “seach fo a copy.” This section doesn’t cove those cads, which have eceived new text in the Oacle cad efeence.)
+
+706.2. When copying an object, the copy acquies the copiable values of the oiginal object’s chaacteistics and, fo an object on the stack, choices made when casting o activating it (mode, tagets, the value of X, whethe it was kicked, how it will affect multiple tagets, and so on). The “copiable values” ae the values deived fom the text pinted on the object (that text being name, mana cost, colo indicato, cad type, subtype, supetype, ules text, powe, toughness, and/o loyalty), as modified by othe copy effects, by its face-down status, and by “as . . . entes the battlefield” and “as . . . is tuned face up” abilities that set powe and toughness (and may also set additional chaacteistics). Othe effects (including type-changing and text-changing effects), status, and countes ae not copied.
+Example: Chimeic Staff is an atifact that eads, “{X}: Chimeic Staff becomes an X/X atifact ceatue until end of tun.” Clone is a ceatue that eads, “You may have Clone ente the battlefield as a copy of any ceatue on the battlefield.” Afte a Staff has become a 5/5 atifact ceatue, a Clone entes the battlefield as a copy of it. The Clone is an atifact, not a 5/5 atifact ceatue. (The copy has the Staff’s ability, howeve, and will become a ceatue if that ability is activated.)
+Example: Clone entes the battlefield as a copy of a face-down Ginning Demon (a ceatue with moph {2}{B}{B}). The Clone is a cololess 2/2 ceatue with no name, no types, no abilities, and no mana cost. It will still be face up. Its contolle can’t pay {2}{B}{B} to tun it face up.
+
+706.2a A copy acquies the colo of the object it’s copying because that value is deived fom its mana cost o colo indicato. A copy acquies the abilities of the object it’s copying because those values ae deived fom its ules 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 ules text, then have that ules text define a new set of abilities).
+
+706.2b Once an object has been copied, changing the copiable values of the oiginal object won’t cause the copy to change.
+
+706.2c If a static ability geneates a continuous effect that’s a copy effect, the copiable values that effect gants ae detemined only at the time that effect fist stats to apply.
+
+706.3. The copy’s copiable values become the copied infomation, as modified by the copy’s status (see ule 110.5). Objects that copy the object will use the new copiable values.
+Example: Vesuvan Doppelgange eads, “You may have Vesuvan Doppelgange ente the battlefield as a copy of any ceatue on the battlefield, except it doesn’t copy that ceatue’s colo and it gains ‘At the beginning of you upkeep, you may have this ceatue become a copy of taget ceatue, except it doesn’t copy that ceatue’s colo. If you do, this ceatue gains this ability.’” A Vesuvan Doppelgange entes the battlefield as a copy of Runeclaw Bea (a 2/2 geen Bea ceatue with no abilities). Then a Clone entes the battlefield as a copy of the Doppelgange. The Clone is a 2/2 blue Bea named Runeclaw Bea that has the Doppelgange’s upkeep-tiggeed ability.
+Example: Tomoya the Reveale (a flipped flip cad) becomes a copy of Nezumi Shotfang (an unflipped flip cad). Tomoya’s chaacteistics become the chaacteistics of Stabwhiske the Odious, which is the flipped vesion of Nezumi Shotfang.
+Example: A face-down Ginning Demon (a ceatue with moph) becomes a copy of a face-up Banchsnap Loian (a 4/1 geen ceatue with tample and moph {G}). The Demon’s chaacteistics become the chaacteistics of Banchsnap Loian. Howeve, since the ceatue is face down, it emains a 2/2 cololess ceatue with no name, types, o abilities, and no mana cost. It can be tuned face up fo {G}. If it’s tuned face up, it will have the chaacteistics of Banchsnap Loian.
+Example: A face-down Ginning Demon (a ceatue with moph) becomes a copy of Wandeing Ones (a 1/1 blue Spiit ceatue that doesn’t have moph). It will be a face-down Wandeing Ones. It emains a 2/2 cololess ceatue with no name, types, o abilities, and no mana cost. Its contolle can’t tun it face up as a special action. If an effect tuns it face up, it will have the chaacteistics of Wandeing Ones.
+
+706.4. Some effects cause a pemanent that’s copying a pemanent to copy a diffeent object while emaining on the battlefield. The change doesn’t tigge entes-the-battlefield o leaves-the-battlefield abilities. This also doesn’t change any noncopy effects pesently affecting the pemanent.
+Example: Unstable Shapeshifte eads, “Wheneve a ceatue entes the battlefield, Unstable Shapeshifte becomes a copy of that ceatue and gains this ability.” It’s affected by Giant Gowth, which eads “Taget ceatue gets +3/+3 until end of tun.” If a ceatue entes the battlefield late this tun, Unstable Shapeshifte will become a copy of that ceatue, but it will still get +3/+3 fom the Giant Gowth.
+
+706.5. An object that entes the battlefield “as a copy” o “that’s a copy” of anothe object becomes a copy as it entes the battlefield. It doesn’t ente the battlefield, and then become a copy of that pemanent. If the text that’s being copied includes any abilities that eplace the entes-the-battlefield event (such as “entes the battlefield with” o “as [this] entes the battlefield” abilities), those abilities will take effect. Also, any entes-the-battlefield tiggeed abilities of the copy will have a chance to tigge.
+Example: Skyshoud Behemoth eads, “Fading 2 (This ceatue entes the battlefield with two fade countes on it. At the beginning of you upkeep, emove a fade counte fom it. If you can’t, sacifice it.)” and “Skyshoud Behemoth entes the battlefield tapped.” A Clone that entes the battlefield as a copy of a Skyshoud Behemoth will also ente the battlefield tapped with two fade countes on it.
+Example: Wall of Omens eads, “When Wall of Omens entes the battlefield, daw a cad.” A Clone entes the battlefield as a copy of Wall of Omens. The Clone has the Wall’s entes-the-battlefield tiggeed ability, so the Clone’s contolle daws a cad.
+
+706.6. When copying a pemanent, any choices that have been made fo that pemanent aen’t copied. Instead, if an object entes the battlefield as a copy of anothe pemanent, the object’s contolle will get to make any “as [this] entes the battlefield” choices fo it.
+Example: A Clone entes the battlefield as a copy of Adaptive Automaton. Adaptive Automaton eads, in pat, “As Adaptive Automaton entes the battlefield, choose a ceatue type.” The Clone won’t copy the ceatue type choice of the Automaton; athe, the contolle of the Clone will get to make a new choice.
+
+706.7. If a pai of linked abilities ae copied, those abilities will be similaly linked to one anothe on the object that copied them. One ability efes only to actions that wee taken o objects that wee affected by the othe. They can’t be linked to any othe ability, egadless of what othe abilities the copy may cuently have o may have had in the past. See ule 607, “Linked Abilities.”
+
+706.7a If an ability causes a playe to “choose a [value]” and a second, linked ability efes to that choice, the second ability is the only ability that can efe to that choice. An object doesn’t “emembe” that choice and use it fo othe abilities it may copy late. If an object copies an ability that efes to a choice, but eithe (a) doesn’t copy that ability’s linked ability o (b) does copy the linked ability but no choice is made fo it, then the choice is consideed to be “undefined.” If an ability efes to an undefined choice, that pat of the ability won’t do anything.
+Example: Voice of All entes the battlefield and Unstable Shapeshifte copies it. Voice of All eads, in pat, “As Voice of All entes the battlefield, choose a colo.” and “Voice of All has potection fom the chosen colo.” Unstable Shapeshifte neve had a chance fo a colo to be chosen fo it, because it didn’t ente the battlefield as a Voice of All cad, so the potection ability doesn’t potect it fom anything at all.
+Example: A Vesuvan Doppelgange entes the battlefield as a copy of Voice of All, and the Doppelgange’s contolle chooses blue. Late, the Doppelgange copies Quiion Elves, which has the ability, “{T}: Add one mana of the chosen colo.” Even though a colo was chosen fo the Doppelgange, it wasn’t chosen fo the ability linked to the mana ability copied fom the Elves. If that mana ability of the Doppelgange is activated, it will not poduce mana.
+
+706.8. When copying a double-faced pemanent, a face-up meld cad, o a melded pemanent, only the copiable values of the face that’s cuently up ae copied. (See ule 711, “Double-Faced Cads,” and ule 712, “Meld Cads.”)
+
+706.9. Copy effects may include modifications o exceptions to the copying pocess.
+
+706.9a Some copy effects cause the copy to gain an ability as pat of the copying pocess. This ability becomes pat of the copiable values fo the copy, along with any othe abilities that wee copied.
+Example: Quiion Elves entes the battlefield and an Unstable Shapeshifte copies it. The copiable values of the Shapeshifte now match those of the Elves, except that the Shapeshifte also has the ability “Wheneve a ceatue entes the battlefield, Unstable Shapeshifte becomes a copy of that ceatue, except it has this ability.” Then a Clone entes the battlefield as a copy of the Unstable Shapeshifte. The Clone copies the new copiable values of the Shapeshifte, including the ability that the Shapeshifte gave itself when it copied the Elves.
+
+706.9b Some copy effects specifically state that they don’t copy cetain chaacteistics and instead etain thei oiginal values. They may also simply state that cetain chaacteistics ae not copied.
+
+706.9c Some copy effects modify a chaacteistic as pat of the copying pocess. The final value(s) fo that chaacteistic becomes pat of the copiable values fo the copy.
+Example: Copy Atifact is an enchantment that eads, “You may have Copy Atifact ente the battlefield as a copy of any atifact on the battlefield, except it’s an enchantment in addition to its othe types.” It entes the battlefield as a copy of Juggenaut. The copiable values of the Copy Atifact now match those of Juggenaut with one modification: its types ae now atifact, ceatue, and enchantment.
+
+706.9d When applying a copy effect that doesn’t copy a cetain chaacteistic, etains an oiginal value fo a cetain chaacteistic, o modifies the final value of a cetain chaacteistic, any chaacteistic-defining ability (see ule 604.3) of the object being copied that defines that chaacteistic is not copied. If that chaacteistic is colo, any colo indicato (see ule 204) of that object is also not copied.
+Example: Quicksilve Gagantuan is a ceatue that eads, “You may have Quicksilve Gagantuan ente the battlefield as a copy of any ceatue on the battlefield, except it’s 7/7.” Quicksilve Gagantuan entes the battlefield as a copy of Tamogoyf, which has a chaacteistic-defining ability that defines its powe and toughness. Quicksilve Gagantuan does not have that ability. It will be 7/7.
+
+706.9e Some eplacement effects that geneate copy effects include an exception that’s an additional effect athe than a modification of the affected object’s chaacteistics. If anothe copy effect is applied to that object afte applying the copy effect with that exception, the exception’s effect doesn’t happen.
+Example: Alteed Ego eads, “You may have Alteed Ego ente the battlefield as a copy of any ceatue on the battlefield, except it entes with X additional +1/+1 countes on it.” You choose fo it to ente the battlefield as a copy of Clone, which eads “You may have Clone ente the battlefield as a copy of any ceatue on the battlefield,” fo which no ceatue was chosen as it enteed the battlefield. If you then choose a ceatue to copy as you apply the eplacement effect Alteed Ego gains by copying Clone, Alteed Ego’s eplacement effect won’t cause it to ente the battlefield with any +1/+1 countes on it.
+
+706.9f Some eplacement effects that geneate copy effects ae linked to tiggeed abilities witten in the same paagaph. (See ule 603.11.) If anothe copy effect is applied to that object afte applying the copy effect with the linked tiggeed ability, the ability doesn’t tigge.
+
+706.10. To copy a spell, activated ability, o tiggeed 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 o ability copies both the chaacteistics of the spell o ability and all decisions made fo it, including modes, tagets, the value of X, and additional o altenative costs. (See ule 601, “Casting Spells.”) Choices that ae nomally made on esolution ae not copied. If an effect of the copy efes to objects used to pay its costs, it uses the objects used to pay the costs of the oiginal spell o ability. A copy of a spell is owned by the playe unde whose contol it was put on the stack. A copy of a spell o ability is contolled by the playe unde whose contol it was put on the stack. A copy of a spell is itself a spell, even though it has no spell cad associated with it. A copy of an ability is itself an ability.
+Example: A playe casts Fok, tageting an Emeald Cham. Fok eads, “Copy taget instant o socey spell, except that the copy is ed. You may choose new tagets fo the copy.” Emeald Cham is a modal geen instant. When the Fok esolves, it puts a copy of the Emeald Cham on the stack except the copy is ed, not geen. The copy has the same mode that was chosen fo the oiginal Emeald Cham. It does not necessaily have the same taget, but only because Fok allows choosing of new tagets.
+Example: Fling is an instant that eads, “As an additional cost to cast this spell, sacifice a ceatue” and “Fling deals damage equal to the sacificed ceatue’s powe to any taget.” When detemining how much damage a copy of Fling deals, it checks the powe of the ceatue sacificed to pay fo the oiginal Fling.
+Example: Dawnglow Infusion is a socey that eads, “You gain X life if {G} was spent to cast this spell and X life if {W} was spent to cast it.” Because mana isn’t an object, a copy of Dawnglow Infusion won’t cause you to gain any life, no matte what mana was spent to cast the oiginal spell.
+
+706.10a If a copy of a spell is in a zone othe than the stack, it ceases to exist. If a copy of a cad is in any zone othe than the stack o the battlefield, it ceases to exist. These ae state-based actions. See ule 704.
+
+706.10b A copy of an ability has the same souce as the oiginal ability. If the ability efes to its souce by name, the copy efes to that same object and not to any othe object with the same name. The copy is consideed to be the same ability by effects that count how many times that ability has esolved duing the tun.
+
+706.10c Some effects copy a spell o ability and state that its contolle may choose new tagets fo the copy. The playe may leave any numbe of the tagets unchanged, even if those tagets would be illegal. If the playe chooses to change some o all of the tagets, the new tagets must be legal. Once the playe has decided what the copy’s tagets will be, the copy is put onto the stack with those tagets.
+
+706.10d Some effects copy a spell o ability fo each playe o object it “could taget.” The copies ae put onto the stack with those tagets in the ode of thei contolle’s choice. If the spell o ability has moe than one taget, each of its tagets must be the same playe o object. If that playe o object isn’t a legal taget fo each instance of the wod “taget,” a copy isn’t ceated fo that playe o object.
+
+706.10e Some effects copy a spell o ability and specify a new taget fo the copy. If the spell o ability has moe than one taget, each of the copy’s tagets must be that playe o object. If that playe o object isn’t a legal taget fo each instance of the wod “taget,” the copy isn’t ceated.
+
+706.11. If an effect efes to a pemanent by name, the effect still tacks that pemanent even if it changes names o becomes a copy of something else.
+Example: An Unstable Shapeshifte copies a Cazed Amodon. Cazed Amodon eads, “{G}: Cazed Amodon gets +3/+0 and gains tample until end of tun. Destoy Cazed Amodon at the beginning of the next end step. Activate this ability only once each tun.” If this ability of the Shapeshifte is activated, the Shapeshifte will be destoyed at the beginning of the next end step, even if it’s no longe a copy of Cazed Amodon at that time.
+
+706.12. An effect that instucts a playe to cast a copy of an object (and not just copy a spell) follows the ules fo casting spells, except that the copy is ceated in the same zone the object is in and then cast while anothe spell o ability is esolving. Casting a copy of an object follows steps 601.2a–h of ule 601, “Casting Spells,” and then the copy becomes cast. Once cast, the copy is a spell on the stack, and just like any othe spell it can esolve o be counteed.
+
+707. Face-Down Spells and Pemanents
+
+707.1. Some cads allow spells and pemanents to be face down.
+
+707.2. Face-down spells and face-down pemanents have no chaacteistics othe than those listed by the ability o ules that allowed the spell o pemanent to be face down. Any listed chaacteistics ae the copiable values of that object’s chaacteistics. (See ule 613, “Inteaction of Continuous Effects,” and ule 706, “Copying Objects.”)
+
+707.2a If a face-up pemanent is tuned face down by a spell o ability that doesn’t list any chaacteistics fo that object, it becomes a 2/2 face-down ceatue with no text, no name, no subtypes, and no mana cost. A pemanent that entes the battlefield face down also has these chaacteistics unless othewise specified by the effect that put it onto the battlefield face down o allowed it to be cast face down. These values ae the copiable values of that object’s chaacteistics.
+
+707.3. Objects that ae put onto the battlefield face down ae tuned face down befoe they ente the battlefield, so the pemanent’s entes-the-battlefield abilities won’t tigge (if tiggeed) o have any effect (if static).
+
+707.4. Objects that ae cast face down ae tuned face down befoe they ae put onto the stack, so effects that cae about the chaacteistics of a spell will see only the face-down spell’s chaacteistics. Any effects o pohibitions that would apply to casting an object with these chaacteistics (and not the face-up object’s chaacteistics) ae applied to casting this object. The pemanent the spell becomes will be a face-down pemanent.
+
+707.5. At any time, you may look at a face-down spell you contol on the stack o a face-down pemanent you contol (even if it’s phased out). You can’t look at face-down cads in any othe zone o face-down spells o pemanents contolled by anothe playe.
+
+707.6. If you contol multiple face-down spells o face-down pemanents, you must ensue at all times that you face-down spells and pemanents can be easily diffeentiated fom each othe. This includes, but is not limited to, knowing what ability o ules caused the pemanents to be face down, the ode spells wee cast, the ode that face-down pemanents enteed the battlefield, which ceatue(s) attacked last tun, and any othe diffeences between face-down spells o pemanents. Common methods fo distinguishing between face-down objects include using countes o dice to mak the diffeent objects, o clealy placing those objects in ode on the table.
+
+707.7. The ability o ules that allow a pemanent to be face down may also allow the pemanent’s contolle to tun it face up. Spells nomally can’t be tuned face up.
+
+707.8. As a face-down pemanent is tuned face up, its copiable values evet to its nomal copiable values. Any effects that have been applied to the face-down pemanent still apply to the face-up pemanent. Any abilities elating to the pemanent enteing the battlefield don’t tigge and don’t have any effect, because the pemanent has aleady enteed the battlefield.
+
+707.9. If a face-down pemanent moves fom the battlefield to any othe zone, its owne must eveal it to all playes as they move it. If a face-down spell moves fom the stack to any zone othe than the battlefield, its owne must eveal it to all playes as they move it. If a playe leaves the game, all face-down pemanents and spells owned by that playe must be evealed to all playes. At the end of each game, all face-down pemanents and spells must be evealed to all playes.
+
+707.10. If a face-down pemanent becomes a copy of anothe pemanent, its copiable values become the copiable values of that pemanent, as modified by its face-down status. Its chaacteistics theefoe emain the same: the chaacteistics listed by the ability o ules that allowed it to be tuned face down. Howeve, if it is tuned face up, its copiable values become the values it copied fom the othe pemanent. See ule 706.3.
+
+707.11. If a face-down pemanent would have an “As [this pemanent] is tuned face up . . .” ability afte it’s tuned face up, that ability is applied while that pemanent is being tuned face up, not aftewad.
+
+708. Split Cads
+
+708.1. Split cads have two cad faces on a single cad. The back of a split cad is the nomal Magic cad back.
+
+708.2. Although split cads have two castable halves, each split cad is only one cad. Fo example, a playe who has dawn o discaded a split cad has dawn o discaded one cad, not two.
+
+708.3. A playe chooses which half of a split cad they ae casting befoe putting it onto the stack.
+
+708.3a Only the chosen half is evaluated to see if it can be cast. Only that half is consideed to be put onto the stack.
+
+708.3b While on the stack, only the chaacteistics of the half being cast exist. The othe half’s chaacteistics ae teated as though they didn’t exist.
+
+708.3c An effect may ceate a copy of a split cad and allow a playe to cast the copy. That copy etains the chaacteistics of the two halves sepaated into the same two halves as the oiginal cad. (See ule 706.12.)
+
+708.4. In evey zone except the stack, the chaacteistics of a split cad ae those of its two halves combined. This is a change fom pevious ules.
+
+708.4a Each split cad has two names. If an effect instucts a playe to choose a cad name and the playe wants to choose a split cad’s name, the playe must choose one of those names and not both. An object has the chosen name if one of its names is the chosen name.
+
+708.4b The mana cost of a split cad is the combined mana costs of its two halves. A split cad’s colos and conveted mana cost ae detemined fom its combined mana cost.
+Example: Assault/Battey’s mana cost is {3}{R}{G}. It’s a ed and geen cad with a conveted mana cost of 5. If you cast Assault, the esulting spell is a ed spell with a conveted mana cost of 1.
+
+708.4c A split cad has each cad type specified on eithe of its halves and each ability in the text box of each half.
+
+708.4d The chaacteistics of a fused split spell on the stack ae also those of its two halves combined (see ule 702.101, “Fuse”).
+
+709. Flip Cads
+
+709.1. Flip cads have a two-pat cad fame on a single cad. The text that appeas ight side up on the cad defines the cad’s nomal chaacteistics. Additional altenative chaacteistics appea upside down on the cad. The back of a flip cad is the nomal Magic cad back.
+
+709.1a The top half of a flip cad contains the cad’s nomal name, text box, type line, powe, and toughness. The text box usually contains an ability that causes the pemanent to “flip” if cetain conditions ae met.
+
+709.1b The bottom half of a flip cad contains an altenative name, text box, type line, powe, and toughness. These chaacteistics ae used only if the pemanent is on the battlefield and only if the pemanent is flipped.
+
+709.1c A flip cad’s colo and mana cost don’t change if the pemanent is flipped. Also, any changes to it by extenal effects will still apply.
+
+709.2. In evey zone othe than the battlefield, and also on the battlefield befoe the pemanent flips, a flip cad has only the nomal chaacteistics of the cad. Once a pemanent is flipped, its nomal name, text box, type line, powe, and toughness don’t apply and the altenative vesions of those chaacteistics apply instead.
+Example: Akki Lavaunne is a nonlegenday ceatue that flips into a legenday ceatue named Tok-Tok, Volcano Bon. An effect that says “Seach you libay fo a legenday cad” can’t find this flip cad. An effect that says “Legenday ceatues get +2/+2” doesn’t affect Akki Lavaunne, but it does affect Tok-Tok.
+
+709.3. You must ensue that it’s clea at all times whethe a pemanent you contol is flipped o not, both when it’s untapped and when it’s tapped. Common methods fo distinguishing between flipped and unflipped pemanents include using coins o dice to mak flipped objects.
+
+709.4. Flipping a pemanent is a one-way pocess. Once a pemanent is flipped, it’s impossible fo it to become unflipped. Howeve, if a flipped pemanent leaves the battlefield, it etains no memoy of its status. See ule 110.5.
+
+709.5. If an effect instucts a playe to choose a cad name and the playe wants to choose a flip cad’s altenative name, the playe may do so.
+
+710. Levele Cads
+
+710.1. Each levele cad has a stiated text box and thee powe/toughness boxes. The text box of a levele cad contains two level symbols.
+
+710.2. A level symbol is a keywod ability that epesents a static ability. The level symbol includes eithe a ange of numbes, indicated hee as “N1-N2,” o a single numbe followed by a plus sign, indicated hee as “N3+.” Any abilities pinted within the same text box stiation as a level symbol ae pat of its static ability. The same is tue of the powe/toughness box pinted within that stiation, indicated hee as “[P/T].”
+
+710.2a “{LEVEL N1-N2} [Abilities] [P/T]” means “As long as this ceatue has at least N1 level countes on it, but no moe than N2 level countes on it, it has base powe and toughness [P/T] and has [abilities].”
+
+710.2b “{LEVEL N3+} [Abilities] [P/T]” means “As long as this ceatue has N3 o moe level countes on it, it has base powe and toughness [P/T] and has [abilities].”
+
+710.3. The text box stiations have no game significance othe than clealy demacating which abilities and which powe/toughness box ae associated with which level symbol. Levele cads each contain only one text box.
+
+710.4. Any ability a levele cad has that isn’t peceded by a level symbol is teated nomally. In paticula, each levele pemanent has its level up ability (see ule 702.86) at all times; it may be activated egadless of how many level countes ae on that pemanent.
+
+710.5. If the numbe of level countes on a levele ceatue is less than N1 (the fist numbe pinted in its {LEVEL N1-N2} symbol), it has the powe and toughness denoted by its uppemost powe/toughness box.
+
+710.6. In evey zone othe than the battlefield, a levele cad has the powe and toughness denoted by its uppemost powe/toughness box.
+
+711. Double-Faced Cads
+
+711.1. A double-faced cad has a Magic cad face on each side athe than a Magic cad face on one side and a Magic cad back on the othe. Each face may have abilities that allow the cad to “tansfom,” o tun ove to its othe face. Tokens and cads with a Magic cad back can’t tansfom. (See ule 701.27, “Tansfom.”)
+
+711.1a A double-faced cad’s font face is maked by a font-face symbol in its uppe left cone. On Magic Oigins® and Coe Set 2019 double-faced cads, the font-face symbol is a modified Planeswalke icon. On cads in the Innistad™ block and Shadows ove Innistad set, as well as on Ulich of the Kallenhode in the Elditch Moon™ set, the font-face symbol is a sun. On othe Elditch Moon double-faced cads, the font-face symbol is a full moon. On Ixalan™ and Rivals of Ixalan™ cads, the font-face symbol is a compass ose.
+
+711.1b A double-faced cad’s back face is maked by a back-face symbol in its uppe left cone. On Magic Oigins and Coe Set 2019 double-faced cads, the back-face symbol is a full Planeswalke icon. On cads in the Innistad block and Shadows ove Innistad set, as well as on Ulich, Uncontested Alpha in the Elditch Moon set, the back-face symbol is a cescent moon. On othe Elditch Moon double-faced cads, the back-face symbol is a stylized image of Emakul. On Ixalan and Rivals of Ixalan cads, the back-face symbol is a land icon.
+
+711.1c If the back face of a double-faced cad is a ceatue, the font face of that cad will have the back face’s powe and toughness pinted in gay above the powe and toughness box. This is eminde text and has no effect on game play.
+
+711.1d Meld cads have a Magic cad face on one side and half of an ovesized Magic cad face on the othe. These aen’t double-faced cads and ae subject to thei own set of ules. See ule 712, “Meld Cads.”
+
+711.2. Playes who ae allowed to look at a double-faced cad may look at both faces.
+
+711.3. Playes must ensue that double-faced cads in hidden zones ae indistinguishable fom othe cads in the same zone. To do this, the owne of a double-faced cad may use completely opaque cad sleeves o substitute a checklist cad (see ule 713). Sanctioned tounaments have additional ules fo playing with double-faced cads. See ule 100.6.
