3302 lines
232 KiB
Plaintext
3302 lines
232 KiB
Plaintext
Magic: The Gathering Comprehensive Rules
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These rules are current as of October 7, 2002.
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Introduction
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This booklet is designed for people who’ve moved beyond the basics of the Magic: The Gathering®
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game. If you’re a beginning Magic® player, you’ll probably find these rules intimidating. They’re
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intended to be the ultimate authority for the game, and you won’t usually need to refer to them except
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in specific cases or during competitive games.
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For casual play and most ordinary situations, you’ll find what you need in the general rulebook
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included in the Magic: The Gathering—Seventh Edition™ game box. You can download a copy of that
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rulebook from the Wizards of the Coast® Magic rules website at
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www.wizards.com/default.asp?x=magic/rules. If you’re sure this is where you want to be,
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keep reading.
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This document includes a series of numbered rules followed by a glossary. Many of the numbered rules
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are divided into subrules, and each separate rule and subrule of the game has its own number. Words
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or phrases in italics are defined in the glossary, along with a few concepts that don’t really fit anywhere
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among the numbered rules. So if you can’t find what you’re looking for, check the glossary.
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We at Wizards of the Coast recognize that no matter how detailed the rules, situations will arise in
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which the interaction of specific cards requires a precise answer. If you have questions, you can get the
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answers from us. Contact information is on the last page of this rulebook.
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In response to play issues and to keep these rules as current as possible, changes may have been made to this
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document since its publication. See the Wizards of the Coast website for the current version of the official rules.
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www.wizards.com/default.asp?x=magic/rules
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Contents
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1. The Game
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100. General
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101. Starting the Game
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102. Winning and Losing
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103. The Golden Rule
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2. Cards
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200. General
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201. Parts of a Card
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202. Name
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203. Mana Cost
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204. Illustration
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205. Type
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206. Expansion Symbol
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207. Text Box
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208. Power/Toughness
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209. Credit
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210. Legal Text
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211. Collector Number
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212. Card Type
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213. Spell Type
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214. Permanent Type
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215. Legends and Legendary Types
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216. Tokens
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217. Zones
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3. Turn Structure
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300. General
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301. Beginning Phase
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302. Untap Step
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303. Upkeep Step
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304. Draw Step
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305. Main Phase
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306. Combat Phase
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307. Beginning of Combat Step
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308. Declare Attackers Step
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309. Declare Blockers Step
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310. Combat Damage Step
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311. End of Combat Step
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312. End Phase
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313. End of Turn Step
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314. Cleanup Step
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4. Spells, Abilities, and Effects
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400. General
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401. Spells
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402. Abilities
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403. Activated Abilities
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404. Triggered Abilities
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405. Static Abilities
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406. Ability Subtypes
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407. Adding and Removing Abilities
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408. Timing of Spells and Abilities
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409. Playing Spells and Activated Abilities
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410. Handling Triggered Abilities
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411. Playing Mana Abilities
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412. Handling Static Abilities
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413. Resolving Spells and Abilities
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414. Countering Spells and Abilities
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415. Editing a Spell or Ability
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416. Effects
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417. One-Shot Effects
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418. Continuous Effects
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419. Replacement and Prevention Effects
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420. State-Based Effects
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421. Handling “Infinite” Loops
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422. Handling Illegal Actions
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5. Additional Rules
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500. Legal Attacks and Blocks
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501. Evasion Abilities
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502. Keyword Abilities
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503. Copying Spells and Abilities
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504. Face-Down Spells and Permanents
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505. Split Cards
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Glossary
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Credits
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Questions?
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1. The Game
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100. General
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100.1. These Magic rules assume a game between two players. Optional rules allow for more
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players but aren’t discussed here. These rules can be found at the Wizards of the Coast website
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at www.wizards.com/default.asp?x=magic/rules/multiplayer.
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100.2. In constructed play, each player needs his or her own deck of at least sixty cards, small objects
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to represent any tokens and counters, and some way to clearly track life totals. A constructed
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deck can have any number of basic land cards and no more than four of any card with a
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particular English name other than basic land cards.
