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Magic: The Gathering Comprehensive Rules
These rules are current as of September 7, 2007.
Introduction
This booklet is designed for people who've moved beyond the basics of the Magic: The Gathering(r) game. If you're a beginning Magic(tm) player, you'll probably find these rules intimidating. They're intended to be the ultimate authority for the game, and you won't usually need to refer to them except in specific cases or during competitive games.
For casual play and most ordinary situations, you'll find what you need in the Magic: The Gathering basic rulebook. You can download a copy of that rulebook from the Wizards of the Coast(r) Magic rules website at www.wizards.com/default.asp?x=magic/rules. If you're sure this is where you want to be, keep reading.
This document includes a series of numbered rules followed by a glossary. Many of the numbered rules are divided into subrules, and each separate rule and subrule of the game has its own number. The glossary defines many of the words and phrases used in these rules, along with a few concepts that don't really fit anywhere among the numbered rules. So if you can't find what you're looking for, check the glossary.
We at Wizards of the Coast recognize that no matter how detailed the rules, situations will arise in which the interaction of specific cards requires a precise answer. If you have questions, you can get the answers from us at www.wizards.com/customerservice. Additional contact information is on the last page of these rules.
In response to play issues and to keep these rules as current as possible, changes may have been made to this document since its publication. See the Wizards of the Coast website for the current version of the official rules.
www.wizards.com/default.asp?x=magic/rules
Contents
1. The Game
100. General
101. Starting the Game
102. Winning and Losing
103. The Magic Golden Rules
104. Numbers and Symbols
2. Parts of the Game
200. General
201. Characteristics
202. Name
203. Mana Cost and Color
204. Illustration
205. Type Line
206. Expansion Symbol
207. Text Box
208. Power/Toughness
209. Illustration Credit
210. Legal Text
211. Collector Number
212. Type, Supertype, and Subtype
213. Spells
214. Permanents
215. Life
216. Tokens
217. Zones
3. Turn Structure
300. General
301. Beginning Phase
302. Untap Step
303. Upkeep Step
304. Draw Step
305. Main Phase
306. Combat Phase
307. Beginning of Combat Step
308. Declare Attackers Step
309. Declare Blockers Step
310. Combat Damage Step
311. End of Combat Step
312. End Phase
313. End of Turn Step
314. Cleanup Step
4. Spells, Abilities, and Effects
400. General
401. Spells on the Stack
402. Abilities
403. Activated Abilities
404. Triggered Abilities
405. Static Abilities
406. Mana Abilities
407. Adding and Removing Abilities
408. Timing of Spells and Abilities
409. Playing Spells and Activated Abilities
410. Handling Triggered Abilities
411. Playing Mana Abilities
412. Handling Static Abilities
413. Resolving Spells and Abilities
414. Countering Spells and Abilities
415. Targeted Spells and Abilities
416. Effects
417. One-Shot Effects
418. Continuous Effects
419. Replacement and Prevention Effects
420. State-Based Effects
421. Handling "Infinite" Loops
422. Handling Illegal Actions
423. Drawing a Card
424. Costs
5. Additional Rules
500. Legal Attacks and Blocks
501. Keyword Actions
502. Keyword Abilities
503. Copying Objects
504. Face-Down Spells and Permanents
505. Split Cards
506. Subgames
507. Controlling Another Player's Turn
508. Flip Cards
509. Ending the Turn
510. Status
511. Flipping a Coin
6. Multiplayer Rules
600. General
601. Limited Range of Influence Option
602. Attack Multiple Players Option
603. Deploy Creatures Option
604. Attack Left and Attack Right Options
605. Free-for-All Variant
606. Two-Headed Giant Variant
607. Emperor Variant
608. Grand Melee Variant
609. Teams Variant
Glossary
Credits
Questions?
1. The Game
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 6, "Multiplayer Rules."
100.2. In constructed play, each player needs his or her own deck of at least sixty cards, small items to represent any tokens and counters, and some way to clearly track life totals. A constructed deck can have any number of basic land cards and no more than four of any card with a particular English name other than basic land cards.
100.3. For sealed deck or draft play, only forty cards are required in a deck, and a player may use as many duplicates of a card as he or she has. Each player still needs small items to represent any tokens and counters, and some way to clearly track life totals.
100.4. There is no maximum deck size.
100.5. Most Magic tournaments have special rules (not included here) and may limit the use of sLine truncated
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