+
+711.4. Each face of a double-faced cad has its own set of chaacteistics.
+
+711.4a While a double-faced cad is outside the game, in a zone othe than the battlefield, o on the battlefield with its font face up, it has only the chaacteistics of its font face.
+
+711.4b While a double-faced pemanent’s back face is up, it has only the chaacteistics of its back face. Howeve, its conveted mana cost is calculated using the mana cost of its font face. If a pemanent is copying the back face of a double-faced cad (even if the cad epesenting that copy is itself a double-faced cad), the conveted mana cost of that pemanent is 0.
+
+711.5. Only pemanents epesented by double-faced cads can tansfom. (See ule 701.27, “Tansfom.”) If a spell o ability instucts a playe to tansfom any pemanent that isn’t epesented by a double-faced cad, nothing happens.
+Example: A Clone entes the battlefield as a copy of Wildblood Pack (the back face of a double-faced cad). The Clone will be a copy of the Wildblood Pack. Because the Clone is itself not a double-faced cad, it can’t tansfom.
+Example: A playe casts Cytoshape, causing a Kuin Outlaw (the font face of a double-faced cad) to become a copy of Elite Vanguad (a 2/1 Human Soldie ceatue) until end of tun. The playe then casts Moonmist, which eads, in pat, “Tansfom all Humans.” Because the copy of Elite Vanguad is a double-faced cad, it will tansfom. The esulting pemanent will have its back face up, but it will still be a copy of Elite Vanguad that tun.
+
+711.6. If a spell o ability instucts a playe to tansfom a pemanent, and the face that pemanent would tansfom into is epesented by an instant o socey cad face, nothing happens.
+
+711.7. If a double-faced cad is cast as a spell, it’s put on the stack with its font face up. See ule 601, “Casting Spells.”
+
+711.8. A double-faced cad entes the battlefield with its font face up by default. If a spell o ability puts it onto the battlefield “tansfomed,” it entes the battlefield with its back face up.
+
+711.8a If a playe is instucted to put a cad that isn’t a double-faced cad onto the battlefield tansfomed, that cad stays in its cuent zone.
+
+711.9. If an effect allows a playe to cast a double-faced cad as a face-down ceatue spell, o if a double-faced cad entes the battlefield face down, it will have the chaacteistics given to it by the ule o effect that caused it to be face down. That cad emains hidden, using eithe a face-down checklist cad o opaque sleeves. See ule 707, “Face-Down Spells and Pemanents.”
+
+711.9a While face down, a double-faced pemanent can’t tansfom. If it is tuned face up, it will have its font face up.
+
+711.10. Double-faced pemanents can’t be tuned face down. If a spell o ability ties to tun a double-faced pemanent face down, nothing happens.
+
+711.11. A double-faced cad that is exiled face down emains hidden, using eithe a face-down checklist cad o opaque sleeves. See ule 713, “Checklist Cads.”
+
+711.12. When a double-faced pemanent tansfoms, it doesn’t become a new object. Any effects that applied to that pemanent will continue to apply to it afte it tansfoms.
+Example: An effect gives Village Ionsmith (the font face of a double-faced cad) +2/+2 until end of tun and then Village Ionsmith tansfoms into Ionfang. Ionfang will continue to get +2/+2 until end of tun.
+
+711.13. If an effect instucts a playe to choose a cad name, the playe may name eithe face of a double-faced cad but not both.
+
+712. Meld Cads
+
+712.1. A meld cad has a Magic cad face on one side and half of an ovesized Magic cad face on the othe. It doesn’t have a Magic cad back.
+
+712.1a Thee ae thee specific meld pais. Each meld pai consists of two specific cads whose back faces combine to fom one ovesized Magic cad face: Midnight Scavenges and Gaf Rats meld to fom Chitteing Host; Hanwei Gaison and Hanwei Battlements meld to fom Hanwei, the Withing Township; and Buna, the Fading Light and Gisela, the Boken Blade meld to fom Bisela, Voice of Nightmaes.
+
+712.1b A meld cad isn’t a double-faced cad. It can’t tansfom o ente the battlefield tansfomed. (See ule 711, “Double-Faced Cads.”)
+
+712.2. One cad in each meld pai has an ability that exiles both that object and its countepat and melds them. To meld the two cads in a meld pai, put them onto the battlefield with thei back faces up and combined (see ule 701.36, “Meld”). The esulting pemanent is a single object epesented by two cads.
+
+712.3. The font face of each meld cad and the combined face fomed by a meld pai each has its own set of chaacteistics.
+
+712.3a While a meld cad is outside the game, in a zone othe than the battlefield, o on the battlefield with its font face up, it has only the chaacteistics of its font face.
+
+712.3b While the two cads of a meld pai ae on the battlefield as a melded pemanent, the object epesented by those cads has only the chaacteistics of the combined back face, and its conveted mana cost is the sum of the conveted mana costs of its font faces. If a pemanent is copying a melded pemanent, the conveted mana cost of the copy is 0. See ule 202.3c.
+
+712.3c Anything that needs infomation about a meld cad o a melded pemanent sees only the infomation given by the face that is cuently up.
+Example: A Clone entes the battlefield as a copy of Chitteing Host (the combined back face of a meld pai). It has the chaacteistics of Chitteing Host, even though the object it becomes is epesented by only a single cad, and its conveted mana cost is 0.
+
+712.4. If a melded pemanent leaves the battlefield, one pemanent leaves the battlefield and two cads ae put into the appopiate zone.
+Example: Chitteing Host, a melded pemanent, dies. An ability that tigges “wheneve a ceatue dies” tigges once. An ability that tigges “wheneve a cad is put into a gaveyad fom anywhee” tigges twice.
+
+712.4a If a melded pemanent is put into its owne’s gaveyad o libay, that playe may aange the two cads in any ode. If it’s put into its owne’s libay, that playe doesn’t eveal the ode.
+
+712.4b If a playe exiles a melded pemanent, that playe detemines the elative timestamp ode of the two cads at that time. This is an exception to the pocedue descibed in ule 613.6j.
+Example: Duplicant is a cad with the abilities “When Duplicant entes the battlefield, you may exile taget nontoken ceatue” and “As long as a cad exiled with Duplicant is a ceatue cad, Duplicant has the powe, toughness, and ceatue types of the last ceatue cad exiled with Duplicant. It’s still a Shapeshifte.” As Duplicant’s fist ability exiles Chitteing Host, a melded pemanent, Duplicant’s contolle chooses whethe the last ceatue cad exiled is Midnight Scavenges o Gaf Rats.
+
+712.4c If an effect can find the new object that a melded pemanent becomes as it leaves the battlefield, it finds both cads. (See ule 400.7.) If that effect causes actions to be taken upon those cads, the same actions ae taken upon each of them.
+Example: Othewoldly Jouney is an instant that eads “Exile taget ceatue. At the beginning of the next end step, etun that cad to the battlefield unde its owne’s contol with a +1/+1 counte on it.” A playe casts Othewoldly Jouney tageting Chitteing Host, a melded pemanent. Chitteing Host is exiled. At the beginning of the next end step, Midnight Scavenges and Gaf Rats ae both etuned to the battlefield, each with a +1/+1 counte on it.
+Example: False Demise is an Aua with the ability “When enchanted ceatue dies, etun that cad to the battlefield unde you contol.” A Chitteing Host enchanted by False Demise dies. The tiggeed ability etuns both Midnight Scavenges and Gaf Rats to the battlefield.
+Example: Mimic Vat is an atifact that eads, in pat, “Wheneve a nontoken ceatue dies, you may exile that cad.” A Chitteing Host dies. As Mimic Vat’s tiggeed ability esolves, its contolle makes a single choice and both cads that epesented Chitteing Host ae eithe exiled o not.
+
+712.4d If multiple eplacement effects could be applied to the event of a melded pemanent leaving the battlefield o being put into the new zone, applying one of those eplacement effects to one of the two cads affects both cads. If the melded pemanent is a commande, it may be exempt fom this ule; see ule 903.9a.
+Example: Leyline of the Void is an enchantment that eads, in pat, “If a cad would be put into an opponent’s gaveyad fom anywhee, exile it instead.” Wheel of Sun and Moon is an Aua with enchant playe and the ability “If a cad would be put into enchanted playe’s gaveyad fom anywhee, instead that cad is evealed and put on the bottom of its owne’s libay.” If the contolle of Chitteing Host is affected by both cads’ effects, that playe chooses one effect to apply to the event and Midnight Scavenges and Gaf Rats ae both moved to the appopiate zone.
+
+712.4e If an effect needs to know the numbe of objects that changed zones, a melded pemanent among those objects counts as one object that moved. If the effect needs to know the numbe of cads that changed zones, that melded pemanent counts as two cads that moved.
+
+712.5. Playes who ae allowed to look at a meld cad may look at its half of the combined back face. Playes may access Oacle text fo the othe membe of the meld pai and the combined face at any time (see ule 108.1).
+
+712.6. Meld cads in a playe’s deck may be epesented by checklist cads. See ule 713, “Checklist Cads.”
+
+712.7. If a meld cad is cast as a spell, it’s put on the stack with its font face up. See ule 601, “Casting Spells.”
+
+712.8. A meld cad entes the battlefield with its font face up unless it’s being melded with its countepat.
+
+712.9. If an effect allows a playe to cast a meld cad as a face-down spell, o if a meld cad entes the battlefield face down, it will have the chaacteistics given to it by the ule o effect that caused it to be face down. That cad emains hidden, using eithe a face-down checklist cad o opaque sleeves. See ule 707, “Face-Down Spells and Pemanents.”
+
+712.10. Meld cads on the battlefield and melded pemanents can’t be tuned face down. If a spell o ability ties to tun such a pemanent face down, nothing happens.
+
+712.11. If an effect instucts a playe to choose a cad name, the playe may choose the name of a font face of a meld cad o the combined back face of a meld pai.
+
+713. Checklist Cads
+
+713.1. A checklist cad is a game supplement that can be used to epesent a double-faced cad o meld cad.
+
+713.2. A checklist cad has a nomal Magic cad back. The face of a checklist cad is divided into sections. Each section lists the name and mana cost of each double-faced cad o meld cad it could epesent and includes a fill-in cicle. Befoe a checklist cad can be used, exactly one of the fill-in cicles must be maked to denote which cad the checklist cad epesents.
+
+713.3. If a checklist cad is used in a deck, the cad it epesents is set aside pio to the beginning of the game (see ule 103.1a) and must emain available thoughout the game. A checklist cad can’t be included in a deck unless it is epesenting a double-faced cad o a meld cad.
+
+713.4. Fo all game puposes, the checklist cad is consideed to be the cad it’s epesenting.
+
+713.5. If the checklist cad is face up in a public zone, it should be set aside and the double-faced cad o meld cad that it epesents should be used instead.
+
+714. Saga Cads
+
+714.1. Each Saga cad has a stiated text box containing a numbe of chapte symbols. Its illustation is vetically oiented on the ight side of the cad, and its type line is along the bottom of the cad.
+
+714.2. A chapte symbol is a keywod ability that epesents a tiggeed ability efeed to as a chapte ability.
+
+714.2a A chapte symbol includes a Roman numeal, indicated hee as “{N}.” The numeal I epesents 1, II epesents 2, and III epesents 3.
+
+714.2b “{N}—[Effect]” means “When one o moe loe countes ae put onto this Saga, if the numbe of loe countes on it was less than N and became at least N, [effect].”
+
+714.2c “{N1}, {N2}—[Effect]” means the same as “{N1}—[Effect]” and “{N2}—[Effect].”
+
+714.2d A Saga’s final chapte numbe is the geatest value among chapte abilities it has. If a Saga somehow has no chapte abilities, its final chapte numbe is 0.
+
+714.3. Sagas use loe countes to tack thei pogess.
+
+714.3a As a Saga entes the battlefield, its contolle puts a loe counte it.
+
+714.3b As a playe’s pecombat main phase begins, that playe puts a loe counte on each Saga they contol. This tun-based action doesn’t use the stack.
+
+714.4. If the numbe of loe countes on a Saga pemanent is geate than o equal to its final chapte numbe, and it isn’t the souce of a chapte ability that has tiggeed but not yet left the stack, that Saga’s contolle sacifices it. This state-based action doesn’t use the stack.
+
+715. Adventue Cads
+
+715.1. Adventue cads have a two-pat cad fame, with a smalle fame inset within thei text box.
+
+715.2. The text that appeas in the inset fame on the left defines altenative chaacteistics that the object may have while it’s a spell. The cad’s nomal chaacteistics appea as usual, although with a smalle text box on the ight.
+
+715.2a If an effect efes to a cad, spell, o pemanent that “has an Adventue,” it efes to an object fo which these altenative chaacteistics exist, even if the object cuently doesn’t use them.
+
+715.2b The existence and values of these altenative chaacteistics is pat of the object’s copiable values.
+
+715.2c Although adventue cads ae pinted with multiple sets of chaacteistics, each adventue cad is only one cad. Fo example, a playe who has dawn o discaded an adventue cad has dawn o discaded one cad, not two.
+
+715.3. As a playe casts an adventue cad, the playe chooses whethe they cast the cad nomally o as an Adventue.
+
+715.3a When casting an adventue cad as an Adventue, only the altenative chaacteistics ae evaluated to see if it can be cast.
+
+715.3b While on the stack as an Adventue, the spell has only its altenative chaacteistics.
+
+715.3c If an Adventue spell is copied, the copy is also an Adventue. It has the altenative chaacteistics of the spell and not the nomal chaacteistics of the cad that epesents the Adventue spell. Any ule o effect that efes to a spell cast as an Adventue efes to the copy as well.
+
+715.3d Instead of putting a spell that was cast as an Adventue into its owne’s gaveyad as it esolves, its contolle exiles it. Fo as long as that cad emains exiled, that playe may cast it. It can’t be cast as an Adventue this way, although othe effects that allow a playe to cast it may allow a playe to cast it as an Adventue.
+
+715.4. In evey zone except the stack, and while on the stack not as an Adventue, an adventue cad has only its nomal chaacteistics.
+
+715.5. If an effect instucts a playe to choose a cad name and the playe wants to choose an adventue cad’s altenative name, the playe may do so.
+
+716. Contolling Anothe Playe
+
+716.1. Some cads allow a playe to contol anothe playe duing that playe’s next tun. This effect applies to the next tun that the affected playe actually takes. The affected playe is contolled duing the entie tun; the effect doesn’t end until the beginning of the next tun.
+
+716.1a Multiple playe-contolling effects that affect the same playe ovewite each othe. The last one to be ceated is the one that woks.
+
+716.1b If a tun is skipped, any pending playe-contolling effects wait until the playe who would be affected actually takes a tun.
+
+716.2. One cad (Wod of Command) allows a playe to contol anothe playe fo a limited duation.
+
+716.3. Only contol of the playe changes. All objects ae contolled by thei nomal contolles. A playe who’s being contolled duing thei tun is still the active playe.
+
+716.4. If infomation about an object in the game would be visible to the playe being contolled, it’s visible to both that playe and the contolle of the playe. If infomation about cads outside the game would be visible to the playe being contolled, it’s visible only to that playe, not the contolle of the playe.
+Example: The contolle of a playe can see that playe’s hand and the face of any face-down ceatues they contol.
+
+716.5. While contolling anothe playe, a playe makes all choices and decisions the contolled playe is allowed to make o is told to make by the ules o by any objects. This includes choices and decisions about what to play, and choices and decisions called fo by spells and abilities.
+Example: The contolle of anothe playe decides which spells that playe casts and what those spells taget, and makes any equied decisions when those spells esolve.
+Example: The contolle of anothe playe decides which of that playe’s ceatues attack, which playe o planeswalke each one attacks, what the damage assignment ode of the ceatues that block them is (if any of the attacking ceatues ae blocked by multiple ceatues), and how those attacking ceatues assign thei combat damage.
+
+716.5a The contolle of anothe playe can use only that playe’s esouces (cads, mana, and so on) to pay costs fo that playe.
+Example: If the contolle of a playe decides that the contolled playe will cast a spell with an additional cost of discading cads, the cads ae discaded fom the contolled playe’s hand.
+
+716.5b The contolle of anothe playe can’t make choices o decisions fo that playe that aen’t called fo by the ules o by any objects. The contolle also can’t make any choices o decisions fo the playe that would be called fo by the tounament ules.
+Example: The playe who’s being contolled still decides if they will leave to visit the estoom, tade a cad to someone else, agee to an intentional daw, o call a judge about an eo o infaction.
+
+716.6. The contolle of anothe playe can’t make that playe concede. A playe may concede the game at any time, even if they ae contolled by anothe playe. See ule 104.3a.
+
+716.7. The effect that gives contol of a playe to anothe playe may estict the actions the contolled playe is allowed to take o specify actions that the contolled playe must take.
+
+716.8. A playe who contols anothe playe also continues to make thei own choices and decisions.
+
+716.9. A playe may gain contol of themselves. That playe will make thei own decisions and choices as nomal.
+
+717. Ending Tuns and Phases
+
+717.1. Some cads end the tun. When an effect ends the tun, follow these steps in ode, as they diffe fom the nomal pocess fo esolving spells and abilities (see ule 608, “Resolving Spells and Abilities”).
+
+717.1a If thee ae any tiggeed abilities that tiggeed befoe this pocess began but haven’t been put onto the stack yet, those abilities cease to exist. They won’t be put onto the stack. This ule does not apply to abilities that tigge duing this pocess (see ule 717.1f).
+
+717.1b Exile evey object on the stack, including the object that’s esolving. All objects not on the battlefield o in the command zone that aen’t epesented by cads will cease to exist the next time state-based actions ae checked (see ule 704, “State-Based Actions”).
+
+717.1c Check state-based actions. No playe gets pioity, and no tiggeed abilities ae put onto the stack.
+
+717.1d The cuent phase and/o step ends. If this happens duing combat, emove all ceatues and planeswalkes fom combat. The game skips staight to the cleanup step; skip any phases o steps between this phase o step and the cleanup step. If an effect ends the tun duing the cleanup step, a new cleanup step begins.
+
+717.1e Even though the tun ends, “at the beginning of the end step” tiggeed abilities don’t tigge because the end step is skipped.
+
+717.1f No playe gets pioity duing this pocess, so tiggeed abilities ae not put onto the stack. If any tiggeed abilities have tiggeed since this pocess began, those abilities ae put onto the stack duing the cleanup step, then the active playe gets pioity and playes can cast spells and activate abilities. Then thee will be anothe cleanup step befoe the tun finally ends. If no tiggeed abilities have tiggeed duing this pocess, no playe gets pioity duing the cleanup step. See ule 514, “Cleanup Step.”
+
+717.2. One cad (Mandate of Peace) ends the combat phase. When an effect ends the combat phase, follow these steps in ode, as they diffe fom the nomal pocess fo esolving spells and abilities (see ule 608, “Resolving Spells and Abilities”).
+
+717.2a If thee ae any tiggeed abilities that tiggeed befoe this pocess began but haven’t been put onto the stack yet, those abilities cease to exist. They won’t be put onto the stack. This ule does not apply to abilities that tigge duing this pocess (see ule 717.2f).
+
+717.2b Exile evey object on the stack, including the object that’s esolving. All objects not on the battlefield o in the command zone that aen’t epesented by cads will cease to exist the next time state-based actions ae checked (see ule 704, “State-Based Actions”).
+
+717.2c Check state-based actions. No playe gets pioity, and no tiggeed abilities ae put onto the stack.
+
+717.2d The cuent combat phase ends. Remove all ceatues and planeswalkes fom combat. Effects that last “until end of combat” expie. The game skips staight to the next phase, usually the postcombat main phase; skip any steps between this step and that phase.
+
+717.2e Even though the combat phase ends, “at end of combat” tiggeed abilities don’t tigge because the end of combat step is skipped.
+
+717.2f No playe gets pioity duing this pocess, so tiggeed abilities ae not put onto the stack. If any tiggeed abilities have tiggeed since this pocess began, those abilities ae put onto the stack duing the following phase, then the active playe gets pioity and playes can cast spells and activate abilities.
+
+717.2g If an effect attempts to end the combat phase at any time that’s not a combat phase, nothing happens.
+
+718. The Monach
+
+718.1. The monach is a designation a playe can have. Thee is no monach in a game until an effect instucts a playe to become the monach.
+
+718.2. Thee ae two inheent tiggeed abilities associated with being the monach. These tiggeed abilities have no souce and ae contolled by the playe who was the monach at the time the abilities tiggeed. This is an exception to ule 113.8. The full texts of these abilities ae “At the beginning of the monach’s end step, that playe daws a cad” and “Wheneve a ceatue deals combat damage to the monach, its contolle becomes the monach.”
+
+718.3. Only one playe can be the monach at a time. As a playe becomes the monach, the cuent monach ceases to be the monach.
+
+718.4. If the monach leaves the game, the active playe becomes the monach at the same time as that playe leaves the game. If the active playe is leaving the game o if thee is no active playe, the next playe in tun ode becomes the monach.
+
+719. Restating the Game
+
+719.1. One cad (Kan Libeated) estats the game. A game that is estated immediately ends. No playes in that game win, lose, o daw that game. All playes in that game when it ended then stat a new game following the pocedues set foth in ule 103, “Stating the Game,” with the following exception:
+
+719.1a The stating playe in the new game is the playe who contolled the spell o ability that estated the game.
+
+719.2. All Magic cads involved in the game that was estated when it ended, including phased-out pemanents and nontaditional Magic cads, ae involved in the new game, even if those cads wee not oiginally involved in the estated game. Owneship of cads in the new game doesn’t change, egadless of thei location when the new game begins.
+Example: A playe casts Living Wish, binging a ceatue cad into the game fom outside the game. Then that game is estated. The ceatue cad will be pat of that playe’s libay when the new game begins.
+
+719.3. Because each playe daws seven cads when the new game begins, any playe with fewe than seven cads in thei libay will lose the game when state-based actions ae checked duing the upkeep step of the fist tun, egadless of any mulligans that playe takes. (See ule 704, “State-Based Actions.”)
+
+719.4. The effect that estats the game finishes esolving just befoe the fist tun’s untap step. If the spell o ability that geneated that effect has additional instuctions, those instuctions ae followed at this time. No playe has pioity, and any tiggeed abilities that tigge as a esult will go on the stack the next time a playe eceives pioity, usually duing the fist tun’s upkeep step.
+
+719.5. Effects may exempt cetain cads fom the pocedue that estats the game. These cads ae not in thei owne’s deck as the new game begins.
+
+719.5a In a Commande game, a commande that has been exempted fom the pocedue that estats the game won’t begin the new game in the command zone. Howeve, it emains that deck’s commande fo the new game. See ule 903, “Commande.”
+
+719.6. If a Magic subgame (see ule 720) is estated, the main game is unaffected. Main-game effects that efe to the winne o lose of the subgame now efe to the winne o lose of the estated subgame.
+
+719.7. If a multiplaye game using the limited ange of influence option (see ule 801) is estated, all playes in the game ae involved, egadless of the ange of influence of the playe who contols the ability that estated the game.
+
+720. Subgames
+
+720.1. One cad (Shahazad) allows playes to play a Magic subgame.
+
+720.1a A “subgame” is a completely sepaate Magic game ceated by an effect. Essentially, it’s a game within a game. The “main game” is the game in which the spell o ability that ceated the subgame was cast o activated. The main game is tempoaily discontinued while the subgame is in pogess. It esumes when the subgame ends.
+
+720.1b No effects o definitions ceated in eithe the main game o the subgame have any meaning in the othe, except as defined by the effect that ceated the subgame. Fo example, the effect may say that something happens in the main game to the winne o lose of the subgame.
+
+720.2. As the subgame stats, an entiely new set of game zones is ceated. Each playe takes all the cads in thei main-game libay, moves them to thei subgame libay, and shuffles them. No othe cads in a main-game zone ae moved to thei coesponding subgame zone, except as specified in ules 720.2a–d. Randomly detemine which playe goes fist. The subgame poceeds like a nomal game, following all othe ules in ule 103, “Stating the Game.”
+
+720.2a As a subgame of a Planechase game stats, each playe moves thei plana deck fom the main-game command zone to the subgame command zone and shuffles it. (Face-up plane and phenomenon cads emain in the main-game command zone.)
+
+720.2b As a subgame of a Vanguad game stats, each playe moves thei vanguad cad fom the main-game command zone to the subgame command zone.
+
+720.2c As a subgame of a Commande game stats, each playe moves thei commande fom the main-game command zone (if it’s thee) to the subgame command zone.
+
+720.2d As a subgame of an Achenemy game stats, the achenemy moves thei scheme deck fom the main-game command zone to the subgame command zone and shuffles it. (Face-up scheme cads emain in the main-game command zone.)
+
+720.3. Because each playe daws seven cads when a game begins, any playe with fewe than seven cads in thei deck will lose the subgame when state-based actions ae checked duing the upkeep step of the fist tun, egadless of any mulligans that playe takes. (See ule 704, “State-Based Actions.”)
+
+720.4. All objects in the main game and all cads outside the main game ae consideed outside the subgame (except those specifically bought into the subgame). All playes not cuently in the subgame ae consideed outside the subgame.
+
+720.4a Some effects can bing cads into a game fom outside of it. If a cad is bought into a subgame fom a main game, abilities in the main game that tigge on objects leaving a main-game zone will tigge, but they won’t be put onto the stack until the main game esumes.
+
+720.4b A playe’s main-game countes aen’t consideed pat of the subgame, although the playe will still have them when the main game esumes. Similaly, any countes a playe gets duing a subgame will cease to exist when the subgame ends.
+
+720.5. At the end of a subgame, each playe takes all cads they own that ae in the subgame othe than those in the subgame command zone, puts them into thei main-game libay, then shuffles them. This includes cads in the subgame’s exile zone. Except as specified in ules 720.5a–d, all othe objects in the subgame cease to exist, as do the zones ceated fo the subgame. The main game continues fom the point at which it was discontinued: Fist, the spell o ability that ceated the subgame finishes esolving, even if it was ceated by a spell cad that’s no longe on the stack. Then, if any main-game abilities tiggeed while the subgame was in pogess due to cads being emoved fom the main game, those abilities ae put onto the stack.
+Example: If a cad was bought into the subgame eithe fom the main game o fom outside the main game, that cad will be put into its owne’s main-game libay when the subgame ends.
+
+720.5a At the end of a subgame of a Planechase game, each face-up plane cad o phenomenon cad is tuned face down and put on the bottom of its owne’s plana deck. Then each playe moves thei plana deck fom the subgame command zone to the main-game command zone and shuffles it.