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100.3. For sealed deck or draft play, only forty cards are required in a deck, and a player may use
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as many duplicates of a card as he or she has. See the most current Magic: The Gathering
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DCI™ Floor Rules for more information. They can be found at
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www.wizards.com/DCI/main.asp?x=UTR_Intro.
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100.4. There is no maximum deck size.
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100.5. Most Magic tournaments have special rules (not included here) and may limit the use of
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some cards, including barring all cards from some older sets. See the Magic DCI Floor Rules for
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more information.
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101. Starting the Game
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101.1. At the start of a game, each player shuffles his or her own deck so that the cards are in a
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random order. Each player may then shuffle his or her opponent’s deck.
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101.2. After the decks have been shuffled, the players determine who chooses which player goes
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first using any mutually agreeable method (flipping a coin, rolling dice, etc.). In a match of
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several games, the loser of the previous game decides who will take the first turn. If the
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previous game was a draw, the person who determined who would take the first turn in the
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previous game decides.
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101.3. Once the starting player has been determined, each player sets his or her life total to 20 and
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draws a hand of seven cards.
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101.4. The player who plays first skips the draw step (see rule 304, “Draw Step”) of his or her first
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turn.
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101.5. A player who is dissatisfied with his or her initial hand may mulligan. That player shuffles
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his or her hand back into the deck, then draws a new hand of six cards. He or she may repeat
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this process as many times as desired, drawing one fewer card each time, until the hand size
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reaches zero cards. Once the first player has decided to keep a hand, the second player may
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mulligan. Once both players are satisfied with their hands, the first player takes his or her turn.
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102. Winning and Losing
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102.1. If a player’s life total is 0 or less, he or she loses the game the next time a player would
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receive priority. (This is a state-based effect. See rule 420.)
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102.2. When a player is required to draw more cards than are left in his or her library, he or she
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draws the remaining cards, then loses the game the next time a player would receive priority.
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(This is a state-based effect. See rule 420.)
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102.3. A game immediately ends when either these rules or a card effect states that a player loses or
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wins.
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102.4. If both players lose simultaneously, the game is a draw.
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102.5. If a player would both win and lose simultaneously, he or she loses.
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102.6. If the game somehow enters a “loop,” repeating a sequence of events with no way to stop, the
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game is a draw. Loops that contain an optional action don’t result in a draw.
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102.7. A player may concede a game at any time.
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102.8 If a player has ten or more poison counters, he or she loses the game the next time a player
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would receive priority. (This is a state-based effect. See rule 420.)
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103. The Golden Rule
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103.1. The Magic Golden Rule: Whenever a card’s text directly contradicts these rules, the card
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takes precedence. The card overrides only the rule that applies to that specific situation. If an
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instruction requires taking an impossible action, it’s ignored. (In many cases the card will
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specify consequences for this; if it doesn’t, there’s no effect.)
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103.2. When one effect says something can happen and another says it can’t, the “can’t” effect wins.
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For example, if one effect reads “You may play an additional land this turn” and another reads
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“You can’t play land cards this turn,” the effect that keeps you from playing lands wins out.
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Note that adding abilities to cards and removing abilities from cards don’t fall under this rule.
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See rule 407, “Adding and Removing Abilities.”
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2. Cards
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200. General
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200.1. When a rule or text on a card refers to a “card,” it means a Magic card with a Magic card
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front and the Magic card back. Tokens aren’t considered cards—even an Unglued
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™ card that
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represents a token isn’t considered a card for rules purposes.
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201. Parts of a Card
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201.1. The parts of a card are name, mana cost, illustration, type, expansion symbol, text box, power
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and toughness, credit, legal text, and collector number. Some cards may have more than one of
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any or all of these parts.
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201.2. A card, spell, or permanent’s characteristics are name, mana cost, color, type and subtype,
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expansion symbol, rules text, power, and toughness. Any other information about a card, spell,
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or permanent isn’t a characteristic. Characteristics don’t include any other information, such as
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whether a permanent is tapped, a spell’s target, a spell or permanent’s controller, what a local
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enchantment enchants, and so on.
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202. Name
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202.1. The name of a card is printed on its upper left corner.
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202.2. Card text that refers to the card it’s on by name means just that particular card and not any
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other duplicates of it, regardless of any name changes caused by game effects. Also, if a card
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has an effect on or grants an ability that includes that card’s name to another card, the name
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refers only to the card generating the effect or granting the ability, not to duplicates of cards
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with the same name.