+
+720.5b At the end of a subgame of a Vanguad game, each playe moves thei vanguad cad fom the subgame command zone to the main-game command zone. This is an exception to ule 311.2.
+
+720.5c At the end of a subgame of a Commande game, each playe moves thei commande fom the subgame command zone (if it’s thee) to the main-game command zone.
+
+720.5d At the end of a subgame of an Achenemy game, any face-up scheme cads in the subgame command zone ae tuned face down and put on the bottom of thei owne’s scheme deck. Then the achenemy moves thei scheme deck fom the subgame command zone to the main-game command zone and shuffles it.
+
+720.6. A subgame can be ceated within a subgame. The existing subgame becomes the main game in elation to the new subgame.
+
+721. Taking Shotcuts
+
+721.1. When playing a game, playes typically make use of mutually undestood shotcuts athe than explicitly identifying each game choice (eithe taking an action o passing pioity) a playe makes.
+
+721.1a The ules fo taking shotcuts ae lagely infomal. As long as each playe in the game undestands the intent of each othe playe, any shotcut system they use is acceptable.
+
+721.1b Occasionally the game gets into a state in which a set of actions could be epeated indefinitely (thus ceating a “loop”). In that case, the shotcut ules can be used to detemine how many times those actions ae epeated without having to actually pefom them, and how the loop is boken.
+
+721.1c Tounaments use a modified vesion of the ules govening shotcuts and loops. These ules ae coveed in the Magic: The Gatheing Tounament Rules (found at WPN.Wizads.com/en/esouces/ules-documents). Wheneve the Tounament Rules contadict these ules duing a tounament, the Tounament Rules take pecedence.
+
+721.2. Taking a shotcut follows the following pocedue.
+
+721.2a At any point in the game, the playe with pioity may suggest a shotcut by descibing a sequence of game choices, fo all playes, that may be legally taken based on the cuent game state and the pedictable esults of the sequence of choices. This sequence may be a non-epetitive seies of choices, a loop that epeats a specified numbe of times, multiple loops, o nested loops, and may even coss multiple tuns. It can’t include conditional actions, whee the outcome of a game event detemines the next action a playe takes. The ending point of this sequence must be a place whee a playe has pioity, though it need not be the playe poposing the shotcut.
+Example: A playe contols a ceatue enchanted by Pesence of Gond, which gants the ceatue the ability “{T}: Ceate a 1/1 geen Elf Waio ceatue token,” and anothe playe contols Intude Alam, which eads, in pat, “Wheneve a ceatue entes the battlefield, untap all ceatues.” When the playe has pioity, they may suggest “I’ll ceate a million tokens,” indicating the sequence of activating the ceatue’s ability, all playes passing pioity, letting the ceatue’s ability esolve and ceate a token (which causes Intude Alam’s ability to tigge), Intude Alam’s contolle putting that tiggeed ability on the stack, all playes passing pioity, Intude Alam’s tiggeed ability esolving, all playes passing pioity until the playe poposing the shotcut has pioity, and epeating that sequence 999,999 moe times, ending just afte the last token-ceating ability esolves.
+
+721.2b Each othe playe, in tun ode stating afte the playe who suggested the shotcut, may eithe accept the poposed sequence, o shoten it by naming a place whee they will make a game choice that’s diffeent than what’s been poposed. (The playe doesn’t need to specify at this time what the new choice will be.) This place becomes the new ending point of the poposed sequence.
+Example: The active playe daws a cad duing he daw step, then says, “Go.” The nonactive playe is holding Into the Fay (an instant that says “Taget ceatue attacks this tun if able”) and says, “I’d like to cast a spell duing you beginning of combat step.” The cuent poposed shotcut is that all playes pass pioity at all oppotunities duing the tun until the nonactive playe has pioity duing the beginning of combat step.
+
+721.2c Once the last playe has eithe accepted o shotened the shotcut poposal, the shotcut is taken. The game advances to the last poposed ending point, with all game choices contained in the shotcut poposal having been taken. If the shotcut was shotened fom the oiginal poposal, the playe who now has pioity must make a diffeent game choice than what was oiginally poposed fo that playe.
+
+721.3. Sometimes a loop can be fagmented, meaning that each playe involved in the loop pefoms an independent action that esults in the same game state being eached multiple times. If that happens, the active playe (o, if the active playe is not involved in the loop, the fist playe in tun ode who is involved) must then make a diffeent game choice so the loop does not continue.
+Example: In a two-playe game, the active playe contols a ceatue with the ability “{0}: [This ceatue] gains flying,” the nonactive playe contols a pemanent with the ability “{0}: Taget ceatue loses flying,” and nothing in the game caes how many times an ability has been activated. Say the active playe activates his ceatue’s ability, it esolves, then the nonactive playe activates he pemanent’s ability tageting that ceatue, and it esolves. This etuns the game to a game state it was at befoe. The active playe must make a diffeent game choice (in othe wods, anything othe than activating that ceatue’s ability again). The ceatue doesn’t have flying. Note that the nonactive playe could have pevented the fagmented loop simply by not activating he pemanent’s ability, in which case the ceatue would have had flying. The nonactive playe always has the final choice and is theefoe able to detemine whethe the ceatue has flying.
+
+721.4. If a loop contains only mandatoy actions, the game is a daw. (See ules 104.4b and 104.4f.)
+
+721.5. No playe can be foced to pefom an action that would end a loop othe than actions called fo by objects involved in the loop.
+Example: A playe contols Seal of Cleansing, an enchantment that eads, “Sacifice Seal of Cleansing: Destoy taget atifact o enchantment.” A mandatoy loop that involves an atifact begins. The playe is not foced to sacifice Seal of Cleansing to destoy the atifact and end the loop.
+
+721.6. If a loop contains an effect that says “[A] unless [B],” whee [A] and [B] ae each actions, no playe can be foced to pefom [B] to beak the loop. If no playe chooses to pefom [B], the loop will continue as though [A] wee mandatoy.
+
+722. Handling Illegal Actions
+
+722.1. If a playe takes an illegal action o stats to take an action but can’t legally complete it, the entie action is evesed and any payments aleady made ae canceled. No abilities tigge and no effects apply as a esult of an undone action. If the action was casting a spell, the spell etuns to the zone it came fom. Each playe may also evese any legal mana abilities that playe activated while making the illegal play, unless mana fom those abilities o fom any tiggeed mana abilities they caused to tigge was spent on anothe mana ability that wasn’t evesed. Playes may not evese actions that moved cads to a libay, moved cads fom a libay to any zone othe than the stack, caused a libay to be shuffled, o caused cads fom a libay to be evealed.
+
+722.2. When evesing illegal spells and abilities, the playe who had pioity etains it and may take anothe action o pass. The playe may edo the evesed action in a legal way o take any othe action allowed by the ules.
+
+8. Multiplaye Rules
+
+800. Geneal
+
+800.1. A multiplaye game is a game that begins with moe than two playes. This section contains additional optional ules that can be used fo multiplaye play.
+
+800.2. These ules consist of a seies of options that can be added to a multiplaye game and a numbe of vaiant styles of multiplaye play. A single game may use multiple options but only one vaiant.
+
+800.3. Many multiplaye Magic tounaments have additional ules not included hee, including ules fo deck constuction. See the most cuent Magic: The Gatheing Tounament Rules fo moe infomation. They can be found at WPN.Wizads.com/en/esouces/ules-documents.
+
+800.4. Unlike two-playe games, multiplaye games can continue afte one o moe playes have left the game.
+
+800.4a When a playe leaves the game, all objects (see ule 109) owned by that playe leave the game and any effects which give that playe contol of any objects o playes end. Then, if that playe contolled any objects on the stack not epesented by cads, those objects cease to exist. Then, if thee ae any objects still contolled by that playe, those objects ae exiled. This is not a state-based action. It happens as soon as the playe leaves the game. If the playe who left the game had pioity at the time they left, pioity passes to the next playe in tun ode who’s still in the game.
+Example: Alex casts Mind Contol, an Aua that eads, “You contol enchanted ceatue,” on Bianca’s Assault Giffin. If Alex leaves the game, so does Mind Contol, and Assault Giffin evets to Bianca’s contol. If, instead, Bianca leaves the game, so does Assault Giffin, and Mind Contol is put into Alex’s gaveyad.
+Example: Alex casts Act of Teason, which eads, in pat, “Gain contol of taget ceatue until end of tun,” tageting Bianca’s Runeclaw Beas. If Alex leaves the game, Act of Teason’s change-of-contol effect ends and Runeclaw Beas evets to Bianca’s contol.
+Example: Alex casts Bibey, which eads, “Seach taget opponent’s libay fo a ceatue cad and put that cad onto the battlefield unde you contol. Then that playe shuffles thei libay,” tageting Bianca. Alex puts Sea Angel onto the battlefield fom Bianca’s libay. If Bianca leaves the game, Sea Angel also leaves the game. If, instead, Alex leaves the game, Sea Angel is exiled.
+Example: Alex contols Genesis Chambe, which eads, “Wheneve a nontoken ceatue entes the battlefield, if Genesis Chambe is untapped, that ceatue’s contolle ceates a 1/1 cololess My atifact ceatue token.” If Alex leaves the game, all such My tokens that enteed the battlefield unde Alex’s contol leave the game, and all such My tokens that enteed the battlefield unde any othe playe’s contol emain in the game.
+
+800.4b If an object would change to the contol of a playe who has left the game, it doesn’t. If a token would be ceated unde the contol of a playe who has left the game, no token is ceated. If an object would be put onto the battlefield o onto the stack unde the contol of a playe who has left the game, that object emains in its cuent zone. If a playe would be contolled by a playe who has left the game, they aen’t.
+
+800.4c If an effect that gives a playe still in the game contol of an object ends, thee is no othe effect giving contol of that object to anothe playe in the game, and the playe who contolled that object by default has left the game, the object is exiled. This is not a state-based action. It happens as soon as the contol-changing effect ends.
+
+800.4d If an object that would be owned by a playe who has left the game would be ceated in any zone, it isn’t ceated. If a tiggeed ability that would be contolled by a playe who has left the game would be put onto the stack, it isn’t put on the stack.
+Example: Astal Slide is an enchantment that eads, “Wheneve a playe cycles a cad, you may exile taget ceatue. If you do, etun that ceatue to the battlefield unde its owne’s contol at the beginning of the next end step.” Duing Alex’s tun, Bianca uses Astal Slide’s ability to exile Alex’s Hypnotic Specte. Befoe the end of that tun, Bianca leaves the game. At the beginning of the end step, the delayed tiggeed ability geneated by Astal Slide that would etun Hypnotic Specte to the battlefield tigges, but it isn’t put on the stack. Hypnotic Specte neve etuns to the battlefield.
+
+800.4e If combat damage would be assigned to a playe who has left the game, that damage isn’t assigned.
+
+800.4f If an object equies a playe who has left the game to make a choice, the contolle of the object chooses anothe playe to make that choice. If the oiginal choice was to be made by an opponent of the contolle of the object, that playe chooses anothe opponent if possible.
+
+800.4g If a ule equies a playe who has left the game to make a choice, the next playe in tun ode makes that choice.
+
+800.4h If an effect equies infomation about a specific playe, the effect uses the cuent infomation about that playe if they ae still in the game; othewise, the effect uses the last known infomation about that playe befoe they left the game. If an effect equies infomation fom the game about actions playes have taken, the effect can find actions that wee taken by a playe who has left the game.
+
+800.4i If a playe leaves the game duing thei tun, that tun continues to its completion without an active playe. If the active playe would eceive pioity, instead the next playe in tun ode eceives pioity, o the top object on the stack esolves, o the phase o step ends, whicheve is appopiate.
+
+800.4j If a playe who has left the game would begin a tun, that tun doesn’t begin.
+
+800.4k When a playe leaves the game, any continuous effects with duations that last until that playe’s next tun o until a specific point in that tun will last until that tun would have begun. They neithe expie immediately no last indefinitely.
+
+800.4m When a playe leaves the game, objects that playe owns in the ante zone do not leave the game. This is an exception to ule 800.4a. See ule 407, “Ante.”
+
+800.4n In a Planechase game, if the playe designated as the plana contolle would leave the game, instead the next playe in tun ode that wouldn’t leave the game becomes the plana contolle, then the old plana contolle leaves the game. See ule 309.5.
+
+800.5. Unless a chosen vaiant o option pescibes othewise, seating ode is detemined by any mutually ageeable method. Fo example, playes could agee to emain whee they wee befoe the game began, oll dice to detemine seating ode, and so on.
+
+800.6. In a multiplaye game, the fist mulligan a playe takes doesn’t count towad the numbe of cads that playe will put on the bottom of thei libay o the numbe of mulligans that playe may take. Subsequent mulligans ae counted towad these numbes as nomal.
+
+800.7. In a multiplaye game othe than a Two-Headed Giant game, the stating playe doesn’t skip the daw step of thei fist tun. In a Two-Headed Giant game, the team who plays fist skips the daw step of thei fist tun. See ule 103.7.
+
+801. Limited Range of Influence Option
+
+801.1. Limited ange of influence is an option that can be applied to most multiplaye games. It’s always used in the Empeo vaiant (see ule 809), and it’s often used fo games involving five o moe playes.
+
+801.2. A playe’s ange of influence is the maximum distance fom that playe, measued in playe seats, that the playe can affect. Playes within that many seats of the playe ae within that playe’s ange of influence. Objects contolled by playes within a playe’s ange of influence ae also within that playe’s ange of influence. Range of influence coves spells, abilities, effects, damage dealing, attacking, making choices, and winning the game.
+
+801.2a The most commonly chosen limited anges of influence ae 1 seat and 2 seats. Diffeent playes may have diffeent anges of influence.
+Example: A ange of influence of 1 means that only you and the playes seated diectly next to you ae within you ange of influence.
+Example: A ange of influence of 2 means that you and the two playes to you left and the two playes to you ight ae within you ange of influence.
+
+801.2b A playe is always within thei own ange of influence.
+
+801.2c The paticula playes within each playe’s ange of influence ae detemined as each tun begins.
+Example: In a game with a ange of influence of 1, Alex is seated to the left of Rob, and Caissa is seated to the ight of Rob. Caissa is not in Alex’s ange of influence. If Rob leaves the game, Caissa will ente Alex’s ange of influence at the stat of the next tun.
+
+801.2d An object is within a playe’s ange of influence if it’s contolled by that playe o by anothe playe within that many seats of that playe.
+
+801.3. Ceatues can attack only opponents within thei contolle’s ange of influence o planeswalkes contolled by those opponents. If no opponents ae within a playe’s ange of influence, ceatues that playe contols can’t attack.
+
+801.4. Objects and playes outside a playe’s ange of influence can’t be the tagets of spells o abilities that playe contols.
+
+801.5. Some cads equie playes to make choices. These cads wok diffeently when the limited ange of influence option is used.
+
+801.5a If a playe is asked to choose an object o playe, they must choose one within thei ange of influence.
+Example: In a game with a ange of influence of 1, Alex is seated to the left of Rob. Alex activates the ability of Cuombajj Witches, which eads, “{T}: Cuombajj Witches deals 1 damage to any taget and 1 damage to any taget of an opponent’s choice,” tageting Rob and choosing Rob as the opponent who picks the othe taget. Rob must choose a taget that’s in both his ange of influence and in the ange of influence of the contolle of Cuombajj Witches. He must theefoe choose himself, Alex, o a ceatue contolled by eithe himself o Alex.
+
+801.5b If a playe is asked to choose between one o moe options (and not between one o moe objects o playes), they can choose between those options even if those options efe to objects o playes outside the playe’s ange of influence.
+Example: Alex, who has a ange of influence of 2, is seated to the left of Rob, and Caissa, who has a ange of influence of 1, is seated to the ight of Rob. Alex casts a spell that eads, “An opponent chooses one — You daw two cads; o each ceatue you contol gets +2/+2 until end of tun,” and chooses Caissa to make that choice. Caissa can choose the mode even though Alex is out of he ange.
+
+801.5c If an effect equies a choice and thee’s no playe who can make that choice within its contolle’s ange of influence, the closest appopiate playe to its contolle’s left makes that choice.
+Example: In an Empeo game in which all playes have ange of influence 1, an empeo casts Fact o Fiction, which eads, “Reveal the top five cads of you libay. An opponent sepaates those cads into two piles. Put one pile into you hand and the othe into you gaveyad.” Since no opponent is within the empeo’s ange of influence, the neaest opponent to the empeo’s left sepaates the cads into piles.
+
+801.6. A playe can’t activate the activated abilities of an object outside of thei ange of influence.
+
+801.7. A tiggeed ability doesn’t tigge unless its tigge event happens entiely within the ange of influence of its souce’s contolle.
+Example: In a game in which all playes have ange of influence 1, Alex is seated to the left of Rob. Rob contols two Auas attached to Alex’s Runeclaw Bea: One with the tigge condition “Wheneve enchanted ceatue becomes blocked,” and one with the tigge condition “Wheneve enchanted ceatue becomes blocked by a ceatue.” Alex’s Runeclaw Bea attacks the playe to Alex’s left and becomes blocked. The ability of Rob’s fist Aua tigges because the entie event (Runeclaw Bea becomes blocked) happens within Rob’s ange of influence. The ability of Rob’s second Aua doesn’t tigge, howeve, because that event includes the blocking ceatue, which is out of Rob’s ange.
+
+801.7a If a tigge event includes an object moving out of o into a playe’s ange of influence, use the game state befoe o afte the event as appopiate to detemine whethe the tiggeed ability will tigge. See ules 603.6 and 603.10.
+Example: Caissa and Alex ae outside each othe’s ange of influence. Caissa contols a Runeclaw Bea owned by Alex and they each contol an Extacto Demon, a ceatue which eads, in pat, “Wheneve anothe ceatue leaves the battlefield, you may have taget playe put the top two cads of thei libay into thei gaveyad.” The Runeclaw Bea is destoyed and is put into Alex’s gaveyad. The ability of Alex’s Extacto Demon doesn’t tigge because the leaves-the-battlefield event was outside Alex’s ange of influence. The ability of Caissa’s Extacto Demon does tigge, even though the ceatue is going to a gaveyad outside he ange, because the leaves-the-battlefield event was within he ange.
+
+801.8. An Aua can’t enchant an object o playe outside its contolle’s ange of influence. If an Aua is attached to an illegal object o playe, the Aua is put into its owne’s gaveyad as a state-based action. See ule 704.
+
+801.9. An Equipment can’t equip an object outside its contolle’s ange of influence, and a Fotification can’t fotify an object outside its contolle’s ange of influence. If an Equipment o Fotification is attached to an illegal pemanent, it becomes unattached fom that pemanent but emains on the battlefield. This is a state-based action. See ule 704.
+
+801.10. Spells and abilities can’t affect objects o playes outside thei contolle’s ange of influence. The pats of the effect that attempt to affect an out-of-ange object o playe will do nothing. The est of the effect will wok nomally.
+Example: In a six-playe game in which each playe has ange of influence 1, Alex casts Pyoclasm, which eads, “Pyoclasm deals 2 damage to each ceatue.” Pyoclasm deals 2 damage to each ceatue contolled by Alex, the playe to Alex’s left, and the playe to Alex’s ight. No othe ceatues ae dealt damage.
+
+801.11. If a spell o ability equies infomation fom the game, it gets only infomation fom within its contolle’s ange of influence. It doesn’t see objects o events outside its contolle’s ange of influence.
+Example: In a six-playe game whee each playe has ange of influence 1, Alex contols Coat of Ams, which eads, “Each ceatue gets +1/+1 fo each othe ceatue on the battlefield that shaes at least one ceatue type with it.” Coat of Ams will boost Alex’s ceatues based only on what ceatues ae contolled by Alex, the playe to Alex’s left, and the playe to Alex’s ight. It won’t take othe ceatues into account.
+Example: In the same game, Rob is sitting to the ight of Alex. Coat of Ams will boost Rob’s ceatues based on what ceatues ae contolled by playes within Alex’s ange of influence, including the playe sitting to Alex’s left, who’s out of Rob’s ange of influence.
+
+801.12. The “wold ule” (see ule 704.5k) applies to a pemanent only if othe wold pemanents ae within its contolle’s ange of influence.
+
+801.13. Replacement and pevention effects watch fo a paticula event to happen and then completely o patially eplace that event. The limited ange of influence option can cause the modified event to contain instuctions that can’t be caied out, in which case the playe simply ignoes the impossible instuctions. See ule 614, “Replacement Effects,” and ule 615, “Pevention Effects.”
+
+801.13a If a eplacement effect ties to cause a spell o ability to affect an object o playe outside its contolle’s ange of influence, that potion of the event does nothing.
+Example: Alex casts Lava Axe (“Lava Axe deals 5 damage to taget playe o planeswalke.”) tageting Rob. In esponse, Rob casts Captain’s Maneuve (“The next X damage that would be dealt to taget ceatue, planeswalke, o playe this tun is dealt to anothe taget ceatue, planeswalke, o playe instead.”) with X equal to 3, tageting Caissa. Caissa isn’t in Alex’s ange of influence. When Lava Axe esolves, it deals 2 damage to Rob and no damage to Caissa.
+
+801.13b If a spell o ability ceates an effect that pevents damage that would be dealt by a souce, it can affect only souces within the spell o ability’s contolle’s ange of influence. If a spell o ability ceates an effect that pevents damage that would be dealt to a pemanent o playe, it can affect only pemanents and playes within the spell o ability’s contolle’s ange of influence. If a spell o ability ceates an effect that pevents damage, but neithe the souce no the would-be ecipient of the damage is specified, it pevents damage only if both the souce and ecipient of that damage ae within the spell o ability’s contolle’s ange of influence.
+Example: Rob is within Alex’s ange of influence, but Caissa is not. Alex contols an enchantment that says, “Pevent all damage that would be dealt by ceatues.” Caissa attacks Rob with a ceatue. The ceatue deals combat damage to Rob.
+Example: Rob is within Alex’s ange of influence, but Caissa is not. Caissa casts Lightning Blast (“Lightning Blast deals 4 damage to any taget.”) tageting Rob. In esponse, Alex casts Mending Hands (“Pevent the next 4 damage that would be dealt to any taget this tun.”) tageting Rob. The damage to Rob is pevented.
+Example: Rob is within Alex’s ange of influence, but Caissa is not. Caissa attacks Rob with a ceatue, and Rob blocks with a ceatue. Alex casts Fog (“Pevent all combat damage that would be dealt this tun.”) Caissa and Rob’s ceatues deal combat damage to each othe.
+
+801.14. If an effect states that a playe wins the game, all of that playe’s opponents within that playe’s ange of influence lose the game instead.
+
+801.15. If the effect of a spell o ability states that the game is a daw, the game is a daw fo that spell o ability’s contolle and all playes within that playe’s ange of influence. They leave the game. All emaining playes continue to play the game.
+
+801.16. If the game somehow entes a “loop” of mandatoy actions, epeating a sequence of events with no way to stop, the game is a daw fo each playe who contols an object that’s involved in that loop, as well as fo each playe within the ange of influence of any of those playes. They leave the game. All emaining playes continue to play the game.
+
+801.17. Effects that estat the game (see ule 719) ae exempt fom the limited ange of influence option. All playes in the game will be involved in the new game.
+
+801.18. In multiplaye Planechase games othe than Gand Melee games, plane cads and phenomenon cads ae exempt fom the limited ange of influence option. Thei abilities, and the effects of those abilities, affect all applicable objects and playes in the game. See ule 901, “Planechase.”
+
+802. Attack Multiple Playes Option
+
+802.1. Some multiplaye games allow the active playe to attack multiple othe playes. If this option is used, a playe can also choose to attack only one playe duing a paticula combat.
+
+802.2. As the combat phase stats, the attacking playe doesn’t choose an opponent to become the defending playe. Instead, all the attacking playe’s opponents ae defending playes duing the combat phase.
+
+802.2a Any ule, object, o effect that efes to a “defending playe” efes to one specific defending playe, not to all of the defending playes. If an ability of an attacking ceatue efes to a defending playe, o a spell o ability efes to both an attacking ceatue and a defending playe, then unless othewise specified, the defending playe it’s efeing to is the playe that ceatue is attacking, o the contolle of the planeswalke that ceatue is attacking. If that ceatue is no longe attacking, the defending playe it’s efeing to is the playe that ceatue was attacking befoe it was emoved fom combat o the contolle of the planeswalke that ceatue was attacking befoe it was emoved fom combat. If a spell o ability could apply to multiple attacking ceatues, the appopiate defending playe is individually detemined fo each of those attacking ceatues. If thee ae multiple defending playes that could be chosen, the contolle of the spell o ability chooses one.
+Example: Rob attacks Alex with Runeclaw Bea and attacks Caissa with a ceatue with mountainwalk. Whethe the ceatue with mountainwalk can be blocked depends only on whethe Caissa contols a Mountain.
+
+802.3. As the attacking playe declaes each attacking ceatue, they choose a defending playe o a planeswalke contolled by a defending playe fo it to attack. See ule 508, “Declae Attackes Step.”
+
+802.3a Restictions and equiements that don’t apply to attacking a specific playe ae evaluated based on the entie goup of attacking ceatues. Restictions and equiements that apply to attacking a specific playe apply only to ceatues attacking that playe. The entie goup of attacking ceatues must still be legal. See ule 508.1.
+
+802.3b Ceatues in a band can’t attack diffeent playes. See ule 702.21, “Banding.”
+
+802.4. If moe than one playe is being attacked o contols a planeswalke that’s being attacked, each defending playe in APNAP ode declaes blockes as the declae blockes step begins. (See ule 101.4 and ule 509, “Declae Blockes Step.”) The fist defending playe declaes all thei blocks, then the second defending playe, and so on.
+
+802.4a A defending playe can block only with ceatues they contol. Those ceatues can block only ceatues attacking that playe o a planeswalke that playe contols.
+
+802.4b When detemining whethe a defending playe’s blocks ae legal, ignoe any ceatues attacking othe playes and any blocking ceatues contolled by othe playes.
+
+802.5. Afte blockes have been declaed, if any ceatues ae blocking multiple ceatues, each defending playe in APNAP ode announces the damage assignment ode among the attacking ceatues fo each blocking ceatue they contol. See ule 510, “Combat Damage Step.”
+
+802.6. Combat damage is assigned in APNAP ode. Othe than that, the combat damage step poceeds just as in a two-playe game. See ule 510, “Combat Damage Step.”
+
+803. Attack Left and Attack Right Options
+
+803.1. Some multiplaye games use the optional attack left o attack ight ules.
+
+803.1a If the attack left option is used, a playe can attack only an opponent seated immediately to thei left. If a playe’s neaest opponent to the left is moe than one seat away, the playe can’t attack.
+
+803.1b If the attack ight option is used, a playe can attack only an opponent seated immediately to thei ight. If a playe’s neaest opponent to the ight is moe than one seat away, the playe can’t attack.
+
+804. Deploy Ceatues Option
+
+804.1. The Empeo vaiant always uses the deploy ceatues option, and it can be used in othe vaiants that allow playes to compete in teams. Multiplaye fomats in which playes compete as individuals usually don’t use this option.
+
+804.2. Each ceatue has the ability “{T}: Taget teammate gains contol of this ceatue. Activate this ability only any time you could cast a socey.”
+
+805. Shaed Team Tuns Option
+
+805.1. Some multiplaye games between teams use the shaed team tuns option. It’s always used in the Two-Headed Giant vaiant (see ule 810) and the Achenemy casual vaiant (see ule 904). It can be used only if the membes of each team ae sitting in adjacent seats.
+
+805.2. Within each team, the playe seated in the ightmost seat fom that team’s pespective is the pimay playe. If the playes on a team can’t agee on a choice, such as which ceatues attack o what ode tiggeed abilities ae put on the stack, the pimay playe makes that choice.
+
+805.3. The methods descibed in ule 103.2 ae used to detemine which team will take the fist tun. The team detemined this way is the stating team.
+
+805.3a The pocess fo handling mulligans is alteed accodingly. Fist, each playe on the stating team, in whateve ode that team likes, declaes whethe that playe will take a mulligan. Then the playes on each othe team in tun ode do the same. Teammates may consult while making thei decisions. Then all mulligans ae taken at the same time. Teammates may consult while choosing which cads, if any, to put on the bottom of thei libay. A playe may take a mulligan even afte a teammate has decided to keep thei opening hand. See ule 103.4.
+
+805.3b The pocess fo handling cads that allow a playe to begin the game with them on the battlefield is alteed accodingly. Fist, each playe on the stating team, in whateve ode that team likes, may put any o all such cads onto the battlefield fom that playe’s opening hand. Teammates may consult while making thei decisions. Then each playe on each othe team in tun ode does the same.
+
+805.4. Each team takes tuns athe than each playe.
+
+805.4a The team whose tun it is is the active team. Each othe team is a nonactive team.
+
+805.4b Each playe on a team daws a cad duing that team’s daw step.
+
+805.4c Each playe on a team may play a land duing each of that team’s tuns.
+
+805.5. Teams have pioity, not individual playes.
+
+805.5a A playe may cast a spell, activate an ability, o take a special action when thei team has pioity.
+
+805.5b If a team has pioity and no playe on that team wishes to do anything, that team passes. If all teams pass in succession (that is, if all teams pass without any playe taking any actions in between passing), the top object on the stack esolves, then the active team eceives pioity. If the stack is empty when all teams pass in succession, the phase o step ends and the next one begins.
+
+805.6. The Active Playe, Nonactive Playe ode ule (see ule 101.4) is modified if the shaed team tuns option is used. If multiple teams would make choices and/o take actions at the same time, fist the active team makes any choices equied, then each nonactive team in tun ode makes any choices equied. If multiple playes would make choices and/o take actions at the same time, fist each playe on the active team makes any choices equied in whateve ode they like, then the playes on each nonactive team in tun ode do the same. Once all choices have been made, the actions happen simultaneously.
+
+805.6a If an effect instucts moe than one playe to daw cads in a game that’s using the shaed team tuns option, fist each playe on the active team, in whateve ode that team likes, pefoms that playe’s daws, then each playe on each nonactive team in tun ode does the same.
+
+805.7. If multiple tiggeed abilities have tiggeed since the last time a team eceived pioity, the membes of the active team put all tiggeed abilities any of them contols on the stack in any ode they choose, then the membes of each nonactive team in tun ode do the same.
+
+805.8. If an effect gives a playe an exta tun o adds a phase o step to that playe’s tun, that playe’s team takes the exta tun, phase, o step. If an effect causes a playe to skip a step, phase, o tun, that playe’s team does so. If a single effect causes moe than one playe on the same team to add o skip the same step, phase, o tun, that team adds o skips only that step, phase, o tun. If an effect causes a playe to contol anothe playe, the fist playe contols the affected playe’s team.
+
+805.9. Any ability that efes to the “active playe” efes to one specific active playe, not to all of the active playes. The ability’s contolle chooses which one the ability efes to at the time its effect is applied.
+
+805.10. The shaed team tuns option uses diffeent combat ules than othe multiplaye options.
+
+805.10a Each team’s ceatues attack the othe team as a goup. Duing the combat phase, the active team is the attacking team and each playe on the active team is an attacking playe. Likewise, the nonactive team is the defending team and each playe on the nonactive team is a defending playe.
+
+805.10b As the declae attackes step begins, the active team declaes attackes. Fo each attacking ceatue, the attacking team announces which defending playe o planeswalke that ceatue is attacking. The active team has one combined attack, and that set of attacking ceatues must be legal as a whole. See ule 508.1.
+
+805.10c Any ule, object, o effect that efes to an “attacking playe” efes to one specific attacking playe, not to all attacking playes. If an ability of a blocking ceatue efes to an attacking playe, o a spell o ability efes to both a blocking ceatue and an attacking playe, then unless othewise specified, the attacking playe it’s efeing to is the playe who contols the attacking ceatue that blocking ceatue is blocking. If a spell o ability could apply to multiple blocking ceatues, the appopiate attacking playe is individually detemined fo each of those blocking ceatues. If thee ae multiple attacking playes that could be chosen, the contolle of the spell o ability chooses one.
+
+805.10d As the declae blockes step begins, the defending team declaes blockes. Ceatues contolled by the defending playes can block ceatues attacking any playe on the defending team o attacking a planeswalke contolled by one of those playes. The defending team has one combined block, and that set of blocking ceatues must be legal as a whole. See ule 509.1.
+
+805.10e Any ule, object, o effect that efes to a “defending playe” efes to one specific defending playe, not to all of the defending playes. If an ability of an attacking ceatue efes to a defending playe, o a spell o ability efes to both an attacking ceatue and a defending playe, then unless othewise specified, the defending playe it’s efeing to is the playe that ceatue is attacking, o the contolle of the planeswalke that ceatue is attacking. If that ceatue is no longe attacking, the defending playe it’s efeing to is the playe that ceatue was attacking befoe it was emoved fom combat o the contolle of the planeswalke that ceatue was attacking befoe it was emoved fom combat. If a spell o ability could apply to multiple attacking ceatues, the appopiate defending playe is individually detemined fo each of those attacking ceatues. If thee ae multiple defending playes that could be chosen, the contolle of the spell o ability chooses one.
+
+805.10f Once blockes have been declaed, fo each attacking ceatue that’s become blocked by multiple ceatues, the active team announces the damage assignment ode among the blocking ceatues. Then, fo each ceatue that’s blocking multiple ceatues, the defending team announces the damage assignment ode among the attacking ceatues.
+
+805.10g As the combat damage step begins, the active team announces how each attacking ceatue will assign its combat damage. Then the defending team announces how each blocking ceatue will assign its combat damage. See ule 510.1.
+
+806. Fee-fo-All Vaiant
+
+806.1. In Fee-fo-All multiplaye games, a goup of playes compete as individuals against each othe.
+
+806.2. Any multiplaye options used ae detemined befoe play begins. The Fee-fo-All vaiant uses the following default options.
+
+806.2a The limited ange of influence option usually isn’t used in Fee-fo-All games. If it is, each playe has the same ange of influence, which is detemined befoe play begins. See ule 801, “Limited Range of Influence Option.”
+
+806.2b Exactly one of the attack left, attack ight, and attack multiple playes options must be used. See ule 803, “Attack Left and Attack Right Options,” and ule 802, “Attack Multiple Playes Option.”
+
+806.2c The deploy ceatues option isn’t used in the Fee-fo-All vaiant.
+
+806.3. The playes ae andomly seated aound the table.
+
+807. Gand Melee Vaiant
+
+807.1. The Gand Melee vaiant is a modification of the Fee-fo-All vaiant, in which a goup of playes compete against each othe as individuals. Gand Melee is nomally used only in games begun with ten o moe playes.
+
+807.2. Any multiplaye options used ae decided befoe play begins. The Gand Melee vaiant uses the following default options.
+
+807.2a Each playe has a ange of influence of 1 (see ule 801).
+
+807.2b The attack left option is used (see ule 803).
+
+807.2c The attack multiple playes and deploy ceatues options aen’t used in the Gand Melee vaiant.
+
+807.3. The playes ae seated at andom.
+
+807.4. The Gand Melee vaiant allows multiple playes to take tuns at the same time. Moving tun makes keep tack of which playes ae cuently taking tuns. Each tun make epesents an active playe’s tun.
+
+807.4a Thee is one tun make fo each full fou playes in the game.
+Example: A Gand Melee game with sixteen playes has fou tun makes. A game with fifteen playes has thee tun makes.
+
+807.4b The stating playe in the game gets the fist tun make. The playe fou seats to that playe’s left (the fifth playe) takes the second tun make, and so on until all the tun makes have been handed out. Each tun make is assigned a numbe in this way. Then all playes with tun makes stat thei tuns at the same time.
+
+807.4c Afte a playe ends thei tun, that playe passes the tun make to the playe on thei left. If a playe with a tun make leaves the game duing thei tun, the playe to thei left takes the tun make afte that tun ends. If a playe with a tun make leaves the game befoe thei tun begins, the playe to thei left takes the tun make immediately.
+
+807.4d A playe who eceives a tun make can’t begin thei tun if any playe in the thee seats to thei left has a tun make. If this is the case, that playe waits until the playe fou seats to thei left takes the othe tun make.
+
+807.4e If a playe leaves the game and that playe leaving the game would educe the numbe of tun makes in the game, the tun make immediately to the depated playe’s ight is designated fo emoval. If moe than one playe leaves the game simultaneously, those playes leaving the game would educe the numbe of tun makes in the game, and thee ae multiple tun makes that could be emoved, the make with the lowest numbe is designated fo emoval. A tun make may be designated fo emoval multiple times.
+
+807.4f Fo the puposes of detemining if one o moe playes leaving the game would educe the numbe of tun makes in the game (see ule 807.4e), disegad tun makes aleady designated fo emoval.
+
+807.4g If a playe who’s taking a tun has a tun make that’s been designated fo emoval, that tun make is emoved athe than being passed afte that tun ends. If a playe who’s not taking a tun has a tun make that’s been designated fo emoval, that tun make is emoved immediately. If a emoved tun make had been designated fo emoval multiple times, the tun make to its ight becomes designated fo emoval that many times minus one.
+
+807.4h If one o moe consecutively seated playes leave the game, the playes that wee on eithe side of those seats don’t ente one anothe’s ange of influence until the next tun begins.
+
+807.4i If an effect causes a playe with a tun make to take an exta tun afte the cuent one, that playe keeps the tun make and stats thei next tun afte the cuent tun ends, unless anothe tun make is too close on eithe side at that time. If a tun make is within thee seats on the playe’s left, the exta tun waits to begin until the playe fou seats to thei left takes the othe tun make. If a tun make is within thee seats on the playe’s ight, the playe passes the tun make to thei left when the tun ends athe than keeping it, and the playe will take the exta tun immediately befoe thei next tun.
+
+807.4j If an effect would cause a playe to take an exta tun afte the cuent tun, but that playe wouldn’t have a tun make at the stat of that tun, that playe will take the exta tun immediately befoe thei next tun instead.
+Example: Duing Alex’s tun, he casts Time Walk, which causes him to take an exta tun afte this one. Duing the same tun, the playe to Alex’s left leaves the game, which causes the numbe of tun makes to be educed. Afte Alex’s cuent tun ends, his tun make is emoved. He won’t take the exta tun fom Time Walk until just befoe his nomal tun the next time he eceives a tun make.
+
+807.5. Rathe than having a single stack, Gand Melee games contain multiple stacks. Each tun make epesents its own stack.
+
+807.5a A playe gets pioity fo a paticula tun make’s stack only if the tun make is within thei ange of influence o an object on that stack is contolled by a playe within thei ange of influence.
+
+807.5b If a playe has pioity fo multiple stacks and casts a spell, activates an ability, o a tiggeed ability they contol tigges, the playe must specify which one of those stacks the spell o ability is put on. If an object on one of those stacks caused the tiggeed ability to tigge, the playe must put it on that stack. If a esolving spell o ability on one of those stacks causes a playe to cast a spell o ceate a copy of a spell, the new spell must be put on the same stack. If a spell o ability tagets an object on one of those stacks, it must be put on the same stack as its taget; it can’t taget objects on multiple stacks.
+
+808. Team vs. Team Vaiant
+
+808.1. Team vs. Team games ae played with two o moe teams. Each team may have any numbe of playes on it.
+
+808.2. Each team sits togethe on one side of the table. Each team decides the ode in which its playes sit.
+
+808.3. Any multiplaye options used ae detemined befoe play begins. The Team vs. Team vaiant uses the following default options.
+
+808.3a The attack multiple playes option is used (see ule 802).
+
+808.3b The deploy ceatues options and limited ange of influence options usually aen’t used in the Team vs. Team vaiant.
+
+808.4. To detemine which playe goes fist, andomly choose a team. If that team has an odd numbe of playes, the playe in its cente seat goes fist. If that team has an even numbe of playes, the playe to the left of its midpoint goes fist. Tun ode goes to the playes’ left.
+
+808.5. In the Team vs. Team vaiant, a team’s esouces (cads in hand, mana, and so on) ae not shaed. Teammates may eview each othe’s hands and discuss stategies at any time. Teammates can’t manipulate each othe’s cads o pemanents.
+
+809. Empeo Vaiant
+
+809.1. The Empeo vaiant involves two o moe teams of thee playes each.
+
+809.2. Each team sits togethe on one side of the table. Each team decides the ode in which it’s seated. Each team has one empeo, who sits in the middle of the team. The emaining playes on the team ae geneals whose job is to potect the empeo.
+
+809.3. The Empeo vaiant uses the following default options.
+
+809.3a The ange of influence is limited to 2 fo empeos and 1 fo geneals. See ule 801, “Limited Range of Influence Option.”
+
+809.3b Empeo games use the deploy ceatues option (see ule 804).
+
+809.3c A playe can attack only an opponent seated immediately next to them.
+Example: At the stat of an Empeo game, neithe empeo can attack any opponents, even though both of the opposing geneals ae within thei spell ange.
+
+809.4. Randomly detemine which empeo goes fist. Tun ode goes to the playes’ left.
+
+809.5. The Empeo vaiant includes the following specifications fo winning and losing the game. All othe ules fo ending the game also apply. (See ule 104.)
+
+809.5a A team wins the game if its empeo wins.
+
+809.5b A team loses the game if its empeo loses.
+
+809.5c The game is a daw fo a team if the game is a daw fo its empeo.
+
+809.6. The Empeo vaiant can also be played with any numbe of equally sized teams. If the teams have moe than thee playes, the ange of influence of each playe should be adjusted.
+
+809.6a Each geneal’s ange of influence should be the minimum numbe that allows one geneal fom an opposing team to begin the game within thei ange of influence. Each empeo’s ange of influence should be the minimum numbe that allows two geneals fom opposing teams to begin the game within thei ange of influence. Playes should be seated such that no empeo begins the game within the ange of influence of anothe empeo.
+Example: In an Empeo game between two teams of fou playes each, the playe configuation (eithe clockwise o counteclockwise aound the table) should be: Team A geneal 1, Team A empeo, Team A geneal 2, Team A geneal 3, Team B geneal 1, Team B empeo, Team B geneal 2, Team B geneal 3. Each empeo has ange of influence 3. Each geneal 2 has ange of influence 2. Each geneal 1 and geneal 3 has ange of influence 1.
+
+809.7. In the Empeo vaiant, a team’s esouces (cads in hand, mana, and so on) ae not shaed. Teammates may eview each othe’s hands and discuss stategies at any time. Teammates can’t manipulate each othe’s cads o pemanents.
+
+810. Two-Headed Giant Vaiant
+
+810.1. Two-Headed Giant games ae played with two teams of two playes each.
+
+810.2. The Two-Headed Giant vaiant uses the shaed team tuns option. (See ule 805.)
+
+810.3. Each team sits togethe on one side of the table. Each team decides the ode in which its playes sit.
+
+810.4. Each team has a shaed life total, which stats at 30 life.
+
+810.5. With the exception of life total and poison countes, a team’s esouces (cads in hand, mana, and so on) ae not shaed in the Two-Headed Giant vaiant. Teammates may eview each othe’s hands and discuss stategies at any time. Teammates can’t manipulate each othe’s cads o pemanents.
+
+810.6. The team who plays fist skips the daw step of its fist tun.
+
+810.7. The Two-Headed Giant vaiant uses the combat ules fo the shaed team tuns option (see ule 805.10). This is a change fom pevious ules.
+
+810.8. The Two-Headed Giant vaiant uses the nomal ules fo winning o losing the game (see ule 104), with the following additions and specifications.
+
+810.8a Playes win and lose the game only as a team, not as individuals. If eithe playe on a team loses the game, the team loses the game. If eithe playe on a team wins the game, the entie team wins the game. If an effect says that a playe can’t win the game, that playe’s team can’t win the game. If an effect says that a playe can’t lose the game, that playe’s team can’t lose the game.
+Example: In a Two-Headed Giant game, a playe contols Tanscendence, which eads, in pat, “You don’t lose the game fo having 0 o less life.” If that playe’s team’s life total is 0 o less, that team doesn’t lose the game.
+Example: In a Two-Headed Giant game, a playe attempts to daw a cad while thee ae no cads in that playe’s libay. That playe loses the game, so that playe’s entie team loses the game.
+Example: In a Two-Headed Giant game, a playe contols Platinum Angel, which eads, “You can’t lose the game and you opponents can’t win the game.” Neithe that playe no thei teammate can lose the game while Platinum Angel is on the battlefield, and neithe playe on the opposing team can win the game.
+
+810.8b If a playe concedes, thei team leaves the game immediately. That team loses the game.
+
+810.8c If a team’s life total is 0 o less, the team loses the game. (This is a state-based action. See ule 704.)
+
+810.8d If a team has fifteen o moe poison countes, that team loses the game. (This is a state-based action. See ule 704.)
+
+810.9. Damage, loss of life, and gaining life happen to each playe individually. The esult is applied to the team’s shaed life total.
+Example: In a Two-Headed Giant game, a playe casts Flame Rift, which eads, “Flame Rift deals 4 damage to each playe.” Each team is dealt a total of 8 damage.
+
+810.9a If a cost o effect needs to know the value of an individual playe’s life total, that cost o effect uses the team’s life total instead.
+Example: In a Two-Headed Giant game, a playe on a team that has 17 life is tageted by Beacon of Immotality, which eads, in pat, “Double taget playe’s life total.” That playe gains 17 life, so the team winds up at 34 life.
+Example: In a Two-Headed Giant game, a playe contols Test of Enduance, an enchantment that eads, “At the beginning of you upkeep, if you have 50 o moe life, you win the game.” At the beginning of that playe’s upkeep, the playe’s team wins the game if thei team’s life total is 50 o moe.
+Example: In a Two-Headed Giant game, a playe on a team that has 11 life contols Luking Evil, an enchantment that eads, “Pay half you life, ounded up: Luking Evil becomes a 4/4 Hoo ceatue with flying.” To activate the ability, that playe must pay 6 life. The team winds up at 5 life.
+
+810.9b If a cost o effect allows both membes of a team to pay life simultaneously, the total amount of life they pay may not exceed thei team’s life total. (Playes can always pay 0 life.)
+
+810.9c If an effect sets a single playe’s life total to a specific numbe, the playe gains o loses the necessay amount of life to end up with the new total. The team’s life total is adjusted by the amount of life that playe gained o lost.
+Example: In a Two-Headed Giant game, a playe on a team that has 25 life is tageted by an ability that eads, “Taget playe’s life total becomes 10.” That playe’s life total is consideed to be 25, so that playe loses 15 life. The team winds up at 10 life.
+
+810.9d If an effect would set the life total of each playe on a team to a numbe, that team chooses one of its membes. On that team, only that playe is affected.
+Example: In a Two-Headed Giant game, one team has 7 life and the othe team has 13 life. A playe casts Repay in Kind, which eads, “Each playe’s life total becomes the lowest life total among all playes.” Each team chooses one of its membes to be affected. The esult is that the chosen playe on the team that has 13 life loses 6 life, so that team’s life total winds up at 7.
+
+810.9e A playe can’t exchange life totals with thei teammate. If an effect would cause that to occu, the exchange won’t happen.
+
+810.9f If an effect instucts a playe to edistibute any numbe of playes’ life totals, that playe may not affect moe than one membe of each team this way.
+
+810.9g If an effect says that a playe can’t gain life, no playe on that playe’s team can gain life.
+
+810.9h If an effect says that a playe can’t lose life, no playe on that playe’s team can lose life o pay any amount of life othe than 0.
+
+810.10. Effects that cause playes to get poison countes happen to each playe individually. The poison countes ae shaed by the team.
+
+810.10a If an effect needs to know how many poison countes an individual playe has, that effect uses the numbe of poison countes that playe’s team has. If an effect needs to know how many poison countes a playe’s opponents have, that effect uses the numbe of poison countes opposing teams have.
+
+810.10b If an effect says that a playe loses poison countes, that playe’s team loses that many poison countes.
+
+810.10c If an effect says that a playe can’t get poison countes, no playe on that playe’s team can get poison countes.
+
+810.10d If a ule o effect needs to know what kinds of countes an individual playe has, that effect uses the kinds of countes that playe has and the kinds of countes that playe’s team has. A playe is “poisoned” if that playe’s team has one o moe poison countes.
+
+810.11. The Two-Headed Giant vaiant can also be played with equally sized teams of moe than two playes. Fo each playe a team has beyond the second, that team’s stating life total is inceased by 15 and the numbe of poison countes equied fo the team to lose is inceased by five. (These vaiants ae called Thee-Headed Giant, Fou-Headed Giant, and so on.)
+
+811. Altenating Teams Vaiant
+
+811.1. Altenating Teams games ae played with two o moe teams of equal size.
+
+811.2. Any multiplaye options used ae detemined befoe play begins. The Altenating Teams vaiant uses the following default options.
+
+811.2a The ecommended ange of influence is 2. See ule 801, “Limited Range of Influence Option.”
+
+811.2b Exactly one of the attack left, attack ight, and attack multiple playes options must be used. See ule 803, “Attack Left and Attack Right Options,” and ule 802, “Attack Multiple Playes Option.”
+
+811.2c The deploy ceatues option isn’t nomally used in the Altenating Teams vaiant.
+
+811.3. At the stat of the game, playes ae seated so that no one is next to a teammate and each team is equally spaced out.
+Example: In an Altenating Teams game with thee teams, A, B, and C, the seating aound the table at the stat of the game is A1, B1, C1, A2, B2, C2, A3, B3, C3, and so on.
+
+811.4. A playe can’t attack opponents who aen’t seated next to them.
+
+811.5. In the Altenating Teams vaiant, a team’s esouces (cads in hand, mana, and so on) ae not shaed. Teammates can’t eview each othe’s hands unless they ae sitting next to each othe. Teammates may discuss stategies at any time. Teammates can’t manipulate each othe’s cads o pemanents.
+
+
+9. Casual Vaiants
+
+900. Geneal
+
+900.1. This section contains additional optional ules that can be used fo cetain casual game vaiants. It is by no means compehensive.
+
+900.2. The casual vaiants detailed hee use supplemental zones, ules, cads, and othe game implements not used in taditional Magic games.
+
+901. Planechase
+
+901.1. In the Planechase vaiant, plane cads and phenomenon cads add additional abilities and andomness to the game. The Planechase vaiant uses all the nomal ules fo a Magic game, with the following additions.
+
+901.2. A Planechase game may be a two-playe game o a multiplaye game. The default multiplaye setup is the Fee-fo-All vaiant with the attack multiple playes option and without the limited ange of influence option. See ule 806, “Fee-fo-All Vaiant.”
+
+901.3. In addition to the nomal game mateials, each playe needs a plana deck of at least ten plane and/o phenomenon cads and the game needs one plana die. No moe than two cads in a plana deck can be phenomenon cads. Each cad in a plana deck must have a diffeent English name. (See ule 309, “Planes,” and ule 310, “Phenomena.”)
+
+901.3a A plana die is a six-sided die. One face has the Planeswalke symbol {PW}. One face has the chaos symbol {CHAOS}. The othe faces ae blank.
+
+901.4. At the stat of the game, each playe shuffles thei plana deck so that the cads ae in a andom ode. Each deck is placed face down next to its owne’s libay. All plane and phenomenon cads emain in the command zone thoughout the game, both while they’e pat of a plana deck and while they’e face up.
+
+901.5. Once all playes have kept thei opening hands and used the abilities of cads that allow them to take an action with those cads fom thei opening hands, the stating playe moves the top cad of thei plana deck off that plana deck and tuns it face up. If it’s a phenomenon cad, the playe puts that cad on the bottom of thei plana deck and epeats this pocess until a plane cad is tuned face up. (See ule 103.6.) No abilities of any cad tuned face up this way tigge duing this pocess. The face-up plane cad becomes the stating plane.
+
+901.6. The owne of a plane o phenomenon cad is the playe who stated the game with it in thei plana deck. The contolle of a face-up plane o phenomenon cad is the playe designated as the plana contolle. Nomally, the plana contolle is whoeve the active playe is. Howeve, if the cuent plana contolle would leave the game, instead the next playe in tun ode that wouldn’t leave the game becomes the plana contolle, then the old plana contolle leaves the game. The new plana contolle etains that designation until they leave the game o a diffeent playe becomes the active playe, whicheve comes fist.
+
+901.7. Any abilities of a face-up plane cad o phenomenon cad in the command zone function fom that zone. The cad’s static abilities affect the game, its tiggeed abilities may tigge, and its activated abilities may be activated.
+
+901.7a A face-up plane cad o phenomenon cad that’s tuned face down becomes a new object.
+
+901.8. Planechase games have an inheent tiggeed ability known as the “planeswalking ability.” The full text of this ability is “Wheneve you oll {PW}, planeswalk.” (See ule 701.23, “Planeswalk.”) This ability has no souce and is contolled by the playe whose plana die oll caused it to tigge. This is an exception to ule 113.8.