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202.3. Two cards have the same name if the English versions of their names are identical, regardless
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of anything else printed on the cards.
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203. Mana Cost
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203.1. The mana cost of a card is indicated by mana symbols printed on its upper right corner.
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Tokens and lands have a mana cost of 0. Paying a card’s mana cost requires matching the color
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of any colored mana symbols as well as paying the generic mana cost indicated.
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203.2. A card is the color or colors of the mana symbols in its mana cost, regardless of the color of
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its border. For example, a card with a mana cost of 2W is white, and one with a mana cost of
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2WB is both white and black. Cards with no colored mana symbols in their mana costs are
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colorless. Cards with more than one of the five colored mana symbols in their mana costs are
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multicolored. Multicolored cards are printed with a gold frame, but this is not a requirement for
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a card to be multicolored.
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203.3. The converted mana cost of a card is the total amount of mana in the mana cost, regardless of
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color (For example, a mana cost of 3UU translates to a converted mana cost of 5). The
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converted mana cost is a generic mana cost—it may be paid with any combination of colored
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and/or colorless mana, regardless of the colors in the spell’s mana cost.
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203.4. Any additional cost listed in a card’s rules text isn’t part of the mana cost. (See rule 409,
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“Playing Spells and Activated Abilities.”) Such costs are paid at the same time as the spell’s
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other costs.
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204. Illustration
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204.1. The illustration is printed on the upper half of a card and has no game significance. For
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example, a creature doesn’t have the flying ability unless stated in its rules text, even if it’s
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depicted as flying.
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205. Type
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205.1. The type (and subtype, if applicable) of a card is printed directly below the illustration. (See
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rules 212–215.)
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206. Expansion Symbol
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206.1. The expansion symbol indicates which Magic set a card is from. It’s printed below the right
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edge of the illustration.
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206.2. The color of the expansion symbol indicates the rarity of the card within its set. A gold
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symbol signifies the card is rare; silver, uncommon; and black, common or basic land. (Prior to
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the Exodus
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™ set, all expansion symbols were black, regardless of rarity. Also, prior to the
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Classic
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™ (Sixth Edition) set, Magic basic sets didn’t have expansion symbols at all.)
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206.3. A spell or ability that affects cards from a particular set “looks” only for that set’s
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expansion symbol. A card reprinted in the basic set receives the basic set’s expansion symbol;
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any reprinted version of the card no longer counts as part of its original set unless it was
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reprinted with that set’s expansion symbol. The first five editions of the basic set had no
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expansion symbol.
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207. Text Box
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207.1. The text box is printed on the lower half of the card. It usually contains rules text stating
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what the card does and any special requirements for playing it.
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207.2. The text box may also contain italicized reminder text (in parentheses), which summarizes a
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rule that applies to that card, and italicized flavor text, which has no game function, but like the
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illustration, adds artistic appeal to the game.
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208. Power/Toughness
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208.1. A creature card has two numbers separated by a slash printed on its lower right corner. The
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first number is the creature’s power (the amount of damage it deals in combat); the second is its
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toughness (the amount of damage needed to destroy it). For example, 2/3 means the creature
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has power 2 and toughness 3. Power and toughness can be modified or set to particular values
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by effects.
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208.2. Some creature cards have power and/or toughness of *, where * is a value determined by the
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text in the creature’s text box. As long as the creature card is in play, the value of * is treated
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just as if that number were actually printed on the card. The * is 0 while the card is not in play.
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209. Credit
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209.1. The illustration credit for a card is printed directly below the text box. The credit has no
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effect on game play.
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210. Legal Text
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210.1. Legal text (the fine print at the bottom of the card) lists the copyright information. It has no
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effect on game play.
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211. Collector Number
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211.1. Some card sets feature collector numbers. This information is printed in the form [card
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number]/[total cards in the set], immediately following the legal text. These numbers have no
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effect on game play.
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212. Card Type
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212.1. All cards have one or more card types: artifact, creature, enchantment, instant, land, or sorcery.
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Only one multiple type—artifact creature—currently exists. The artifact creature type satisfies
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the criteria for any effect that applies to an artifact card or a creature card. A card’s type
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appears below its illustration.