+
+901.9. Any time the active playe has pioity and the stack is empty, but only duing a main phase of thei tun, that playe may oll the plana die. Taking this action costs a playe an amount of mana equal to the numbe of times they have peviously taken this action on that tun. This is a special action and doesn’t use the stack. Note that this numbe won’t be equal to the numbe of times the playe has olled the plana die that tun if an effect has caused the playe to oll the plana die that tun. (See ule 116.2g.)
+
+901.9a If the die oll is a blank face, nothing happens. The active playe gets pioity.
+
+901.9b If the die oll is the chaos symbol {CHAOS}, any ability of a face-up plane that stats “When you oll {CHAOS}” tigges and is put on the stack. The active playe gets pioity.
+
+901.9c If the die oll is the Planeswalke symbol {PW}, the “planeswalking ability” tigges and is put on the stack. The active playe gets pioity. (See ule 901.8.)
+
+901.10. When a playe leaves the game, all objects owned by that playe except abilities fom phenomena leave the game. (See ule 800.4a.) If that includes a face-up plane cad o phenomenon cad, the plana contolle tuns the top cad of thei plana deck face up. This is not a state-based action. It happens as soon as the playe leaves the game.
+
+901.10a If a plane leaves the game while a “planeswalking ability” is on the stack, that ability ceases to exist.
+
+901.10b Abilities fom phenomena owned by a playe who left the game emain on the stack contolled by the new plana contolle.
+
+901.11. Afte the game has stated, if a playe moves the top cad of thei plana deck off that plana deck and tuns it face up, that playe has “planeswalked.” Continuous effects with duations that last until a playe planeswalks end. Abilities that tigge when a playe planeswalks tigge. See ule 701.23.
+
+901.11a A playe may planeswalk as the esult of the “planeswalking ability” (see ule 901.8), because the owne of a face-up plane cad o phenomenon cad leaves the game (see ule 901.10), o because a phenomenon’s tiggeed ability leaves the stack (see ule 704.5x). Abilities may also instuct a playe to planeswalk.
+
+901.11b The plane cad that’s tuned face up is the plane the playe planeswalks to. The plane cad o phenomenon cad that’s tuned face down, o that leaves the game, is the plane o phenomenon the playe planeswalks away fom.
+
+901.11c If a playe planeswalks when thee is moe than one face-up plane cad, that playe planeswalks away fom all such planes.
+
+901.12. A Two-Headed Giant Planechase game uses all the ules fo the Two-Headed Giant multiplaye vaiant and all the ules fo the Planechase casual vaiant, with the following additions.
+
+901.12a Each playe has thei own plana deck.
+
+901.12b The plana contolle is nomally the pimay playe of the active team. Howeve, if the cuent plana contolle’s team would leave the game, instead the pimay playe of the next team in tun ode that wouldn’t leave the game becomes the plana contolle, then the old plana contolle’s team leaves the game. The new plana contolle etains that designation until they leave the game o a diffeent team becomes the active team, whicheve comes fist.
+
+901.12c Even though the face-up plane o phenomenon is contolled by just one playe, any ability of that plane o phenomenon that efes to “you” applies to both membes of the plana contolle’s team.
+
+901.12d Since each membe of the active team is an active playe, each of them may oll the plana die. Each playe’s cost to oll the plana die is based on the numbe of times that paticula playe has aleady olled the plana die that tun.
+
+901.13. In multiplaye fomats othe than Gand Melee, plane cads and phenomenon cads ae exempt fom the limited ange of influence option. Thei abilities, and the effects of those abilities, affect all applicable objects and playes in the game. (See ule 801, “Limited Range of Influence Option.”)
+
+901.14. In Gand Melee Planechase games, multiple plane cads o phenomenon cads may be face up at the same time.
+
+901.14a Befoe the fist tun of the game of the game, each playe who will stat the game with a tun make sets a stating plane (see ule 901.5). Each of them is a plana contolle.
+
+901.14b If a playe would leave the game and that playe leaving the game would educe the numbe of tun makes in the game, that playe fist ceases to be a plana contolle (but no othe playe becomes a plana contolle), then that playe leaves the game. Each face-up plane cad o phenomenon cad that playe contolled is put on the bottom of its owne’s plana deck. No playe is consideed to have planeswalked.
+
+901.15. Single Plana Deck Option
+
+901.15a As an altenative option, a Planechase game may be played with just a single communal plana deck. In that case, the numbe of cads in the plana deck must be at least foty o at least ten times the numbe of playes in the game, whicheve is smalle. The plana deck can’t contain moe phenomenon cads than twice the numbe of playes in the game. Each cad in the plana deck must have a diffeent English name.
+
+901.15b In a Planechase game using the single plana deck option, the plana contolle is consideed to be the owne of all cads in the plana deck.
+
+901.15c If any ule o ability efes to a playe’s plana deck, the communal plana deck is used.
+
+902. Vanguad
+
+902.1. In the Vanguad vaiant, a vanguad cad allows each playe to play the ole of a famous chaacte. Each playe will have one face-up vanguad cad whose abilities and othe chaacteistics affect the game. The Vanguad vaiant uses all the nomal ules fo a Magic game, with the following additions.
+
+902.2. A Vanguad game may be a two-playe game o a multiplaye game.
+
+902.3. In addition to the nomal game mateials, each playe needs a vanguad cad. Each vanguad cad is placed face up next to its owne’s libay befoe the game begins. All vanguad cads emain in the command zone thoughout the game.
+
+902.4. Each playe’s stating life total is 20 plus o minus the life modifie of thei vanguad cad.
+Example: The life modifie of a playe’s vanguad cad is -3. That playe’s stating life total is 17.
+
+902.5. Each playe’s stating hand size is seven cads, as modified by the hand modifie of thei vanguad cad.
+
+902.5a If a playe takes a mulligan in a Vanguad game, just like in a nomal game, that playe shuffles thei hand back into thei libay, then daws a new hand equal to thei stating hand size. (In a multiplaye game, a playe’s fist mulligan is fo the same numbe of cads as they had befoe.) See ule 103.4.
+Example: The hand modifie of a playe’s vanguad cad is +2. That playe stats the game with a hand of 9 cads. If the playe takes a mulligan thee times befoe keeping, they daw a new hand of nine cads and put thee of those on the bottom of thei libay.
+
+902.5b A playe’s maximum hand size is seven, as modified by the hand modifie of thei vanguad cad.
+Example: The hand modifie of a playe’s vanguad cad is -1. That playe’s maximum hand size is six. If that playe has moe than six cads in thei hand as thei cleanup step begins, they will discad all but six of them.
+
+902.6. The owne of a vanguad cad is the playe who stated the game with it in the command zone. The contolle of a face-up vanguad cad is its owne.
+
+902.7. Any abilities of a face-up vanguad cad in the command zone function fom that zone. The cad’s static abilities affect the game, its tiggeed abilities may tigge, and its activated abilities may be activated.
+
+903. Commande
+
+903.1. In the Commande vaiant, each deck is led by a legenday ceatue designated as that deck’s commande. The Commande vaiant was ceated and populaized by fans; an independent ules committee maintains additional esouces at MTGCommande.net. The Commande vaiant uses all the nomal ules fo a Magic game, with the following additions.
+
+903.2. A Commande game may be a two-playe game o a multiplaye game. The default multiplaye setup is the Fee-fo-All vaiant with the attack multiple playes option and without the limited ange of influence option. See ule 806, “Fee-fo-All Vaiant.”
+
+903.3. Each deck has a legenday ceatue cad designated as its commande. This designation is not a chaacteistic of the object epesented by the cad; athe, it is an attibute of the cad itself. The cad etains this designation even when it changes zones.
+Example: A commande that’s been tuned face down (due to Ixidon’s effect, fo example) is still a commande. A commande that’s copying anothe cad (due to Cytoshape’s effect, fo example) is still a commande. A pemanent that’s copying a commande (such as a Body Double, fo example, copying a commande in a playe’s gaveyad) is not a commande.
+
+903.3a Some planeswalke cads have an ability that states the cad can be you commande. This ability modifies the ules fo deck constuction, and it functions befoe the game begins. See also ule 113.6m.
+
+903.3b If a playe’s commande is a meld cad and it’s melded with the othe membe of its meld pai, the esulting melded pemanent is that playe’s commande.
+
+903.4. The Commande vaiant uses colo identity to detemine what cads can be in a deck with a cetain commande. The colo identity of a cad is the colo o colos of any mana symbols in that cad’s mana cost o ules text, plus any colos defined by its chaacteistic-defining abilities (see ule 604.3) o colo indicato (see ule 204).
+Example: Bosh, Ion Golem is a legenday atifact ceatue with mana cost {8} and the ability “{3}{R}, Sacifice an atifact: Bosh, Ion Golem deals damage equal to the sacificed atifact’s conveted mana cost to any taget.” Bosh’s colo identity is ed.
+
+903.4a Colo identity is established befoe the game begins.
+
+903.4b Reminde text is ignoed when detemining a cad’s colo identity. See ule 207.2.
+
+903.4c The back face of a double-faced cad (see ule 711) is included when detemining a cad’s colo identity. This is an exception to ule 711.4a.
+Example: Civilized Schola is the font face of a double-faced cad with mana cost {2}{U}. Homicidal Bute is the back face of that double-faced cad and has a ed colo indicato. The cad’s colo identity is blue and ed.
+
+903.5. Each Commande deck is subject to the following deck constuction ules.
+
+903.5a Each deck must contain exactly 100 cads, including its commande.
+
+903.5b Othe than basic lands, each cad in a Commande deck must have a diffeent English name.
+
+903.5c A cad can be included in a Commande deck only if evey colo in its colo identity is also found in the colo identity of the deck’s commande.
+Example: Wot, the Raidmothe is a legenday ceatue with mana cost {4}{R/G}{R/G}. Wot’s colo identity is ed and geen. Each cad in a Wot Commande deck must be only ed, only geen, both ed and geen, o have no colo. Each mana symbol in the mana cost o ules text of a cad in this deck must be only ed, only geen, both ed and geen, o have no colo.
+
+903.5d A cad with a basic land type may be included in a Commande deck only if each colo of mana it could poduce is included in the commande’s colo identity.
+Example: Wot, the Raidmothe’s colo identity is ed and geen. A Wot Commande deck may include land cads with the basic land types Mountain and/o Foest. It can’t include any land cads with the basic land types Plains, Island, o Swamp.
+
+903.6. At the stat of the game, each playe puts thei commande fom thei deck face up into the command zone. Then each playe shuffles the emaining 99 cads of thei deck so that the cads ae in a andom ode. Those cads become the playe’s libay.
+
+903.7. Once the stating playe has been detemined, each playe sets thei life total to 40 and daws a hand of seven cads.
+
+903.8. A playe may cast a commande they own fom the command zone. A commande cast fom the command zone costs an additional {2} fo each pevious time the playe casting it has cast it fom the command zone that game. This additional cost is infomally known as the “commande tax.”
+
+903.9. If a commande would be exiled fom anywhee o put into its owne’s hand, gaveyad, o libay fom anywhee, its owne may put it into the command zone instead. This eplacement effect may apply moe than once to the same event. This is an exception to ule 614.5.
+
+903.9a If a commande is a melded pemanent and its owne chooses to put it into the command zone this way, that pemanent and the cad epesenting it that isn’t a commande ae put into the appopiate zone, and the cad that epesents it and is a commande is put into the command zone.
+
+903.10. The Commande vaiant includes the following specification fo winning and losing the game. All othe ules fo ending the game also apply. (See ule 104.)
+
+903.10a A playe that’s been dealt 21 o moe combat damage by the same commande ove the couse of the game loses the game. (This is a state-based action. See ule 704.)
+
+903.11. Bawl Option
+
+903.11a Bawl is an option fo a diffeent style of Commande game. Bawl games use the nomal ules fo the Commande vaiant with the following modifications.
+
+903.11b Bawl decks ae usually constucted using cads fom the Standad fomat.
+
+903.11c A playe designates eithe a legenday planeswalke o a legenday ceatue as thei commande.
+
+903.11d A playe’s deck must contain exactly 60 cads, including its commande.
+
+903.11e If a playe’s commande has no colos in its colo identity, that playe’s deck may contain any numbe of basic lands of one basic land type of thei choice. This is an exception to ule 903.5d.
+
+903.11f In a two-playe Bawl game, each playe’s stating life total is 25. In a multiplaye Bawl game, each playe’s stating life total is 30.
+
+903.11g In any Bawl game, the fist mulligan a playe takes doesn’t count towad the numbe of cads that playe will put on the bottom of thei libay o the numbe of mulligans that playe may take. Subsequent mulligans ae counted towad these numbes as nomal.
+
+903.11h Bawl games do not use the state-based action descibed in ule 704.5v, which causes a playe to lose the game if they’ve been dealt 21 o moe combat damage by a commande.
+
+904. Achenemy
+
+904.1. In the Achenemy vaiant, a team of playes faces off against a single opponent stengthened with poweful scheme cads. The Achenemy vaiant uses all the nomal ules fo a Magic game, with the following additions.
+
+904.2. The default setup fo an Achenemy game is the Team vs. Team multiplaye vaiant (see ule 808) involving exactly two teams. The attack multiple playes option (see ule 802) and the shaed team tuns option (see ule 805) ae used; no othe multiplaye options ae used.
+
+904.2a One of the teams consists of exactly one playe, who is designated the achenemy.
+
+904.2b The othe team consists of any numbe of playes.
+
+904.3. In addition to the nomal game mateials, the achenemy needs a scheme deck of at least twenty scheme cads. A scheme deck may contain no moe than two of any cad with a paticula English name. (See ule 312, “Schemes.”)
+
+904.4. At the stat of the game, the achenemy shuffles thei scheme deck so that the cads ae in a andom ode. The scheme deck is placed face down next to the achenemy’s libay. All scheme cads emain in the command zone thoughout the game, both while they’e pat of a scheme deck and while they’e face up.
+
+904.5. The achenemy’s stating life total is 40. Each othe playe’s stating life total is 20.
+
+904.6. Rathe than a andomly detemined playe, the achenemy takes the fist tun of the game.
+
+904.7. The owne of a scheme cad is the playe who stated the game with it in the command zone. The contolle of a face-up scheme cad is its owne.
+
+904.8. Any abilities of a face-up scheme cad in the command zone function fom that zone. The cad’s static abilities affect the game, its tiggeed abilities may tigge, and its activated abilities may be activated.
+
+904.9. Immediately afte the achenemy’s pecombat main phase begins duing each of thei tuns, that playe moves the top cad of thei scheme deck off that scheme deck and tuns it face up. This is called “setting that scheme in motion.” (See ule 701.24.) This tun-based action doesn’t use the stack. Abilities of that scheme cad that tigge “When you set this scheme in motion” tigge.
+
+904.10. If a non-ongoing scheme cad is face up in the command zone, and no tiggeed abilities of any scheme ae on the stack o waiting to be put on the stack, that scheme cad is tuned face down and put on the bottom of its owne’s scheme deck the next time a playe would eceive pioity. (This is a state-based action. See ule 704.)
+
+904.11. Once an ongoing scheme cad is set in motion, it emains face up in the command zone until an ability causes it to be abandoned (see ule 701.25).
+
+904.12. Supevillain Rumble Option
+
+904.12a As an altenative option, playes may play a Fee-fo-All game in which each playe has thei own scheme deck. The attack multiple playes option (see ule 802) is used; no othe multiplaye options ae used.
+
+904.12b Each playe in this game is an achenemy.
+
+904.12c As in a nomal Fee-fo-All game, the stating playe is andomly detemined. All othe ules that apply to the achenemy in an Achenemy game apply to each playe in a Supevillain Rumble game.
+
+905. Conspiacy Daft
+
+905.1. The Conspiacy Daft vaiant consists of a daft (a style of limited play whee playes choose cads fom sealed booste packs to build thei decks) followed by a multiplaye game. The Conspiacy Daft vaiant uses Magic: The Gatheing—Conspiacy™ and/o Conspiacy: Take the Cown™ booste packs by default.
+
+905.1a A daft typically consists of thee daft ounds. In each daft ound, each playe opens a booste pack, dafts one cad by placing that cad in a face-down pile in font of the playe, then passes the emaining cads to the next playe. Each playe then dafts a cad fom the booste pack passed to them and passes the emaining cads. This pocedue continues until all cads in that daft ound have been dafted.
+
+905.1b In the fist and thid daft ounds, booste packs ae passed to each playe’s left. In the second daft ound, booste packs ae passed to each playe’s ight.
+
+905.1c Duing the daft, a playe can look only at cads in the booste pack they ae cuently dafting fom, cads they have aleady dafted, cads that ae cuently evealed as descibed in ule 905.2b, and cads that have been dafted face up as descibed in ule 905.2c. A playe may not eveal dafted cads to othe playes unless an ability instucts them to.
+
+905.1d Afte the daft and all actions that may be taken duing o afte the daft, all the cads a playe has dafted become that playe’s cad pool. The playe builds thei deck fom only these cads and any numbe of basic land cads. See ules 100.2b and 100.4b.
+
+905.2. Some cads have abilities that function duing the daft.
+
+905.2a Duing a daft, thee is no active playe o system of pioity. If multiple playes wish to take an action at the same time duing the daft and can’t agee on an ode, those actions ae taken in a andom ode.
+
+905.2b Some cads instuct playes to eveal them as they’e dafted and then note some infomation, such as a numbe o colo. This infomation can be efeed to by othe abilities duing the game. Any playe can look at this infomation at any time duing the daft o game. Afte the infomation is noted, the dafted cad is tuned face down and added to the playe’s dafted cads pile.
+
+905.2c Some cads instuct playes to daft them face up. Each such cad emains face up until the daft is complete, an effect instucts the peson who dafted it to tun it face down, o the cad leaves that playe’s dafted cads pile. While the cad is face up, all playes may look at it.
+
+905.3. A Conspiacy Daft game is a multiplaye game. The default multiplaye setup is the Fee-fo-All vaiant with the attack multiple playes option and without the limited ange of influence option. See ule 806, “Fee-fo-All Vaiant.”
+
+905.4. At the stat of the game, befoe decks ae shuffled, each playe may put any numbe of conspiacy cads fom thei sideboad into the command zone.
+
+905.4a Conspiacy cads with hidden agenda ae put into the command zone face down. Any time a playe has pioity, they may tun a face-down conspiacy cad they contol face up. See ule 702.105, “Hidden Agenda.”
+
+905.5. The owne of a conspiacy cad is the playe who put it into the command zone at the stat of the game. The contolle of a conspiacy cad is its owne.
+
+905.6. Once the stating playe has been detemined, each playe sets thei life total to 20 and daws a hand of seven cads.
+
+Glossay
+
+Abandon
+To tun a face-up ongoing scheme cad face down and put it on the bottom of its owne’s scheme deck. See ule 701.25, “Abandon.”
+
+Ability
+1. Text on an object that explains what that object does o can do.
+2. An activated o tiggeed ability on the stack. This kind of ability is an object.
+See ule 113, “Abilities,” and section 6, “Spells, Abilities, and Effects.”
+
+Ability Wod
+An italicized wod with no ules meaning that ties togethe abilities on diffeent cads that have simila functionality. See ule 207.2c.
+
+Absob
+A keywod ability that pevents damage. See ule 702.63, “Absob.”
+
+Activate
+To put an activated ability onto the stack and pay its costs, so that it will eventually esolve and have its effect. See ule 602, “Activating Activated Abilities.”
+
+Activated Ability
+A kind of ability. Activated abilities ae witten as “[Cost]: [Effect.] [Activation instuctions (if any).]” See ule 113, “Abilities,” and ule 602, “Activating Activated Abilities.”
+
+Activation Cost
+Eveything that appeas befoe the colon in an activated ability’s text. It must be paid to activate the ability. See ule 118, “Costs,” and ule 602, “Activating Activated Abilities.”
+
+Active Playe
+The playe whose tun it is. See ule 102.1.
+
+Active Playe, Nonactive Playe Ode
+A system that detemines the ode by which playes make choices if multiple playes ae instucted to make choices at the same time. See ule 101.4. This ule is modified fo games using the shaed team tuns option; see ule 805.6.
+
+Active Team
+The team whose tun it is in a game using the shaed team tuns option. See ule 805.4a.
+
+Adapt
+A keywod action that puts +1/+1 countes on a ceatue that doesn’t have any yet. See ule 701.42, “Adapt.”
+
+Additional Cost
+A cost a spell may have that its contolle may pay (o, in some cases, must pay) in addition to its mana cost to cast that spell. See ule 118, “Costs,” and ule 601, “Casting Spells.”
+
+Adventue Cad
+Cads with a two-pat cad fame (one pat of which is inset on the left) on a single cad. See ule 715, “Adventue Cads.”
+
+Affinity
+A keywod ability that educes how much mana you need to spend to cast a spell. See ule 702.40, “Affinity.”
+
+Afflict
+A keywod ability that makes the defending playe lose life fo blocking. See ule 702.129, “Afflict.”
+
+Aftelife
+A keywod ability that leaves behind Spiit ceatue tokens when cetain ceatues die. See ule 702.134, “Aftelife.”
+
+Aftemath
+A keywod ability that lets a playe cast one half of a split cad only fom thei gaveyad. See ule 702.126, “Aftemath.”
+
+Altenating Teams Vaiant
+A multiplaye vaiant played among two o moe teams of equal size. See ule 811, “Altenating Teams Vaiant.”
+
+Altenative Cost
+A cost a spell may have that its contolle can pay athe than paying its mana cost. See ule 118, “Costs,” and ule 601, “Casting Spells.”
+
+Amass
+A keywod action than gives you a Zombie Amy ceatue token o gows an Amy you aleady have. See ule 701.43, “Amass.”
+
+Amplify
+A keywod ability than can have a ceatue ente the battlefield with +1/+1 countes on it. See ule 702.37, “Amplify.”
+
+Ancho Wod
+A wod that pecedes one of two abilities a pemanent may ente the battlefield with. See ule 614.12b.
+
+Annihilato
+A keywod ability that can make a ceatue paticulaly butal when it attacks. See ule 702.85, “Annihilato.”
+
+Ante
+1. A zone used only when playing “fo keeps.”
+2. To put a cad into the ante zone.
+See ule 407, “Ante.”
+
+Any Taget
+A spell o ability may equie “any taget.” “Any taget” is the same as “taget ceatue, playe, o planeswalke.” See ule 115.4.
+
+APNAP Ode
+See Active Playe, Nonactive Playe Ode.
+
+Achenemy
+1. A casual vaiant in which a team of playes faces off against a single opponent stengthened with poweful scheme cads. See ule 904, “Achenemy.”
+2. A playe in an Achenemy game who is playing with a scheme deck.
+
+Atifact
+A cad type. An atifact is a pemanent. See ule 301, “Atifacts.”
+
+Atifact Ceatue
+A combination of atifact and ceatue that’s subject to the ules fo both. See ule 301, “Atifacts,” and ule 302, “Ceatues.”
+
+Atifact Land
+A combination of atifact and land that’s subject to the ules fo both. Atifact lands can only be played as lands, not cast as spells. See ule 301, “Atifacts,” and ule 305, “Lands.”
+
+Atifact Type
+A subtype that’s coelated to the atifact cad type. See ule 301, “Atifacts.” See ule 205.3g fo the list of atifact types.
+
+As Though
+Text used to indicate that the game, fo some specific pupose, teats a condition as tue even though it’s not. See ule 609.4.
+
+Ascend
+A keywod causing a playe to get the designation of the city’s blessing once they contol ten pemanents. See ule 702.130, “Ascend.”
+
+Assemble
+Assemble is a keywod action in the Unstable set that puts Contaptions onto the battlefield. Cads and mechanics fom the Unstable set aen’t included in these ules.
+
+Assign Combat Damage
+To detemine how an attacking o blocking ceatue will deal its combat damage. See ule 510, “Combat Damage Step.”
+
+Assist
+A keywod ability that lets anothe playe help you pay fo a spell. See ule 702.131, “Assist.”
+
+At End of Tun (Obsolete)
+A tigge condition pinted on abilities that tiggeed at the beginning of the end step (which is not the last thing to happen in the tun). Cads that wee pinted with that text have eceived eata in the Oacle cad efeence to say “at the beginning of the end step” o “at the beginning of the next end step.” See ule 513, “End Step.”
+
+Attach
+To move an Aua, Equipment, o Fotification onto anothe object o playe. See ule 701.3, “Attach.”
+
+Attack
+To send a ceatue into combat offensively. A ceatue can attack a playe o a planeswalke. See ule 508, “Declae Attackes Step.”
+
+Attack Alone
+A ceatue “attacks alone” if it’s the only ceatue declaed as an attacke duing the declae attackes step. A ceatue “is attacking alone” if it’s attacking but no othe ceatues ae. See ule 506.5.
+
+Attack Left Option
+An option that may be used in cetain multiplaye vaiants. See ule 803, “Attack Left and Attack Right Options.”
+
+Attack Multiple Playes Option
+An option that may be used in cetain multiplaye vaiants. See ule 802, “Attack Multiple Playes Option.”
+
+Attack Right Option
+An option that may be used in cetain multiplaye vaiants. See ule 803, “Attack Left and Attack Right Options.”
+
+Attacking Ceatue
+A ceatue that has eithe been declaed as pat of a legal attack duing the combat phase (once all costs to attack, if any, have been paid), o a ceatue that has been put onto the battlefield attacking. It emains an attacking ceatue until it’s emoved fom combat o the combat phase ends, whicheve comes fist. See ule 508, “Declae Attackes Step.”
+
+Attacking Team
+The team who can attack duing the combat phase of a multiplaye game using the shaed team tuns option. See ule 805, “Shaed Team Tuns Option.”
+
+Attacks and Isn’t Blocked
+An ability that tigges when a ceatue “attacks and isn’t blocked” tigges when the ceatue becomes an unblocked attacking ceatue. See ule 509.1h.
+
+Aua
+An enchantment subtype. Aua spells taget objects o playes, and Aua pemanents ae attached to objects o playes. See ule 303, “Enchantments,” and ule 702.5, “Enchant.”
+
+Aua Swap
+A keywod ability that lets you exchange an Aua on the battlefield with one in you hand. See ule 702.64, “Aua Swap.”
+
+Awaken
+A keywod ability that lets you tun a land you contol into a ceatue. See ule 702.112, “Awaken.”
+
+Banding, “Bands with Othe”
+Banding is a keywod ability that modifies the ules fo declaing attackes and assigning combat damage. “Bands with othe” is a specialized vesion of the ability. See ule 702.21, “Banding.”
+
+Base Powe, Base Toughness
+Effects that change the base powe and/o base toughness of a ceatue set one o both of those values to a specific numbe. See ule 613, “Inteaction of Continuous Effects.”
+
+Basic
+A supetype that’s nomally elevant on lands. Any land with this supetype is a basic land. See ule 205.4, “Supetypes.”
+
+Basic Landcycling
+See Typecycling.
+
+Basic Land Type
+Thee ae five “basic land types”: Plains, Island, Swamp, Mountain, and Foest. Each one has a mana ability associated with it. See ule 305, “Lands.”
+
+Battle Cy
+A keywod ability that makes othe attacking ceatues bette in combat. See ule 702.90, “Battle Cy.”
+
+Battlefield
+A zone. The battlefield is the zone in which pemanents exist. It used to be known as the “in-play” zone. See ule 403, “Battlefield.”
+
+Becomes
+A wod used in some tigge events to indicate a change in status o chaacteistics. See ule 603.2d.
+
+Beginning of Combat Step
+Pat of the tun. This step is the fist step of the combat phase. See ule 507, “Beginning of Combat Step.”
+
+Beginning Phase
+Pat of the tun. This phase is the fist phase of the tun. See ule 501, “Beginning Phase.”
+
+Bestow
+A keywod ability that lets a ceatue cad be cast as an Aua. See ule 702.102, “Bestow.”
+
+Block
+To send a ceatue into combat defensively. A ceatue can block an attacking ceatue. See ule 509, “Declae Blockes Step.”
+
+Block Alone
+A ceatue “blocks alone” if it’s the only ceatue declaed as a blocke duing the declae blockes step. A ceatue “is blocking alone” if it’s blocking but no othe ceatues ae. See ule 506.5.
+
+Blocked Ceatue
+An attacking ceatue that anothe ceatue blocks o that an effect causes to become blocked. It emains a blocked ceatue until it’s emoved fom combat, an effect says that it becomes unblocked, o the combat phase ends, whicheve comes fist. See ule 509, “Declae Blockes Step.”
+
+Blocking Ceatue
+A ceatue that has eithe been declaed as pat of a legal block duing the combat phase (once all costs to block, if any, have been paid), o a ceatue that has been put onto the battlefield blocking. It emains a blocking ceatue until it’s emoved fom combat o the combat phase ends, whicheve comes fist. See ule 509, “Declae Blockes Step.”
+
+Bloodthist
+A keywod ability that can have a ceatue ente the battlefield with +1/+1 countes on it. See ule 702.53, “Bloodthist.”
+
+Bolste
+A keywod action that puts +1/+1 countes on the weakest ceatue a playe contols. See ule 701.32, “Bolste.”
+
+Booste Pack
+A goup of unopened Magic cads fom a paticula expansion. Booste packs ae used in Limited fomats. See ule 100.2b.
+
+Bawl
+An option fo the Commande casual vaiant. See ule 903.11, “Bawl Option.”
+
+Buy (Obsolete)
+A tem that meant “put [a pemanent] into its owne’s gaveyad.” In geneal, cads that wee pinted with the tem “buy” have eceived eata in the Oacle cad efeence to ead, “Destoy [a pemanent]. It can’t be egeneated,” o “Sacifice [a pemanent].”
+
+Bushido
+A keywod ability that can make a ceatue bette in combat. See ule 702.44, “Bushido.”
+
+Buyback
+A keywod ability of instants and soceies that can let the spell etun to its owne’s hand as it esolves. See ule 702.26, “Buyback.”
+
+Cad
+The standad component of the game. Magic cads may be taditional o nontaditional. Tokens aen’t consideed cads. In the text of spells o abilities, the tem “cad” is used only to efe to a cad that’s not on the battlefield o on the stack, such as a ceatue cad in a playe’s hand. See ule 108, “Cads.”
+
+Cad Pool
+In a Limited fomat, the cads a playe may use, in addition to basic land cads, to build thei deck.
+
+Cad Type
+A chaacteistic. Except fo abilities on the stack, each object has a cad type, even if that object isn’t a cad. Each cad type has its own ules. See ule 205, “Type Line,” and section 3, “Cad Types.”
+
+Cascade
+A keywod ability that may let a playe cast a andom exta spell fo no cost. See ule 702.84, “Cascade.”
+
+Cast
+To take a cad fom whee it is (usually the hand), put it on the stack, and pay its costs, so that it will eventually esolve and have its effect. See ule 601, “Casting Spells.”
+
+Caste (Obsolete)
+An obsolete tem that efeed to the playe who cast a spell. In geneal, cads that wee pinted with the tem “caste” have eceived eata in the Oacle cad efeence to say “contolle.”
+
+Casting Cost (Obsolete)
+An obsolete tem fo mana cost. Cads pinted with this text have eceived eata in the Oacle cad efeence.
+
+Champion, Championed
+“Champion” is a keywod ability that lets one ceatue tempoaily eplace anothe. A pemanent is “championed” by anothe pemanent if the latte exiles the fome as the diect esult of a champion ability. See ule 702.71, “Champion.”
+
+Change a Taget
+To choose a new, legal taget fo a spell o ability. See ule 115.7.
+
+Changeling
+A chaacteistic-defining ability that gants the object it’s on evey ceatue type. See ule 702.72, “Changeling.”
+
+Chaos Ability
+An ability of a plane cad that tigges “Wheneve you oll {CHAOS}” on the plana die in the Planechase casual vaiant. See ule 309.7.
+
+Chaos Symbol
+The chaos symbol {CHAOS} appeas on the plana die and in some tiggeed abilities of plane cads in the Planechase casual vaiant. See ule 107.12.
+
+Chaacteistics
+Infomation that defines an object. See ule 109.3.
+
+Chaacteistic-Defining Ability
+A kind of static ability that conveys infomation about an object’s chaacteistics that would nomally be found elsewhee on that object (such as in its mana cost, type line, o powe/toughness box). See ule 604.3.
+
+Checklist Cad
+A game supplement with a Magic cad back that can be used to epesent a double-faced cad o meld cad. See ule 713, “Checklist Cads.”
+
+Ciphe
+A keywod ability that allows you to encode a cad on a ceatue and cast that cad wheneve that ceatue deals combat damage to a playe. See ule 702.98, “Ciphe.”
+
+City’s Blessing
+A designation a playe can have. The ascend keywod causes a playe to get this designation once they contol ten pemanents. See ule 702.130, “Ascend.”
+
+Clash
+To have a mini-contest involving the top cads of playes’ libaies. See ule 701.22, “Clash.”
+
+Cleanup Step
+Pat of the tun. This step is the second and final step of the ending phase. See ule 514, “Cleanup Step.”
+
+Collecto Numbe
+A numbe pinted on most cads that has no effect on game play. See ule 212, “Infomation Below the Text Box.”
+
+Colo
+1. A chaacteistic of an object. See ule 105, “Colos,” and ule 202, “Mana Cost and Colo.”
+2. An attibute mana may have. See ule 106, “Mana.”
+
+Cololess
+1. An object with no colo is cololess. Cololess is not a colo. See ule 105, “Colos,” and ule 202, “Mana Cost and Colo.”
+2. A type of mana. See ule 106, “Mana,” and ule 107.4c.
+
+Colo Identity
+A set of colos that detemines what cads may be included in a deck fo the Commande casual vaiant. See ule 903.4.
+
+Colo Indicato
+A chaacteistic of an object. See ule 105, “Colos,” and ule 204, “Colo Indicato.”
+
+Combat Damage
+Damage dealt duing the combat damage step by attacking ceatues and blocking ceatues as a consequence of combat. See ule 510, “Combat Damage Step.”
+
+Combat Damage Step
+Pat of the tun. This step is the fouth step of the combat phase. See ule 510, “Combat Damage Step.”
+
+Combat Phase
+Pat of the tun. This phase is the thid phase of the tun. See ule 506, “Combat Phase.”
+
+Command
+A zone fo cetain specialized objects that have an oveaching effect on the game, yet ae not pemanents and cannot be destoyed. See ule 408, “Command.”
+
+Commande
+1. A casual vaiant in which each deck is led by a legenday ceatue. See ule 903, “Commande.”
+2. A designation given to one legenday ceatue cad in each playe’s deck in the Commande casual vaiant.
+
+Commande Ninjutsu
+A vaiant of the ninjutsu ability. See ule 702.48, “Ninjutsu.”
+
+Commande Tax
+Infomal tem fo the additional cost to cast a commande based on the numbe of times a playe has cast it peviously this game. See ule 903.8.
+
+Concede
+To quit the game. Conceding a game immediately causes that playe to leave that game and lose that game. See ule 104, “Ending the Game.”
+
+Conspiacy
+A cad type used in Limited fomats such as Conspiacy Daft. A conspiacy cad is not a pemanent. See ule 313, “Conspiacies.”
+
+Conspiacy Daft
+A casual vaiant in which playes paticipate in a booste daft and then play multiplaye games. See ule 905, “Conspiacy Daft.”
+
+Conspie
+A keywod ability that ceates a copy of a spell. See ule 702.77, “Conspie.”
+
+Constucted
+A way of playing in which each playe ceates thei own deck ahead of time. See ule 100.2a.
+
+Continuous Effect
+An effect that modifies chaacteistics of objects, modifies contol of objects, o affects playes o the ules of the game, fo a fixed o indefinite peiod. See ule 611, “Continuous Effects.”
+
+Continuous Atifact (Obsolete)
+An obsolete tem that appeaed on the type line of atifacts without activated abilities. Cads pinted with this text have eceived eata in the Oacle cad efeence to simply say “Atifact.”
+
+Contol, Contolle
+“Contol” is the system that detemines who gets to use an object in the game. An object’s “contolle” is the playe who cuently contols it. See ule 108.4.
+
+Contol Anothe Playe
+To make all choices and decisions that playe is allowed to make, o is told to make, by ules o by any objects. See ule 716, “Contolling Anothe Playe.”
+
+Conveted Mana Cost
+The total amount of mana in a mana cost, egadless of colo. See ule 202.3.
+
+Convoke
+A keywod ability that lets you tap ceatues athe than pay mana to cast a spell. See ule 702.50, “Convoke.”
+
+Copiable Values
+Values of an object’s chaacteistics that ae checked by copy effects. See ules 706.2 and 706.3.
+
+Copy
+1. To ceate a new object whose copiable values have been set to those of anothe object.
+2. An object whose copiable values have been set to those of anothe object.
+See ule 706, “Copying Objects.”
+
+Cost
+An action o payment necessay to take anothe action o to stop anothe action fom taking place. See ule 118, “Costs.”
+
+Counte
+1. To cancel a spell o ability so it doesn’t esolve and none of its effects occu. See ule 701.5, “Counte.”
+2. A make placed on an object o playe that modifies its chaacteistics o inteacts with a ule o ability. See ule 122, “Countes.”
+
+Counts As (Obsolete)
+Some olde cads wee pinted with text stating that the cad “counts as” something. Cads pinted with this text have eceived eata in the Oacle cad efeence to state that the cad actually is that thing.
+
+Ceate
+To ceate a token is to put a token onto the battlefield. See ule 701.6, “Ceate.”
+
+Ceatue
+A cad type. A ceatue is a pemanent. See ule 302, “Ceatues.”
+
+Ceatue Type
+A subtype that’s coelated to the ceatue cad type and the tibal cad type. See ule 302, “Ceatues,” and ule 308, “Tibals.” See ule 205.3m fo the list of ceatue types.
+
+Cew
+A keywod ability that lets you tap ceatues to tun a Vehicle into an atifact ceatue. See ule 301, “Atifacts,” and ule 702.121, “Cew.”
+
+Cumulative Upkeep
+A keywod ability that imposes an inceasing cost to keep a pemanent on the battlefield. See ule 702.23, “Cumulative Upkeep.”
+
+Cycling
+A keywod ability that lets a cad be discaded and eplaced with a new cad. See ule 702.28, “Cycling.”
+
+Damage
+Objects can deal “damage” to ceatues, planeswalkes, and playes. This is geneally detimental to the object o playe that eceives that damage. See ule 120, “Damage.”
+
+Damage Assignment Ode
+The ode, announced duing the declae blockes step, that an attacking ceatue will assign its combat damage among the multiple ceatues blocking it, o that a blocking ceatue will assign its combat damage among the multiple ceatues it’s blocking. See ules 509.2 and 509.3.
+
+Dash
+A keywod ability that allows ceatues to be especially aggessive. See ule 702.108, “Dash.”
+
+Deal
+See Damage.
+
+Deathtouch
+A keywod ability that causes damage dealt by an object to be especially effective. See ule 702.2, “Deathtouch.”
+
+Deck
+The collection of cads a playe stats the game with; it becomes that playe’s libay. See ule 100, “Geneal,” and ule 103, “Stating the Game.”
+
+Declae Attackes
+To choose a set of ceatues that will attack, declae whethe each ceatue is attacking the defending playe o a planeswalke that playe contols, and pay any costs equied to allow those ceatues to attack. See ule 508.1.
+
+Declae Attackes Step
+Pat of the tun. This step is the second step of the combat phase. See ule 508, “Declae Attackes Step.”
+
+Declae Blockes
+To choose a set of ceatues that will block, declae which attacking ceatue each ceatue is blocking, and pay any costs equied to allow those ceatues to block. See ule 509.1.
+
+Declae Blockes Step
+Pat of the tun. This step is the thid step of the combat phase. See ule 509, “Declae Blockes Step.”
+
+Defende
+A keywod ability that pohibits a ceatue fom attacking. See ule 702.3, “Defende.”
+
+Defending Playe
+The playe who can be attacked, and whose planeswalkes can be attacked, duing the combat phase. See ule 506.2. In cetain multiplaye games, thee may be moe than one defending playe; see ule 802, “Attack Multiple Playes Option,” and ule 805.10.
+
+Defending Team
+The team who can be attacked, and whose planeswalkes can be attacked, duing the combat phase of a multiplaye game using the shaed team tuns option. See ule 805, “Shaed Team Tuns Option.”
+
+Delayed Tiggeed Ability
+An ability ceated by effects geneated when some spells o abilities esolve, o when some eplacement effects ae applied, that does something late on athe than at that time. See ule 603.7.
+
+Delve
+A keywod ability that lets you exile cads fom you gaveyad athe than pay geneic mana to cast a spell. See ule 702.65, “Delve.”
+
+Dependency
+A system that may be used to detemine in which ode continuous effects in the same laye o sublaye ae applied. See ule 613.7. See also Timestamp Ode.
+
+Deploy Ceatues Option
+An option that may be used in cetain multiplaye vaiants to pass contol of ceatues between teammates. See ule 804, “Deploy Ceatues Option.”
+
+Destoy
+To move a pemanent fom the battlefield to its owne’s gaveyad. See ule 701.7, “Destoy.”
+
+Detain
+A keywod action that tempoaily stops a pemanent fom attacking, blocking, o having its activated abilities activated. See ule 701.28, “Detain.”
+
+Dethone
+A keywod ability that puts a +1/+1 counte on a ceatue when it attacks the playe with the most life. See ule 702.104, “Dethone.”
+
+Devoid
+A chaacteistic-defining ability that makes an object cololess. See ule 702.113, “Devoid.”
+
+Devotion
+A numeical value a playe has, equal to the numbe of mana symbols of a cetain colo among the mana costs of pemanents that playe contols. See ule 700.5.
+
+Devou
+A keywod ability that can have a ceatue ente the battlefield with +1/+1 countes on it. See ule 702.81, “Devou.”
+
+Dies
+A ceatue o planeswalke “dies” if it is put into a gaveyad fom the battlefield. See ule 700.4.
+
+Discad
+To move a cad fom its owne’s hand to that playe’s gaveyad. See ule 701.8, “Discad.”
+
+Double Agenda
+A vaiant of the hidden agenda ability. See ule 702.105, “Hidden Agenda.”
+
+Double Stike
+A keywod ability that lets a ceatue deal its combat damage twice. See ule 702.4, “Double Stike.”
+
+Double-Faced Cads
+Cads with two faces, one on each side of the cad, and no Magic cad back. See ule 711, “Double-Faced Cads.”
+
+Daft
+1. A Limited fomat in which playes choose cads one at a time fom booste packs, then constuct a deck solely fom the chosen cads and basic land cads.
+2. To choose a cad duing a daft and put it into you cad pool.
+
+Daft Round
+Pat of a daft in which each playe opens an unopened booste pack and the cads in those booste packs ae dafted. See ules 905.1a and 905.1b.
+
+Daw
+1. To put the top cad of a playe’s libay into thei hand as a tun-based action o as the esult of an effect that uses the wod “daw.” See ule 121, “Dawing a Cad.”
+2. The esult of a game in which neithe playe wins o loses. See ule 104.4.
+
+Daw Step
+Pat of the tun. This step is the thid and final step of the beginning phase. See ule 504, “Daw Step.”
+
+Dedge
+A keywod ability that lets a playe etun a cad fom thei gaveyad to thei hand. See ule 702.51, “Dedge.”
+
+Duing (Obsolete)
+Some olde cads used the phase “duing [phase], [action].” These abilities wee called “phase abilities.” In geneal, cads that wee pinted with phase abilities have eceived eata in the Oacle cad efeence so they have abilities that tigge at the beginning of a step o phase. “Duing” still appeas in cuent cad text, but only in its nomal English sense and not as game teminology.
+
+Echo
+A keywod ability that imposes a cost to keep a pemanent on the battlefield. See ule 702.29, “Echo.”
+
+EDH (Obsolete)
+An olde name fo the Commande casual vaiant. See ule 903, “Commande.”
+
+Effect
+Something that happens in the game as a esult of a spell o ability. See ule 609, “Effects.”
+
+Embalm
+A keywod ability that lets a playe exile a ceatue cad fom thei gaveyad to ceate a mummified token vesion of that cad. See ule 702.127, “Embalm.”
+
+Emblem
+An emblem is a make used to epesent an object that has one o moe abilities, but no othe chaacteistics. See ule 114, “Emblems.”
+
+Emege
+A keywod ability that lets a playe cast a spell fo less by sacificing a ceatue. See ule 702.118, “Emege.”
+
+Empeo
+The middle playe on each team in an Empeo game. See ule 809, “Empeo Vaiant.”
+
+Empeo Vaiant
+A multiplaye vaiant played among thee-playe teams. See ule 809, “Empeo Vaiant.”
+
+Enchant
+A keywod ability that defines what an Aua spell can taget and what an Aua pemanent can be attached to. See ule 303, “Enchantments,” and ule 702.5, “Enchant.”
+
+Enchantment
+A cad type. An enchantment is a pemanent. See ule 303, “Enchantments.” See also Aua.
+
+Enchantment Type
+A subtype that’s coelated to the enchantment cad type. See ule 303, “Enchantments.” See ule 205.3h fo the list of enchantment types.
+
+Encoded
+A tem that descibes the elationship between a pemanent and a cad exiled by a ciphe ability. See ule 702.98, “Ciphe.”
+
+Encounte
+To move a phenomenon cad off the top of a plana deck and tun it face up. See ule 310, “Phenomena.”
+
+End of Combat Step
+Pat of the tun. This step is the fifth and final step of the combat phase. See ule 511, “End of Combat Step.”
+
+End Step
+Pat of the tun. This step is the fist step of the ending phase. See ule 513, “End Step.”
+
+End the Combat Phase
+To “end the combat phase” as the esult of an effect is to pefom an expedited pocess that skips eveything else that would happen that phase. See ule 717, “Ending Tuns and Phases.”
+
+End the Tun
+To “end the tun” as the esult of an effect is to pefom an expedited pocess that skips nealy eveything else that would happen that tun. See ule 717, “Ending Tuns and Phases.”
+
+Ending Phase
+Pat of the tun. This phase is the fifth and final phase of the tun. See ule 512, “Ending Phase.”
+
+Enegy Symbol
+The enegy symbol {E} epesents one enegy counte. To pay {E}, a playe emoves one enegy counte fom themselves.
+
+Entes the Battlefield
+A nontoken pemanent “entes the battlefield” when it’s moved onto the battlefield fom anothe zone. A token “entes the battlefield” when it’s ceated. See ules 403.3, 603.6a, 603.6d, and 614.12.
+
+Entwine
+A keywod ability that lets a playe choose all modes fo a spell athe than just the numbe specified. See ule 702.41, “Entwine.”
+
+Epic
+A keywod ability that lets a playe copy a spell at the beginning of each of thei upkeeps at the expense of casting any othe spells fo the est of the game. See ule 702.49, “Epic.”
+
+Equip
+A keywod ability that lets a playe attach an Equipment to a ceatue they contol. See ule 301, “Atifacts,” and ule 702.6, “Equip.”
+
+Equipment
+An atifact subtype. Equipment can be attached to ceatues. See ule 301, “Atifacts,” and ule 702.6, “Equip.”
+
+Escalate
+A keywod ability on some modal spells that adds a cost fo choosing additional modes. See ule 702.119, “Escalate.”
+
+Etenalize
+A keywod ability that lets a playe exile a ceatue cad fom thei gaveyad to ceate an etenalized token vesion of that cad. See ule 702.128, “Etenalize.”
+
+Evasion Ability
+An ability that esticts what ceatues can block an attacking ceatue. See ules 509.1b–c.
+
+Event
+Anything that happens in a game. See ule 700.1.
+
+Evoke
+A keywod ability that causes a pemanent to be sacificed when it entes the battlefield. See ule 702.73, “Evoke.”
+
+Evolve
+A keywod ability that lets you put a +1/+1 counte on a ceatue when a lage ceatue entes the battlefield unde you contol. See ule 702.99, “Evolve.”
+
+Exalted
+A keywod ability that can make a ceatue bette in combat. See ule 702.82, “Exalted.”
+
+Exchange
+To swap two things, such as objects, sets of objects, o life totals. See ule 701.10, “Exchange.”
+
+Exet
+A keywod action that stops a pemanent fom untapping duing the next uptap step of the playe who exeted it. See ule 701.38, “Exet.”
+
+Exile
+1. A zone. Exile is essentially a holding aea fo cads. It used to be known as the “emoved-fom-the-game” zone.
+2. To put an object into the exile zone fom whateve zone it’s cuently in. An “exiled” cad is one that’s been put into the exile zone.
+See ule 406, “Exile.”
+
+Expansion Symbol
+A cad’s expansion symbol is a small icon nomally pinted below the ight edge of the illustation that has no effect on game play. See ule 206, “Expansion Symbol.”
+
+Exploit
+A keywod ability that lets you sacifice a ceatue fo a benefit. See ule 702.109, “Exploit.”
+
+Exploe
+A keywod action that causes a playe to eveal the top cad of thei libay and then to take diffeent actions depending on whethe a land cad is evealed this way. See ule 701.39, “Exploe.”
+
+Extot
+A keywod ability that lets you gain life and have opponents lose life wheneve you cast a spell. See ule 702.100, “Extot.”
+
+Exta Tun
+A tun ceated by an effect of a spell o ability. See ule 500.7. Fo ules about exta tuns in a multiplaye game using the shaed team tuns option, see 805.8. Fo ules about exta tuns in a Gand Melee game, see ule 807.4.
+
+Fabicate
+A keywod ability that lets you choose whethe to ceate Sevo tokens o put +1/+1 countes on a ceatue. See ule 702.122, “Fabicate.”
+
+Face Down
+1. A cad is “face down” if it’s physically positioned so the cad back is showing. Cads in some zones ae nomally kept face down. See section 4, “Zones.”
+2. A status a pemanent may have. See ule 110.5 and ule 702.36, “Moph.”
+3. Face-down spells have additional ules. See ule 707, “Face-Down Spells and Pemanents,” and ule 702.36, “Moph.”
+
+Face Up
+1. A cad is “face up” if it’s physically positioned so the cad font is showing. Cads in some zones ae nomally kept face up. See section 4, “Zones.”
+2. A default status a pemanent may have. See ule 110.5 and ule 702.36, “Moph.”
+
+Fading
+A keywod ability that limits how long a pemanent emains on the battlefield. See ule 702.31, “Fading.”
+
+Fateseal
+To manipulate some of the cads on top of an opponent’s libay. See ule 701.21, “Fateseal.”
+
+Fea
+A keywod ability that esticts how a ceatue may be blocked. See ule 702.35, “Fea.”
+
+Fight
+When two ceatues fight, each deals damage equal to its powe to the othe. See ule 701.12, “Fight.”
+
+Fist Stike
+A keywod ability that lets a ceatue deal its combat damage befoe othe ceatues. See ule 702.7, “Fist Stike.”
+
+Flanking
+A keywod ability that can make a ceatue bette in combat. See ule 702.24, “Flanking.”
+
+Flash
+A keywod ability that lets a playe play a cad any time they could cast an instant. See ule 702.8, “Flash.”
+
+Flashback
+A keywod ability that lets a playe cast a cad fom thei gaveyad. See ule 702.33, “Flashback.”
+
+Flavo Text
+Text in italics (but not in paentheses) in the text box of a cad that has no effect on play. See ule 207.2.
+
+Flip Cads
+Cads with a two-pat cad fame (one pat of which is pinted upside down) on a single cad. See ule 709, “Flip Cads.”
+
+Flipped
+A status a pemanent may have. See ule 110.5 and ule 709, “Flip Cads.” See also Unflipped.
+
+Flipping a Coin
+A method of andomization with two possible outcomes of equal likelihood. See ule 705, “Flipping a Coin.”
+
+Flying
+A keywod ability that esticts how a ceatue may be blocked. See ule 702.9, “Flying.”
+
+Food Token
+A Food token is a cololess atifact token with “{2}, {T}, Sacifice this atifact: You gain 3 life.” Fo moe infomation about pedefined tokens, see ule 111.10.
+
+Foecast
+A keywod ability that allows an activated ability to be activated fom a playe’s hand. See ule 702.56, “Foecast.”
+
+Foest
+One of the five basic land types. Any land with this subtype has the ability “{T}: Add {G}.” See ule 305.6.
+
+Foestcycling
+See Typecycling.
+
+Foestwalk
+See Landwalk.
+
+Fotification
+An atifact subtype. Fotifications can be attached to lands. See ule 301, “Atifacts,” and ule 702.66, “Fotify.”
+
+Fotify
+A keywod ability that lets a playe attach a Fotification to a land they contol. See ule 301, “Atifacts,” and ule 702.66, “Fotify.”
+
+Fenzy
+A keywod ability that can make a ceatue bette in combat. See ule 702.67, “Fenzy.”
+
+Fee-fo-All
+A multiplaye vaiant in which a goup of playes compete as individuals against each othe. See ule 806, “Fee-fo-All Vaiant.”
+
+Fuse
+A keywod ability that allows a playe to cast both halves of a split cad. See ule 702.101, “Fuse.”