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212.2. Some card types include subtypes, printed on the same line. Creature subtypes (including
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those of artifact creatures) appear after a dash that follows their card type(s). Enchantment
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subtypes consist of the word “enchant” and the word(s) that follows it, such as “enchant
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creature” or “enchant artifact.” Land subtypes are not printed on the card type line (see rule
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212.2c).
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212.2a Creature subtypes are always a single word and are listed after “Creature,” separated
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by a long dash: “Creature — Minotaur,” “Artifact Creature — Golem Legend,” etc.
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Creature subtypes are one word each and are also called “creature types.” Creature cards
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may have multiple creature types.
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Example: “Creature — Minotaur” means the card is a creature with the Minotaur subtype.
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“Creature — Goblin Wizard” means the card is a creature with the creature types Goblin
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and Wizard.
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212.2b Enchantment subtypes consist of the word “enchant” and the word(s) that follows it:
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“enchant creature,” “enchant land,” etc. (“enchant world” isn’t a type or subtype, but a
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special category of enchantment found only in some older sets). A card with the type
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“enchantment” has no enchantment subtype. An enchantment subtype specifies what the
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enchantment can be legally attached to. “Local enchantment” and “global enchantment”
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aren’t types or subtypes; they’re categories of enchantments. (Also see rule 214.8,
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“Enchantments.”)
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212.2c Land subtypes are also called “land types” and are always the same as the name of the
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land card; they aren’t listed on the type line. A card named “Island” has land type
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“island”; a card named “Karplusan Forest” has land type “Karplusan Forest” (remember
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that it isn’t a forest or a basic land). Only lands with a basic land type get abilities just for
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being a given land type. (See rule 214.9e.) “Basic land” and “nonbasic land” aren’t types
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or subtypes; they’re categories of lands.
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212.2d There are no subtypes for artifact cards, instant cards, or sorcery cards.
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213. Spell Type
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213.1. Every nonland card is a spell while it’s being played (see rules 409.1a–409.1f) and while it’s
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on the stack. Once it’s played, a card remains a spell until it resolves or is countered. For more
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information, see rule 401, “Spells.”
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213.2. A spell’s spell type is the same as its card type. Its subtypes are the same as its card’s
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subtypes.
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214. Permanent Type
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214.1. A permanent is a card or token in play. Permanents stay in play unless moved to another zone
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by an effect or rule. There are four types of permanents: artifacts, creatures, enchantments, and
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lands. Instant and sorcery cards can’t come into play.
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214.2. A nontoken permanent’s type(s) and subtype(s) are the same as those printed on its card. A
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token’s type(s) and subtype(s) are set by the spell or ability that created it.
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214.3. A card becomes a permanent when it comes into play and stops being a permanent when it
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leaves play. The term “card” is often used to refer to a card that’s not in play, such as a creature
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card in a player’s hand. “Spell” is often used to refer to a card while it’s on the stack. “Spell
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card” is used to refer to cards that aren’t in play and aren’t land cards. For more information,
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see rule 217, “Zones.”
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214.4. When a permanent’s type or subtype changes, the new type(s) replaces any existing type(s).
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This changes only the permanent type—the card type doesn’t change. Counters, effects, and
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damage affecting the permanent remain with it, even if they are meaningless to the new type.
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214.4a Some effects change a permanent’s type or subtype but specify that the permanent
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retains a prior type or subtype. In such cases, the retained type isn’t replaced, but any
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other types the permanent has are replaced.
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Example: An ability reads, “All lands are 1/1 creatures that are still lands.” The affected
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lands now have two types: creature and land. If there were any lands that also had the
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artifact type before the ability’s effect applied to them, those lands would become “land
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creatures,” not “artifact land creatures.” The effect allows them to retain the land type, but
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wipes out the artifact type.
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214.4b If a permanent’s type changes, the subtypes of its old permanent type don’t exist in any
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way under the new type. The subtype disappears completely for the entire time the card’s
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permanent type is changed. This does not override the rule that a permanent retains its
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legendary status when its type changes (see rule 215.2).