+
+Fused Split Spell
+A split cad on the stack that has been cast using the fuse ability o a copy of such a cad. See ule 702.101, “Fuse.”
+
+Geneal
+Any playe in the Empeo multiplaye vaiant who isn’t an empeo. See ule 809, “Empeo Vaiant.”
+
+Geneic Mana
+Mana in a cost epesented by numeical symbols (such as {1}) o vaiable symbols (such as {X}) that can be paid with mana of any type. See ule 107.4.
+
+Global Enchantment (Obsolete)
+An obsolete tem fo a non-Aua enchantment. Cads pinted with this text have eceived eata in the Oacle cad efeence.
+
+Goad
+A keywod action that foces a ceatue to attack and to attack anothe playe if able. See ule 701.37, “Goad.”
+
+Gaft
+A keywod ability that has a pemanent ente the battlefield with +1/+1 countes on it and can move those countes to othe ceatues. See ule 702.57, “Gaft.”
+
+Gand Melee
+A multiplaye vaiant in which a lage goup of playes (usually ten o moe) compete as individuals against each othe. See ule 807, “Gand Melee Vaiant.”
+
+Gavestom
+A keywod ability that ceates copies of a spell. See ule 702.68, “Gavestom.”
+
+Gaveyad
+1. A zone. A playe’s gaveyad is thei discad pile.
+2. All the cads in a playe’s gaveyad.
+See ule 404, “Gaveyad.”
+
+Hand
+1. A zone. A playe’s hand is whee that playe holds cads they have dawn but not played yet.
+2. All the cads in a playe’s hand.
+See ule 402, “Hand.”
+
+Hand Modifie
+A chaacteistic that only vanguads have. See ule 210, “Hand Modifie.”
+
+Haste
+A keywod ability that lets a ceatue ignoe the “summoning sickness” ule. See ule 702.10, “Haste,” and ule 302.6.
+
+Haunt
+A keywod ability that exiles cads. A cad exiled this way “haunts” a ceatue tageted by the haunt ability. See ule 702.54, “Haunt.”
+
+Hexpoof
+A keywod ability that pecludes a pemanent o playe fom being tageted by an opponent. See ule 702.11, “Hexpoof.”
+
+Hidden Agenda
+A keywod ability that allows a conspiacy cad to be put into the command zone face down. See ule 702.105, “Hidden Agenda.”
+
+Hidden Zone
+A zone in which not all playes can be expected to see the cads’ faces. See ule 400.2. See also Public Zone.
+
+Hideaway
+A keywod ability that lets a playe stoe a secet cad. See ule 702.74, “Hideaway.”
+
+Histoic
+An object is histoic if it has the legenday supetype, the atifact cad type, o the Saga subtype. See ule 700.6.
+
+Hosemanship
+A keywod ability that esticts how a ceatue may be blocked. See ule 702.30, “Hosemanship.”
+
+Hybid Cad
+A cad with one o moe hybid mana symbols in its mana cost. See ule 202.2f.
+
+Hybid Mana Symbols
+A mana symbol that epesents a cost that can be paid in one of two ways. See ule 107.4.
+
+If
+See Intevening “If” Clause.
+
+Illegal Action
+An action that violates the ules of the game and/o equiements o estictions ceated by effects. See ule 722, “Handling Illegal Actions.”
+
+Illegal Taget
+A taget that no longe exists o no longe meets the specifications stated by the spell o ability that’s tageting it. See ule 608.2b.
+
+Illustation
+A pictue pinted on the uppe half of a cad that has no effect on game play. See ule 203, “Illustation.”
+
+Illustation Cedit
+Infomation pinted diectly below the text box that has no effect on game play. See ule 212, “Infomation Below the Text Box.”
+
+Impint
+“Impint” used to be a keywod ability. It is now an ability wod and has no ules meaning. All cads pinted with the impint keywod have eceived eata in the Oacle cad efeence.
+
+Impovise
+A keywod ability that lets you tap atifacts athe than pay mana to cast a spell. See ule 702.125, “Impovise.”
+
+In Play (Obsolete)
+An obsolete tem fo the battlefield. Cads that wee pinted with text that contain the phases “in play,” “fom play,” “into play,” o the like ae efeing to the battlefield and have eceived eata in the Oacle cad efeence. See Battlefield.
+
+In Response To
+An instant spell that’s been cast, o an activated ability that’s been activated, while anothe spell o ability is on the stack has been cast o activated “in esponse to” the ealie spell o ability. See ule 117.7.
+
+Independent
+See Dependency.
+
+Indestuctible
+A keywod ability that pecludes a pemanent fom being destoyed. See ule 702.12.
+
+Infect
+A keywod ability that affects how an object deals damage to ceatues and playes. See ule 702.89, “Infect.”
+
+Ingest
+A keywod ability that can exile the top cad of a playe’s libay. See ule 702.114, “Ingest.”
+
+Instant
+A cad type. An instant is not a pemanent. See ule 304, “Instants.”
+
+Instead
+Effects that use the wod “instead” ae eplacement effects. The wod “instead” indicates what an event will be eplaced with. See ule 614, “Replacement Effects.”
+
+Inteupt (Obsolete)
+An obsolete cad type. All cads pinted with this cad type ae now instants. All abilities that, as pinted, said a playe could “play as an inteupt” can now be activated like any othe activated abilities (unless they’e mana abilities, in which case they follow those ules instead). All elevant cads have been given eata in the Oacle cad efeence.
+
+Intevening “If” Clause
+A specially woded condition checked as a tiggeed ability would tigge and again as it would esolve. See ule 603.4
+
+Intimidate
+A keywod ability that esticts how a ceatue may be blocked. See ule 702.13, “Intimidate.”
+
+Investigate
+A keywod action that ceates a Clue atifact token. See ule 701.35, “Investigate.”
+
+Island
+One of the five basic land types. Any land with this subtype has the ability “{T}: Add {U}.” See ule 305.6.
+
+Islandcycling
+See Typecycling.
+
+Islandhome (Obsolete)
+An obsolete keywod ability that meant “This ceatue can’t attack unless defending playe contols an Island” and “When you contol no Islands, sacifice this ceatue.” Cads pinted with this ability have been given eata in the Oacle cad efeence.
+
+Islandwalk
+See Landwalk.
+
+Jump-Stat
+A keywod ability that lets a playe cast a cad fom thei gaveyad by discading a cad. See ule 702.132, “Jump-Stat.”
+
+Keywod Ability
+A game tem, such as “flying” o “haste,” used as shothand fo a longe ability o goup of abilities. See ule 702, “Keywod Abilities.”
+
+Keywod Action
+A veb, such as “destoy” o “cast,” used as a game tem athe than as its nomal English meaning. See ule 701, “Keywod Actions.”
+
+Kicke, Kicked
+Kicke is a keywod ability that epesents an optional additional cost. A spell has been kicked if its contolle declaed the intention to pay any o all of its kicke costs. See ule 702.32, “Kicke.”
+
+Land
+A cad type. A land is a pemanent. See ule 305, “Lands.”
+
+Land Type
+A subtype that’s coelated to the land cad type. See ule 305, “Lands.” See ule 205.3i fo the list of land types.
+
+Landwalk
+A geneic tem fo a goup of keywod abilities that estict whethe a ceatue may be blocked. See ule 702.14, “Landwalk.”
+
+Last Known Infomation
+Infomation about an object that’s no longe in the zone it’s expected to be in, o infomation about a playe that’s no longe in the game. This infomation captues that object’s last existence in that zone o that playe’s last existence in the game. See ules 113.7a, 608.2b, 608.2g, and 800.4h.
+
+Laye
+A system used to detemine in which ode continuous effects ae applied. See ule 613, “Inteaction of Continuous Effects.” See also Dependency, Timestamp Ode.
+
+Leaves the Battlefield
+A pemanent “leaves the battlefield” when it’s moved fom the battlefield to anothe zone, o (if it’s phased in) when it leaves the game because its owne leaves the game. See ules 603.6c and 603.10.
+
+Legal Text
+Infomation pinted diectly below the text box that has no effect on game play. See ule 212, “Infomation Below the Text Box.”
+
+Legend (Obsolete)
+An obsolete ceatue type. Cads pinted with this subtype have been given eata in the Oacle cad efeence so they have the legenday supetype instead. See Legenday.
+
+Legenday
+A supetype that’s nomally elevant on pemanents. See ule 205.4, “Supetypes.” See also Legend Rule.
+
+Legend Rule
+A state-based action that causes a playe who contols two o moe legenday pemanents with the same name to put all but one into thei ownes’ gaveyads. See ule 704.5j.
+
+Lethal Damage
+An amount of damage geate than o equal to a ceatue’s toughness. See ules 120.6, 510.1, and 704.5g.
+
+Level Symbol
+A symbol that epesents a keywod ability indicating abilities, powe, and toughness a levele cad may have. See ule 107.8 and ule 710, “Levele Cads.”
+
+Level Up
+A keywod ability that can put level countes on a ceatue. See ule 702.86, “Level Up.”
+
+Levele Cads
+Cads with stiated text boxes and thee powe/toughness boxes. See ule 710, “Levele Cads.”
+
+Libay
+1. A zone. A playe’s libay is whee that playe daws cads fom.
+2. All the cads in a playe’s libay.
+See ule 401, “Libay.”
+
+Life, Life Total
+Each playe has an amount of “life,” epesented by that playe’s “life total.” Life may be gained o lost. See ule 119, “Life.”
+
+Life Modifie
+A chaacteistic that only vanguads have. See ule 211, “Life Modifie.”
+
+Lifelink
+A keywod ability that causes a playe to gain life. See ule 702.15, “Lifelink.”
+
+Limited
+A way of playing in which each playe gets a quantity of unopened Magic poduct and ceates thei own deck on the spot. See ule 100.2.
+
+Limited Range of Influence
+An optional ule used in some multiplaye games that limits what a playe can affect. See ule 801, “Limited Range of Influence Option.”
+
+Linked Abilities
+Two abilities pinted on the same object such that one of them causes actions to be taken o objects to be affected and the othe one diectly efes to those actions o objects. See ule 607, “Linked Abilities.”
+
+Living Weapon
+A keywod ability that ceates a ceatue token and then attaches the Equipment with the ability to that token. See ule 702.91, “Living Weapon.”
+
+Local Enchantment (Obsolete)
+An obsolete tem fo an Aua. Cads pinted with this text have eceived eata in the Oacle cad efeence.
+
+London Mulligan
+Infomal tem fo the cuent system of mulligan ules. See ule 103.4.
+
+Loop
+A set of actions that could be epeated indefinitely. See ule 721, “Taking Shotcuts.”
+
+Lose the Game
+Thee ae seveal ways to lose the game. See ule 104, “Ending the Game,” ule 810.8 (fo additional ules fo Two-Headed Giant games), ule 809.5 (fo additional ules fo Empeo games), and ule 903.10 (fo an additional ule fo Commande games).
+
+Loyalty
+1. Pat of a cad that only planeswalkes have. A planeswalke cad’s loyalty is pinted in its lowe ight cone. See ule 209, “Loyalty.”
+2. A chaacteistic that only planeswalkes have. See ule 306.5.
+
+Loyalty Ability
+An activated ability with a loyalty symbol in its cost. See ule 606, “Loyalty Abilities.”
+
+Madness
+A keywod ability that lets a playe cast a cad they discad. See ule 702.34, “Madness.”
+
+Main Game
+The game in which a spell (o ability) that ceated a subgame was cast (o activated). See ule 720, “Subgames.”
+
+Main Phase
+Pat of the tun. The fist, o pecombat, main phase is the second phase of the tun. The second, o postcombat, main phase is the fouth phase of the tun. See ule 505, “Main Phase.”
+
+Mana
+The pimay esouce in the game. It is spent to pay costs, usually when casting spells and activating abilities. See ule 106, “Mana,” ule 107.4, and ule 202, “Mana Cost and Colo.”
+
+Mana Ability
+An activated o tiggeed ability that could ceate mana and doesn’t use the stack. See ule 605, “Mana Abilities.”
+
+Mana Bun (Obsolete)
+Olde vesions of the ules stated that unspent mana caused a playe to lose life; this was called “mana bun.” That ule no longe exists.
+
+Mana Cost
+A chaacteistic, and pat of a cad. A cad’s mana cost is indicated by the mana symbols pinted in its uppe ight cone. See ule 107.4 and ule 202, “Mana Cost and Colo.”
+
+Mana Pool
+Whee mana ceated by an effect is tempoaily stoed. See ule 106.4.
+
+Mana Souce (Obsolete)
+An obsolete cad type. All cads pinted with this cad type ae now instants. All abilities that, as pinted, said a playe could “play as a mana souce” ae now mana abilities. All elevant cads have been given eata in the Oacle cad efeence.
+
+Mana Symbol
+An icon that epesents mana o a mana cost. See ule 107.4.
+
+Manifest
+A keywod action that puts a cad onto the battlefield face down as a 2/2 ceatue. See ule 701.33, “Manifest,” and ule 707, “Face-Down Spells and Pemanents.”
+
+Match
+A multiplaye game o a two-playe seies of games (usually best-two-of-thee) played in a tounament. See ule 100.6.
+
+Maximum Hand Size
+The numbe of cads in hand a playe must discad down to duing thei cleanup step. See ule 402.2 and 514.1.
+
+Megamoph
+A vaiant of the moph ability that puts a +1/+1 counte on the ceatue as it tuns face up. See ule 702.36, “Moph.”
+
+Meld
+To tun two membes of a meld pai so thei back faces ae up and combined into one ovesized Magic cad. See ule 701.36, “Meld.”
+
+Meld Cads
+Cads with a Magic cad face on one side and half of an ovesized Magic cad face on the othe. See ule 712, “Meld Cads.”
+
+Melee
+A keywod ability that impoves an attacking ceatue based on the numbe of opponents you attacked. See ule 702.120, “Melee.”
+
+Menace
+An evasion ability that makes ceatues unblockable by a single ceatue. See ule 702.110, “Menace.”
+
+Mento
+A keywod ability that lets you bigge ceatues powe up you smalle ceatues when they attack togethe. See ule 702.133, “Mento.”
+
+Miacle
+A keywod ability that lets you cast a spell fo a educed cost if it’s the fist cad you daw in a tun. See ule 702.93, “Miacle.”
+
+Modal, Mode
+A spell o ability is “modal” if it has two o moe options in a bulleted list peceded by instuctions fo a playe to choose a numbe of those options, such as “Choose one —.” See ule 700.2.
+
+Modula
+A keywod ability that has a pemanent ente the battlefield with +1/+1 countes on it and can move those countes to othe atifact ceatues. See ule 702.42, “Modula.”
+
+Monach
+A designation a playe can have. Some effects instuct a playe to become the monach. The monach daws a cad at the beginning of thei end step. Dealing combat damage to the monach steals the title fom that playe. See ule 718, “The Monach.”
+
+Mono Atifact (Obsolete)
+An obsolete tem that appeaed on the type line of atifacts with activated abilities that caused the atifact to become tapped as a cost. Cads pinted with this text have eceived eata in the Oacle cad efeence to simply say “Atifact,” and those abilities now include the tap symbol in thei costs.
+
+Monocoloed
+An object with exactly one colo is monocoloed. Cololess objects aen’t monocoloed. See ule 105, “Colos,” and ule 202, “Mana Cost and Colo.”
+
+Monocoloed Hybid Mana Symbols
+See Hybid Mana Symbols.
+
+Monstosity
+A keywod action that puts +1/+1 countes on a ceatue and makes it become monstous. See ule 701.30, “Monstosity.”
+
+Monstous
+A designation given to a ceatue whose ability including a monstosity instuction has esolved. See ule 701.30, “Monstosity.”
+
+Moph
+A keywod ability that lets a cad be cast face down as a 2/2 ceatue. See ule 702.36, “Moph,” and ule 707, “Face-Down Spells and Pemanents.”
+
+Mountain
+One of the five basic land types. Any land with this subtype has the ability “{T}: Add {R}.” See ule 305.6.
+
+Mountaincycling
+See Typecycling.
+
+Mountainwalk
+See Landwalk.
+
+Move
+To emove a counte fom one object and put it on a diffeent object. See ule 122.5.
+Some olde cads used “move” with espect to Auas; those cads have eceived eata in the Oacle cad efeence and now use the wod “attach.”
+
+Mulligan
+To take a mulligan is to eject a pospective opening hand in favo of a new one. See ule 103.4.
+
+Multicoloed
+An object with two o moe colos is multicoloed. Multicoloed is not a colo. See ule 105, “Colos,” and ule 202, “Mana Cost and Colo.”
+
+Multikicke
+Multikicke is a vaiant of the kicke keywod ability. It epesents an optional additional cost that may be paid any numbe of times. See ule 702.32, “Kicke.” See also Kicke.
+
+Multiplaye Game
+A game that begins with moe than two playes. See section 8, “Multiplaye Rules.”
+
+Myiad
+Myiad is a tiggeed ability that effectively lets a ceatue attack in all possible diections. See ule 702.115, “Myiad.”
+
+Name
+A chaacteistic, and pat of a cad. A cad’s name is pinted in its uppe left cone. See ule 201, “Name.”
+
+Ninjutsu
+A keywod ability that lets a ceatue suddenly ente combat. See ule 702.48, “Ninjutsu.”
+
+Nonbasic Land
+Any land that doesn’t have the supetype “basic.” See ule 205.4, “Supetypes.”
+
+Nontaditional Magic Cad
+An ovesized Magic cad that has a Magic cad back but not a “Deckmaste” back. See ule 108.2.
+
+Object
+An ability on the stack, a cad, a copy of a cad, a token, a spell, o a pemanent. See ule 109, “Objects.”
+
+Offeing
+A keywod ability that modifies when you can cast a spell and how much mana you need to spend to do it. See ule 702.47, “Offeing.”
+
+One-Shot Effect
+An effect that does something just once and doesn’t have a duation. See ule 610, “One-Shot Effects.” See also Continuous Effects.
+
+Ongoing
+A supetype that appeas only on scheme cads. See ule 205.4, “Supetypes.”
+
+Opening Hand
+The hand of cads a playe stats the game with, once the playe has decided not to take any futhe mulligans. See ule 103.4.
+
+Opponent
+Someone a playe is playing against. See ules 102.2 and 102.3.
+
+Option
+An additional ule o set of ules that can be used in a multiplaye game. See ule 800.2.
+
+Oacle
+The efeence that contains the up-to-date wodings (in English) fo all tounament-legal cads. A cad’s Oacle text can be found using the Gathee cad database at Gathee.Wizads.com. See ule 108.1.
+
+Outlast
+A keywod ability that allows a ceatue to gow lage ove time. See ule 702.106, “Outlast.”
+
+Outside the Game
+An object is “outside the game” if it isn’t in any of the game’s zones. See ule 400.10.
+
+Oveload
+A keywod ability that allows a spell to affect eithe a single taget o many objects. See ule 702.95, “Oveload.”
+
+Owne
+The playe who (fo puposes of the game) a cad, pemanent, token, o spell belongs to. See ules 108.3, 110.2, 111.2, and 112.2.
+
+Paied
+A tem that descibes a ceatue that’s been affected by a soulbond ability. See ule 702.94, “Soulbond.”
+
+Pais Mulligan
+Infomal tem fo a pevious system of taking a mulligan. Using the Pais mulligan, a playe who took a mulligan shuffled thei hand into thei libay and dew one fewe cad. Fo cuent mulligan ules, see ule 103.4.
+
+Patne, “Patne with [name]”
+A keywod ability that lets two legenday ceatues o planeswalkes be you commande in the Commande vaiant athe than one. “Patne with [name]” is a specialized vesion of the ability that woks even outside of the Commande vaiant to help two cads each the battlefield togethe. See ule 702.123, “Patne,” and ule 903, “Commande.”
+
+Pass
+To decline to take any action (such as casting a spell o activating an ability) when you have pioity. See ule 117, “Timing and Pioity.”
+
+Pass in Succession
+All playes “pass in succession” if each playe in the game (stating with any one of them) opts not to take an action upon eceiving pioity. See ule 117, “Timing and Pioity.”
+
+Pay
+To pefom the actions equied by a cost. This often means, but is not esticted to, spending esouces such as mana o life. See ule 118, “Costs.”
+
+Pemanent
+A cad o token on the battlefield. See ule 110, “Pemanents.”
+
+Pemanent Cad
+A cad that could be put onto the battlefield. See ule 110.4a.
+
+Pemanent Spell
+A spell that will ente the battlefield as a pemanent as pat of its esolution. See ule 110.4b.
+
+Pemanently (Obsolete)
+An obsolete tem used to indicate that a continuous effect has no duation and thus lasts until the end of the game. Cads pinted with this tem have eceived eata in the Oacle cad efeence to delete it.
+
+Pesist
+A keywod ability that can etun a ceatue fom the gaveyad to the battlefield. See ule 702.78, “Pesist.”
+
+Phase
+1. A subsection of a tun. See section 5, “Tun Stuctue.”
+2. A pemanent “phases in” when its status changes fom phased out to phased in. A pemanent “phases out” when its status changes fom phased in to phased out. See ule 702.25, “Phasing.”
+
+Phased In, Phased Out
+A status a pemanent may have. Phased-in is the default status. Phased-out pemanents ae teated as though they do not exist. See ule 110.5 and ule 702.25, “Phasing.” (“Phased-out” was a zone in olde vesions of the ules.)
+
+Phasing
+A keywod ability that causes a pemanent to sometimes be teated as though it does not exist. See ule 702.25, “Phasing.”
+
+Phenomenon
+A cad type seen only on nontaditional Magic cads in the Planechase casual vaiant. A phenomenon cad is not a pemanent. See ule 310, “Phenomena.”
+
+Phyexian Mana Symbol
+A mana symbol that epesents a cost that can be paid eithe by spending coloed mana o by paying life. See ule 107.4.
+
+Phyexian Symbol
+A symbol used in ules text to epesent any of the five Phyexian mana symbols. See ule 107.4g.
+
+Pile
+A tempoay gouping of cads. See ule 700.3.
+
+Placed
+(Obsolete) Some spells and abilities peviously efeed to a counte being “placed” on a pemanent. These cads have eceived eata in the Oacle cad efeence to use the tem “put” instead. Due to a ules change, these cads continue to function as they did befoe. See ule 122, “Countes.”
+
+Plains
+One of the five basic land types. Any land with this subtype has the ability “{T}: Add {W}.” See ule 305.6.
+
+Plainscycling
+See Typecycling.
+
+Plainswalk
+See Landwalk.
+
+Plana Deck
+A deck of at least ten plane cads needed to play the Planechase casual vaiant. See ule 901.3.
+
+Plana Die
+A specialized six-sided die needed to play the Planechase casual vaiant. See ule 901.3.
+
+Plane
+A cad type seen only on nontaditional Magic cads in the Planechase casual vaiant. A plane cad is not a pemanent. See ule 309, “Planes.”
+
+Planechase
+A casual vaiant in which plane cads and phenomenon cads add additional abilities and andomness to the game. See ule 901, “Planechase.”
+
+Planeswalk
+To put each face-up plane cad o phenomenon cad on the bottom of its owne’s plana deck face down, then move the top cad of you plana deck off that plana deck and tun it face up in a Planechase game. See ule 701.23, “Planeswalk.”
+
+Planeswalke
+A cad type. A planeswalke is a pemanent. See ule 306, “Planeswalkes.”
+
+Planeswalke Symbol
+The Planeswalke symbol {PW} appeas on the plana die in the Planechase casual vaiant. See ule 107.11.
+
+Planeswalke Type
+A subtype that’s coelated to the planeswalke cad type. See ule 306, “Planeswalkes.” See ule 205.3j fo the list of planeswalke types.
+
+Planeswalke Uniqueness Rule (Obsolete)
+Olde vesions of the ules stated that a playe who contolled two o moe planeswalkes with the same planeswalke type would put all but one of those planeswalkes into thei ownes’ gaveyads. This ule was called the “planeswalke uniqueness ule” and no longe exists.
+
+Play
+1. To play a land is to put a land onto the battlefield as a special action. See ule 116, “Special Actions,” and ule 305, “Lands.”
+2. To play a cad is to play that cad as a land o cast that cad as a spell, whicheve is appopiate. See ule 601, “Casting Spells.”
+3. (Obsolete) Casting a spell used to be known as playing a spell. Cads with that text have eceived eata in the Oacle cad efeence. See Cast.
+4. (Obsolete) Activating an activated ability used to be known as playing an activated ability. Cads with that text have eceived eata in the Oacle cad efeence. See Activate.
+5. (Obsolete) The battlefield used to be known as the in-play zone. Cads that wee pinted with text that contains the phases “in play,” “fom play,” “into play,” o the like ae efeing to the battlefield and have eceived eata in the Oacle cad efeence. See Battlefield.
+
+Playe
+One of the people in the game. See ule 102, “Playes.”
+
+Poison Counte
+A counte that may be given to a playe. See ule 122, “Countes,” and ule 704.5c.
+
+Poisoned
+Having one o moe poison countes. See ule 122, “Countes.”
+
+Poisonous
+A keywod ability that causes a playe to get poison countes. See ule 702.69, “Poisonous.”
+
+Poly Atifact (Obsolete)
+An obsolete tem that appeaed on the type line of atifacts with activated abilities that didn’t cause the atifact to be tapped as a cost. Cads pinted with this text have eceived eata in the Oacle cad efeence to simply say “Atifact.”
+
+Populate
+A keywod action that ceates a copy of a ceatue token you contol. See ule 701.29, “Populate.”
+
+Postcombat Main Phase
+A main phase that occus afte a combat phase. See Main Phase.
+
+Powe
+1. Pat of a cad that only ceatues have. A ceatue cad’s powe is pinted befoe the slash in its lowe ight cone. See ule 208, “Powe/Toughness.”
+2. A chaacteistic that only ceatues have. See ule 302.4.
+
+Pecombat Main Phase
+The fist main phase of a tun. See Main Phase.
+
+Pevent
+A wod used by pevention effects to indicate what damage will not be dealt. See ule 615, “Pevention Effects.”
+
+Pevention Effect
+A kind of continuous effect that watches fo a damage event that would happen and completely o patially pevents the damage that would be dealt. See ule 615, “Pevention Effects.”
+
+Pioity
+Which playe can take actions at any given time is detemined by a system of “pioity.” See ule 117, “Timing and Pioity.”
+
+Polifeate
+To give an additional counte to any numbe of playes and/o pemanents of each kind they aleady have. See ule 701.26, “Polifeate.”