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214.5. The initial value of a permanent’s characteristic is the value printed on the card or specified
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by the spell or ability that created the token or changed the type of the permanent. A
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permanent-type-changing ability that changes one or more characteristics changes the initial
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values of those characteristics stated in the ability’s text, not the current values. Continuous
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effects that don’t change a permanent’s type affect current values of characteristics and can
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override characteristics set by type-changing abilities.
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Example: A player plays an artifact’s ability that reads “2: This permanent is a 3/2 artifact
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creature.” Later in the turn, the artifact creature is affected by an ability that reads “Target
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creature is 0/2.” At this point, playing the ability of the artifact again won’t do anything;
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because the type-changing ability changes characteristics at the initial level, it can’t override the
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effect. The artifact creature remains 0/2.
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214.6. Artifacts
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214.6a Artifacts have no characteristics specific to their type. Because artifact spells have no
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colored mana in their mana costs, they’re colorless, and the permanents they create are
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also colorless. Effects can give artifact spells or artifacts one or more colors, however.
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214.6b Artifact creatures combine the characteristics of both the creature and artifact types and
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are subject to spells and abilities that affect either or both types.
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214.7. Creatures
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214.7a If a card instruction requires choosing a creature subtype, you must choose one, and only
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one, existing creature type.
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Example: "Merfolk" or "Wizard" is acceptable, but "Merfolk Wizard" is not. Words like
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“artifact,” “opponent,” “swamp,” or “truck” can’t be chosen because they aren't creature
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types.
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214.7b Plurality and gender are ignored when determining creature types.
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Example: Ogre, Ogres, Ogress, and Ogresses all count as the same creature type—Ogre.
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214.7c A creature’s activated ability with the tap symbol in its activation cost can’t be played
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unless the creature has been under its controller’s control since the start of his or her most
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recent turn. A creature can’t attack unless it has been under its controller’s control since
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the start of his or her most recent turn. Ignore this rule for creatures with haste (see rule
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502.5).
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214.8. Enchantments
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214.8a A global enchantment simply has “enchantment” as its type. Local enchantments comprise
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various subtypes: enchant artifact, enchant creature, enchant enchantment, enchant land,
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and enchant permanent.
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214.8b A global enchantment is put into play on the side of the player who controlled the spell
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that created it, like any other spell that creates a permanent.
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214.8c A local-enchantment spell requires a target whose type is indicated by the enchantment
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subtype. The local-enchantment permanent the spell puts into play must enchant that type
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of permanent and comes into play attached to the permanent the spell targeted. Any
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additional targeting requirements are indicated by phrases like “[This card] can enchant
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only a [permanent with specified characteristics].” These restrictions apply to playing the
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spell, and they become restrictions on what the resulting permanent can enchant. Similar
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restrictions can limit what a permanent can be enchanted by. For example, a permanent
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might have an ability that reads “[This card] can’t be enchanted by [local enchantments
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with specified characteristics].”
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Example: An enchant creature spell requires a target creature; a creature enchantment in
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play must enchant a creature. (See rules 420.5d and 214.8g.)
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214.8d As part of playing a local-enchantment spell, the player announces the spell’s target. The
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local enchantment comes into play attached to that target permanent. If a local
|
||
enchantment is coming into play by any other means, the player putting it into play
|
||
chooses a permanent for it to enchant as it comes into play. In this case, the enchantment
|
||
doesn’t target the permanent, but the player still must choose a permanent that the
|
||
enchantment can enchant. If no legal permanent is available, the enchantment remains in
|
||
the zone from which it attempted to move instead of coming into play. The same rule
|
||
applies to moving a local enchantment from one permanent to another. The permanent to
|
||
which the enchantment is to be moved must be able to be enchanted by it. If it isn’t legal,
|
||
the enchantment doesn’t move.
|
||
|
||
214.8e If a local enchantment is enchanting an illegal permanent or the permanent it was
|
||
attached to no longer exists, the enchantment card is put into its owner’s graveyard. (This is
|
||
a state-based effect. See rule 420.)
|
||
214.8f A local enchantment can’t be attached to itself. If this occurs somehow, the local
|
||
enchantment is put into its owner’s graveyard as a state-based effect (see rule 420.5d).
|
||
214.8g The permanent a local enchantment is attached to is called “enchanted.” The
|
||
enchantment “enchants” or, in more casual terms, “is attached to” that permanent.