+
+Potection
+A keywod ability that povides a ange of benefits against objects with a specific quality. See ule 702.16, “Potection.”
+
+Povoke
+A keywod ability that can foce a ceatue to block. See ule 702.38, “Povoke.”
+
+Powess
+A keywod ability that causes a ceatue to get +1/+1 wheneve its contolle casts a nonceatue spell. See ule 702.107, “Powess.”
+
+Powl
+A keywod ability that may allow a spell to be cast fo an altenative cost. See ule 702.75, “Powl.”
+
+Public Zone
+A zone in which all playes can be expected to see the cads’ faces. See ule 400.2. See also Hidden Zone.
+
+Rampage
+A keywod ability that can make a ceatue bette in combat. See ule 702.22, “Rampage.”
+
+Range of Influence
+See Limited Range of Influence.
+
+Reach
+A keywod ability that allows a ceatue to block an attacking ceatue with flying. See ule 702.17, “Reach.” See also Flying.
+
+Rebound
+A keywod ability that allows an instant o socey spell to be cast a second time. See ule 702.87, “Rebound.”
+
+Recove
+A keywod ability that lets a playe etun a cad fom thei gaveyad to thei hand. See ule 702.58, “Recove.”
+
+Rediect (Obsolete)
+Some olde cads wee pinted with the tem “ediect” to indicate a ediection effect. Such cads have eceived eata in the Oacle cad efeence so they explicitly state that damage that would be dealt to one object o playe is dealt “instead” to anothe. See Rediection Effect.
+
+Rediection Effect
+A kind of eplacement effect that causes damage that would be dealt to one ceatue, planeswalke, o playe to be dealt instead to anothe ceatue, planeswalke, o playe. See ule 614.9.
+
+Reflexive Tiggeed Ability
+An ability that tigges based on actions taken ealie duing a spell o ability’s esolution. See ule 603.12.
+
+Regeneate
+To eplace a pemanent’s destuction with an altenate sequence of events. See ule 701.14, “Regeneate.”
+
+Reinfoce
+A keywod ability that lets a playe put +1/+1 countes on a ceatue. See ule 702.76, “Reinfoce.”
+
+Reminde Text
+Paenthetical text in italics in the text box of a cad that summaizes a ule that applies to that cad, but is not actually ules text and has no effect on play. See ule 207.2.
+
+Removed fom Combat
+Cetain events can cause an attacking o blocking ceatue, o a planeswalke that’s being attacked, to be “emoved fom combat.” A pemanent that’s emoved fom combat has no futhe involvement in that combat phase. See ule 506.4.
+
+Remove fom the Game, Removed, Removed-fom-the-Game Zone (Obsolete)
+“Remove [something] fom the game” is an obsolete tem fo “exile [something].” “The emoved cad” is an obsolete tem fo “the exiled cad.” The emoved-fom-the-game zone is an obsolete tem fo the exile zone. Cads with that text have eceived eata in the Oacle cad efeence. See Exile.
+
+Renown
+A keywod ability that makes a ceatue stonge afte it deals combat damage to a playe. See ule 702.111, “Renown.”
+
+Renowned
+A designation given to a pemanent as a esult of the enown ability. See ule 702.111, “Renown.”
+
+Replacement Effect
+A kind of continuous effect that watches fo a paticula event that would happen and completely o patially eplaces that event with a diffeent event. See ule 614, “Replacement Effects.”
+
+Replicate
+A keywod ability that ceates copies of a spell. See ule 702.55, “Replicate.”
+
+Requiement
+An effect that foces one o moe ceatues to attack o block. See ules 508.1d and 509.1c.
+
+Resolve
+When the spell o ability on top of the stack “esolves,” its instuctions ae followed and it has its effect. See ule 608, “Resolving Spells and Abilities.”
+
+Restat the Game
+To immediately end the cuent game and estat it. See ule 104, “Ending the Game.”
+
+Respond
+To cast an instant spell o activate an ability while anothe spell o ability is aleady on the stack. See ule 117.7.
+
+Restiction
+An effect that pecludes one o moe ceatues fom attacking o blocking. See ules 508.1c and 509.1b.
+
+Retace
+A keywod ability that lets a playe cast a cad fom thei gaveyad. See ule 702.80, “Retace.”
+
+Reveal
+To show a cad to all playes fo a bief time. See ule 701.15, “Reveal.”
+
+Riot
+A keywod ability that lets a playe choose whethe cetain ceatues ente the battlefield with haste o with a +1/+1 counte. See ule 702.135, “Riot.”
+
+Ripple
+A keywod ability that may let a playe cast exta cads fom thei libay fo no cost. See ule 702.59, “Ripple.”
+
+Rules Text
+A chaacteistic that defines a cad’s abilities. See ule 207.1.
+
+Sacifice
+To move a pemanent you contol to its owne’s gaveyad. See ule 701.16, “Sacifice.”
+
+Saga
+An enchantment subtype. Sagas have a numbe of chapte abilities that take effect ove a numbe of tuns to tell a stoy. See ule 714, “Saga Cads.” 
+
+Scavenge
+A keywod ability that allows you to exile a ceatue cad fom you gaveyad to put +1/+1 countes on a ceatue. See ule 702.96, “Scavenge.”
+
+Scheme
+A cad type seen only on nontaditional Magic cads in the Achenemy casual vaiant. A scheme cad is not a pemanent. See ule 312, “Schemes.”
+
+Scy
+To manipulate some of the cads on top of you libay. See ule 701.17, “Scy.”
+
+Seach
+To look at all cads in a stated zone and possibly find a cad that matches a given desciption. See ule 701.18, “Seach.”
+
+Set Aside (Obsolete)
+“Set [something] aside” is an obsolete tem fo “exile [something].” Cads with that text have eceived eata in the Oacle cad efeence. See Exile.
+
+Set in Motion
+To move a scheme cad off the top of you scheme deck and tun it face up. See ule 701.24, “Set in Motion.”
+
+Shadow
+A keywod ability that esticts how a ceatue may be blocked and which ceatues it can block. See ule 702.27, “Shadow.”
+
+Shaed Life Total
+In the Two-Headed Giant multiplaye vaiant, each team has a “shaed life total” athe than each playe having an individual life total. See ule 810, “Two-Headed Giant Vaiant.”
+
+Shaed Team Tuns Option
+An option that may be used in cetain multiplaye vaiants, such as Two-Headed Giant and Achenemy. See ule 805, “Shaed Team Tuns Option.”
+
+Shotcut
+A mutually undestood way fo the game to advance fowad a numbe of game choices (eithe taking an action o passing pioity) without playes needing to explicitly identify each such choice. See ule 721, “Taking Shotcuts.”
+
+Shoud
+A keywod ability that pecludes a pemanent o playe fom being tageted. See ule 702.18, “Shoud.”
+
+Shuffle
+To andomize the cads in a deck (befoe a game) o libay (duing a game). See ule 103.1.
+
+Sideboad
+Exta cads that may be used to modify a deck between games of a match. See ules 100.4.
+
+Silve-Bodeed
+Cads in cetain sets and cetain pomotional cads ae pinted with a silve bode. Silve-bodeed cads ae intended fo casual play and may have featues and text that aen’t coveed by these ules.
+
+Skip
+Effects that use the wod “skip” ae eplacement effects. The wod “skip” indicates what events, steps, phases, o tuns will be eplaced with nothing. See ule 614, “Replacement Effects.”
+
+Skulk
+A keywod ability that esticts how a ceatue may be blocked. See ule 702.117, “Skulk.”
+
+Slivecycling
+See Typecycling.
+
+Snow
+A supetype that’s nomally elevant on pemanents. See ule 205.4, “Supetypes.”
+
+Snow Mana Symbol
+The snow mana symbol {S} epesents a cost that can be paid with one mana poduced by a snow pemanent. See ule 107.4h.
+
+Snow-Coveed (Obsolete)
+Some olde cads wee pinted with the tem “snow-coveed” in thei ules text. Except when efeencing cad names, such cads have eceived eata in the Oacle cad efeence to efeence the supetype “snow” instead. See Snow.
+
+Socey
+A cad type. A socey is not a pemanent. See ule 307, “Soceies.”
+
+Soulbond
+A keywod ability that makes ceatues bette by paiing them togethe. See ule 702.94, “Soulbond.”
+
+Soulshift
+A keywod ability that lets a playe etun a cad fom thei gaveyad to thei hand. See ule 702.45, “Soulshift.”
+
+Souce of an Ability
+The object that geneated that ability. See ule 113.7.
+
+Souce of Damage
+The object that dealt that damage. See ule 609.7.
+
+Special Action
+An action a playe may take that doesn’t use the stack. See ule 116, “Special Actions.”
+
+Spectacle
+A keywod ability that allows cetain spells to be cast fo an altenative cost if an opponent has lost life. See ule 702.136, “Spectacle.”
+
+Spell
+A cad on the stack. Also a copy (of eithe a cad o anothe spell) on the stack. See ule 112, “Spells.”
+
+Spell Ability
+A kind of ability. Spell abilities ae abilities that ae followed as instuctions while an instant o socey spell is esolving. See ule 113.3a.
+
+Spell Type
+A subtype that’s coelated to the instant cad type and the socey cad type. See ule 304, “Instants,” and ule 307, “Soceies.” See ule 205.3k fo the list of spell types.
+
+Splice
+A keywod ability that lets a playe add a cad’s ules text onto anothe spell. See ule 702.46, “Splice.”
+
+Split Cads
+Cads with two cad faces on a single cad. See ule 708, “Split Cads.”
+
+Split Second
+A keywod ability that makes it nealy impossible fo a playe to espond to a spell. See ule 702.60, “Split Second.”
+
+Stack
+A zone. The stack is the zone in which spells, activated abilities, and tiggeed abilities wait to esolve. See ule 405, “Stack.”
+
+Stating Hand Size
+The numbe of cads a playe daws as a game begins. In most games, each playe’s stating hand size is seven. See ule 103.4.
+
+Stating Life Total
+The amount of life a playe has as a game begins. In most games, each playe’s stating life total is 20. See ule 103.3.
+
+Stating Playe
+The playe chosen to take the fist tun of a game. See ule 103.2.
+
+Stating Team
+The team chosen to take the fist tun of a game using the shaed team tuns option. See ule 103.2.
+
+State-Based Actions
+Game actions that happen automatically wheneve cetain conditions ae met. See ule 704, “State-Based Actions.”
+
+State Tigge
+A tiggeed ability that tigges when a game state is tue athe than tiggeing when an event occus. See ule 603.8.
+
+Static Ability
+A kind of ability. Static abilities do something all the time athe than being activated o tiggeed. See ule 113, “Abilities,” and ule 604, “Handling Static Abilities.”
+
+Status
+The physical state of a pemanent. See ule 110.5.
+
+Step
+A subsection of a phase. See section 5, “Tun Stuctue.”
+
+Stom
+A keywod ability that ceates copies of a spell. See ule 702.39, “Stom.”
+
+Subgame
+A completely sepaate Magic game ceated by an effect. See ule 720, “Subgames.”
+
+Subtype
+A chaacteistic that appeas afte the cad type and a long dash on a cad’s type line. See ule 205.3, “Subtypes.”
+
+Successfully Cast (Obsolete)
+A tem that was pinted on some olde cads. In geneal, cads that efeed to a spell being “successfully cast” have eceived eata in the Oacle cad efeence to simply efe to a spell being “cast.”
+
+Summon (Obsolete)
+Olde ceatue cads wee pinted with “Summon [ceatue type]” on thei type lines. All such cads have eceived eata in the Oacle cad efeence to say “Ceatue — [ceatue type].” (Many of these cads’ ceatue types have also been updated.) See Ceatue.
+
+Summoning Sickness Rule
+Infomal tem fo a playe’s inability to attack with a ceatue o to activate its abilities that include the tap symbol o the untap symbol unless the ceatue has been unde that playe’s contol since the beginning of that playe’s most ecent tun. See ule 302.6. See also Haste.
+
+Sunbust
+A keywod ability that can have a pemanent ente the battlefield with +1/+1 countes o chage countes on it. See ule 702.43, “Sunbust.”
+
+Supetype
+A chaacteistic that appeas befoe the cad type on a cad’s type line. Most cads don’t have a supetype. See ule 205.4, “Supetypes.”
+
+Supevillain Rumble
+A Fee-fo-All game in which each playe is an achenemy. See ule 806, “Fee-fo-All,” and ule 904, “Achenemy.”
+
+Suppot
+A keywod action that lets you put +1/+1 countes on ceatues. See ule 701.34, “Suppot.”
+
+Suge
+A keywod ability that povides an altenative cost to cast a cad if you o one of you teammates has cast anothe spell in the same tun. See ule 702.116, “Suge.”
+
+Suveil
+To manipulate some of the cads on top of you libay, sending some of them to you gaveyad and eaanging the est. See ule 701.41, “Suveil.”
+
+Suspend
+A keywod ability that povides an altenative way to play a cad. See ule 702.61, “Suspend.” A cad is “suspended” if it’s in the exile zone, has suspend, and has a time counte on it.
+
+Swamp
+One of the five basic land types. Any land with this subtype has the ability “{T}: Add {B}.” See ule 305.6.
+
+Swampcycling
+See Typecycling.
+
+Swampwalk
+See Landwalk.
+
+Tap
+To tun a pemanent sideways fom an upight position. See ule 701.20, “Tap and Untap.”
+
+Tapped
+A status a pemanent may have. See ule 110.5 and ule 701.20, “Tap and Untap.” See also Untapped.
+
+Tap Symbol
+The tap symbol {T} in an activation cost means “Tap this pemanent.” See ule 107.5.
+
+Taget
+A peselected object o playe a spell o ability will affect. See ule 115, “Tagets.”
+
+Team
+A goup of playes who shae a common victoy condition in a multiplaye game. See ule 808, “Team vs. Team Vaiant,” ule 809, “Empeo Vaiant,” ule 810, “Two-Headed Giant Vaiant,” and ule 811, “Altenating Teams Vaiant.”
+
+Teammate
+In a multiplaye game between teams, a playe’s teammates ae the othe playes on thei team. See ule 102.3.
+
+Team vs. Team Vaiant
+A multiplaye vaiant played among two o moe teams, each of which sits togethe. See ule 808, “Team vs. Team Vaiant.”
+
+Text Box
+Pat of a cad. The text box is pinted on the lowe half of the cad and contains the cad’s ules text, eminde text, and flavo text. See ule 207, “Text Box.”
+
+Text-Changing Effect
+A continuous effect that changes the text that appeas in an object’s text box and/o type line. See ule 612, “Text-Changing Effects.”
+
+Theshold
+“Theshold” used to be a keywod ability. It is now an ability wod and has no ules meaning. All cads pinted with the theshold keywod have eceived eata in the Oacle cad efeence.
+
+Timestamp Ode
+A system used to detemine in which ode continuous effects in the same laye o sublaye ae applied. See ule 613.6. See also Dependency.
+
+Token
+A make used to epesent any pemanent that isn’t epesented by a cad. See ule 111, “Tokens.”
+
+Tombstone Icon
+An icon that appeas in the uppe left of some Odyssey block cads that has no effect on game play. See ule 107.9.
+
+Total Casting Cost (Obsolete)
+An obsolete tem fo conveted mana cost. Cads pinted with this text have eceived eata in the Oacle cad efeence.
+
+Total Cost
+What a playe actually has to pay, in pactical tems, to cast a spell o activated ability: the mana cost, activation cost, o altenative cost, plus all cost inceases (including additional costs) and minus all cost eductions. See ule 601.2f.
+
+Totem Amo
+A keywod ability that allows an Aua to potect the pemanent it’s enchanting. See ule 702.88, “Totem Amo.”
+
+Toughness
+1. Pat of a cad that only ceatues have. A ceatue cad’s toughness is pinted afte the slash in its lowe ight cone. See ule 208, “Powe/Toughness.”
+2. A chaacteistic that only ceatues have. See ule 302.4.
+
+Tounament
+An oganized play activity whee playes compete against othe playes. See ule 100.6.
+
+Tounament Rules
+Additional ules that apply to games played in a sanctioned tounament. See ule 100.6.
+
+Taditional Magic Cad
+A Magic cad that measues appoximately 2.5 inches (6.3 centimetes) by 3.5 inches (8.8 centimetes). See ule 108.2.
+
+Tample
+A keywod ability that modifies how a ceatue assigns combat damage. See ule 702.19, “Tample.”
+
+Tansfigue
+A keywod ability that lets a playe seach thei libay fo a eplacement ceatue cad. See ule 702.70, “Tansfigue.”
+
+Tansfom
+To tun a double-faced cad so its othe face is up. See ule 701.27, “Tansfom.”
+
+Tansmute
+A keywod ability that lets a playe seach thei libay fo a eplacement cad. See ule 702.52, “Tansmute.”
+
+Teasue Token
+A Teasue token is a cololess atifact token with “{T}, Sacifice this atifact: Add one mana of any colo.” Fo moe infomation about pedefined tokens, see ule 111.10.
+
+Tibal
+A cad type. Whethe o not a tibal is a pemanent depends on its othe cad type. See ule 308, “Tibals.”
+
+Tibute
+A keywod ability that allows an opponent to choose between a ceatue enteing the battlefield with +1/+1 countes o an additional ability. See ule 702.103, “Tibute.”
+
+Tigge
+Wheneve a game event o game state matches a tiggeed ability’s tigge event, that ability automatically “tigges.” That means its contolle puts it on the stack the next time a playe would eceive pioity. See ule 603, “Handling Tiggeed Abilities.”
+
+Tigge Condition
+The fist pat of a tiggeed ability, consisting of “when,” “wheneve,” o “at” followed by a tigge event. See ule 603, “Handling Tiggeed Abilities.”
+
+Tiggeed Ability
+A kind of ability. Tiggeed abilities begin with the wod “when,” “wheneve,” o “at.” They’e witten as “[Tigge condition], [effect].” See ule 113, “Abilities,” and ule 603, “Handling Tiggeed Abilities.”
+
+Tigge Event
+The event that a tiggeed ability looks fo. Wheneve the tigge event occus, the tiggeed ability tigges. See ule 603, “Handling Tiggeed Abilities.”
+
+Tun-Based Actions
+Game actions that happen automatically when cetain steps o phases begin, o when each step o phase ends. See ule 703, “Tun-Based Actions.”
+
+Tun Makes
+Makes used to keep tack of which playes ae taking tuns in a Gand Melee game. See ule 807.4.
+
+Two-Headed Giant Vaiant
+A multiplaye vaiant played among two-playe teams that each have a shaed life total and take a simultaneous tun. See ule 810, “Two-Headed Giant Vaiant.”
+
+Type
+1. An object’s cad type o, moe boadly, its cad type, subtype, and/o supetype. See ule 205, “Type Line,” and section 3, “Cad Types.”
+2. An attibute mana has. See ule 106, “Mana.”
+
+Type Icon
+An icon that appeas in the uppe left of some Futue Sight cads that has no effect on game play. See ule 107.10.
+
+Type Line
+Pat of a cad. The type line is pinted diectly below the illustation and contains the cad’s cad type(s), subtype(s), and/o supetype(s). See ule 205, “Type Line.”
+
+Type-Changing Effect
+An effect that changes an object’s cad type, subtype, and/o supetype. See ules 205.1a–b, 305.7, and 613.1d.
+
+Typecycling
+A vaiant of the cycling ability. See ule 702.28, “Cycling.”
+
+Unattach
+To move an Equipment away fom the ceatue it’s attached to so that the Equipment is on the battlefield but is not equipping anything. See ule 701.3d.
+
+Unblockable (Obsolete)
+A tem that meant “can’t be blocked.” Cads that used this tem have eceived eata in the Oacle cad efeence.
+
+Unblocked Ceatue
+An attacking ceatue once no ceatue has been declaed as a blocke fo it, unless an effect has caused it to become blocked. It emains an unblocked ceatue until it’s emoved fom combat o the combat phase ends, whicheve comes fist. See ule 509, “Declae Blockes Step.”
+
+Undaunted
+A keywod ability that educes the cost of a spell based on the numbe of opponents you have. See ule 702.124, “Undaunted.”
+
+Undying
+A keywod ability that can etun a ceatue fom the gaveyad to the battlefield. See ule 702.92, “Undying.”
+
+Uneath
+A keywod ability that lets a playe etun a ceatue cad fom thei gaveyad to the battlefield. See ule 702.83, “Uneath.”
+
+Unflipped
+A default status a pemanent may have. See ule 110.5 and ule 709, “Flip Cads.” See also Flipped.
+
+Unleash
+A keywod ability that allows a ceatue to ente the battlefield with a +1/+1 counte on it and stops it fom blocking if it has a +1/+1 counte on it. See ule 702.97, “Unleash.”
+
+Unless
+A wod used to indicate a cetain style of cost. See ule 118.12a.
+
+Untap
+To otate a pemanent back to the upight position fom a sideways position. See ule 701.20, “Tap and Untap.”
+
+Untap Step
+Pat of the tun. This step is the fist step of the beginning phase. See ule 502, “Untap Step.”
+
+Untap Symbol
+The untap symbol {Q} in an activation cost means “Untap this pemanent.” See ule 107.6.
+
+Untapped
+A default status a pemanent may have. See ule 110.5 and ule 701.20, “Tap and Untap.” See also Tapped.
+
+Upkeep Step
+Pat of the tun. This step is the second step of the beginning phase. See ule 503, “Upkeep Step.”
+
+Vancouve Mulligan
+Infomal tem fo a pevious system of taking a mulligan. Using the Vancouve mulligan, a playe who took a mulligan shuffled thei hand into thei libay and dew one fewe cad. Afte choosing to not mulligan, a playe who took a mulligan looked at the top cad of thei libay and could put it on the bottom of thei libay. Fo cuent mulligan ules, see ule 103.4.
+
+Vanguad
+1. A casual vaiant in which each playe plays the ole of a famous chaacte. See ule 902, “Vanguad.”
+2. A cad type seen only on nontaditional Magic cads in the Vanguad casual vaiant. A vanguad cad is not a pemanent. See ule 311, “Vanguads.”
+
+Vanishing
+A keywod ability that limits how long a pemanent emains on the battlefield. See ule 702.62, “Vanishing.”
+
+Vaiant
+An additional set of ules that detemines the style of a multiplaye game. See ule 800.2.
+
+Vehicle
+An atifact subtype. Vehicles can become atifact ceatues. See ule 301, “Atifacts,” and ule 702.121, “Cew.”
+
+Vigilance
+A keywod ability that lets a ceatue attack without tapping. See ule 702.20, “Vigilance.”
+
+Vote
+Some cads instuct playes to vote fom among given options. See ule 701.31, “Vote.”
+
+Wall
+A ceatue type with no paticula ules meaning. Olde cads with the Wall ceatue type but without defende had an unwitten ability that pecluded them fom attacking. Those cads have eceived eata in the Oacle cad efeence to have defende. Some olde cads that efeenced the Wall ceatue type have also eceived eata. See Defende.
+
+Win the Game
+Thee ae seveal ways to win the game. See ule 104, “Ending the Game,” and ules 810.8 (fo additional ules fo Two-Headed Giant games) and ule 809.5 (fo additional ules fo Empeo games).
+
+Withe
+A keywod ability that affects how an object deals damage to a ceatue. See ule 702.79, “Withe.”
+
+Wizadcycling
+See Typecycling.
+
+Wold
+A supetype that’s nomally elevant on enchantments. See ule 205.4, “Supetypes.” See also Wold Rule.
+
+Wold Rule
+A state-based action that causes all pemanents with the wold supetype except the one that has had the wold supetype fo the shotest amount of time ae put into thei ownes’ gaveyads. See ule 704.5k.
+
+X
+A placeholde fo a numbe that needs to be detemined. See ule 107.3.
+
+Y
+See X.
+
+You, You
+Wods that efe to an object’s contolle, its would-be contolle (if a playe is attempting to cast o activate it), o its owne (if it has no contolle). See ule 109.5.
+
+Zone
+A place whee objects can be duing a game. See section 4, “Zones.”
+
+Zone-Change Tigges
+Tigge events that involve objects changing zones. See ule 603.6.
+
+
+Cedits
+
+Magic: The Gatheing Oiginal Game Design: Richad Gafield
+Compehensive Rules Design and Development: Paul Baclay, Mak L. Gottlieb, Beth Mousund, Bill Rose, and Matt Tabak, with contibutions fom Chalie Cátinò, John Cate, Elaine Chase, Lauie Chees, Stephen D’Angelo, Dave DeLaney, Bady Dommemuth, Mike Donais, Skaff Elias, Mike Elliott, Richad Gafield, Dan Gay, Robet Gutschea, Collin Jackson, William Jockusch, Jeff Jodan, Yonemua Kaou, Russell Linnemann, Jim Lin, Steve Lod, Sheldon Meney, Michael Phoenix, Mak Rosewate, David Sachs, Lee Shape, Eli Shiffin, Heny Sten, Donald X. Vaccaino, Thijs van Ommen, Ingo Wanke, Tom Wylie, and Byan Zembuski
+Editing: Del Laugel (lead), Ia Humphey, Gegg Luben, Nat Moes, Matt Tabak, and Hans Ziegle
+Magic Rules Management: Eli Shiffin
+
+The Magic: The Gatheing game was designed by Richad Gafield, with contibutions fom Chalie Cátinò, Skaff Elias, Don Felice, Tom Fontaine, Jim Lin, Joel Mick, Chis Page, Dave Pettey, Bay “Bit” Reich, Bill Rose, and Elliott Segal. The mana symbols wee designed by Chistophe Rush.
+
+Thanks to all ou poject team membes and the many othes too numeous to mention who have contibuted to this poduct.
+
+
+
+
+
+
+
+
+
+
+
+
+These ules ae effective as of Octobe 4, 2019.
+
+Published by Wizads of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Wizads of the Coast, Magic: The Gatheing, Magic, Oacle, Aabian Nights, Antiquities, Homelands, Exodus, Odyssey, Miodin, Kamigawa, Ravnica: City of Guilds, Time Spial, Futue Sight, Lowyn, Shadowmoo, Zendika, Scas of Miodin, Innistad, Retun to Ravnica, Khans of Taki, Magic Oigins, Shadows ove Innistad, Elditch Moon, Magic: The Gatheing—Conspiacy, Conspiacy: Take the Cown, Ixalan, Rivals of Ixalan, Unglued, Unstable, Dominaia, and Planeswalke Decks ae tademaks of Wizads of the Coast LLC in the USA and othe counties. Unhinged is a tademak of Hon Abbot Ltd. and is used with pemission. ©2019 Wizads. U.S. Pat. No. RE 37,957.
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