|
||
214.8h A local enchantment’s abilities don’t target the permanent it enchants unless they state
|
||
they can target it. Only the enchantment spell targets the permanent it will enchant; the
|
||
resulting enchantment permanent doesn’t continue to target the enchanted permanent after
|
||
the enchantment spell resolves. If a permanent “can’t be enchanted” in general or by
|
||
enchantments with specified characteristics, it also can’t be the target of a spell that
|
||
would enchant it with such an enchantment.
|
||
214.8i A local enchantment’s controller is separate from the enchanted permanent’s controller;
|
||
the two need not be the same. Changing control of the permanent doesn’t change control of
|
||
the enchantment, and vice versa. Only the enchantment’s controller can play its abilities.
|
||
However, if the enchantment adds an ability to the enchanted permanent (with “gains” or
|
||
“has”), that enchanted permanent’s controller is the only one who can play that ability.
|
||
214.8k An enchant world card is a global enchantment.
|
||
214.9. Lands
|
||
214.9a A land card isn’t a spell card, and at no time is it a spell. When a player plays a land
|
||
card, it’s simply put into play. The land card doesn’t go on the stack, so players can’t
|
||
respond to it with instants or activated abilities.
|
||
214.9b A player may normally play only one land card during each of his or her own turns, only
|
||
during a main phase, and only when the stack is empty. Spells and abilities may allow the
|
||
playing of additional lands; playing an additional land in this way doesn’t prevent a
|
||
player from taking the normal action of playing a land. Players can’t begin to play a land
|
||
that an effect prohibits from being played. As a player plays a land, he or she announces
|
||
whether he or she is using the once-per-turn action of playing a land. If not, he or she
|
||
specifies which effect is allowing the additional land play. Spells and abilities may also
|
||
allow you to “put” lands into play. This isn’t the same as “playing a land” and doesn’t
|
||
count as the player’s one land played during his or her turn.
|
||
214.9c Each land card is in one of two categories: basic or nonbasic. Basic and nonbasic are not
|
||
types or subtypes.
|
||
214.9d The basic land types are plains, island, swamp, mountain, and forest. A land with one
|
||
of these words as its name is a basic land. Other lands can state that they are lands of one
|
||
or more basic land types. A land that has one or more basic land types is not necessarily a
|
||
basic land. Moreover, the name of a land with a single land type that’s basic becomes that
|
||
basic land-type word.
|
||
Example: Taiga is a land with the following text in its text box: “Taiga is a mountain and
|
||
a forest in addition to its type.” Even though Taiga has two basic land types, it’s not a
|
||
basic land, because (a) its name doesn’t match a basic land type word, and (b) it doesn’t
|
||
specify that it’s basic.
|
||
|
||
214.9e A land with a basic land type has an intrinsic ability to produce colored mana. (See rule
|
||
406.1, “Mana Abilities.”) The card is treated as if its text box read, “T: Add [mana
|
||
symbol] to your mana pool,” even if the text box doesn’t actually contain text. Plains
|
||
produce white mana; islands, blue; swamps, black; mountains, red; and forests, green.
|
||
214.9f If an effect changes a permanent into a basic land, the permanent no longer has its old
|
||
land type and has only the mana ability of that basic land. It is now a basic land, and its
|
||
name is that basic land’s name. If that permanent was “Legendary,” it is no longer. This
|
||
rule doesn’t apply to effects that cause a land to gain one or more land types in addition
|
||
to its own.
|
||
214.9g Any land that isn’t a basic land is a nonbasic land. Basic and nonbasic are not types;
|
||
they’re categories.
|
||
214.9h Unlike basic lands and lands that have one or more basic types, nonbasic lands don’t
|
||
necessarily have mana abilities.
|
||
215. Legends and Legendary Types
|
||
215.1. The word Legend or Legendary may appear in a card’s type or subtype. The permanent
|
||
created when that card enters play is subject to the Legend rule (see rule 420, “State-Based
|
||
Effects”) as well as the rules for its type and subtype.
|
||
215.2. “Legend” is a creature type; “legendary” is not. If a “legendary” noncreature permanent
|
||
becomes a creature, it gets the creature type “Legend” for as long as it’s a creature. If a creature
|
||
of type “Legend” becomes a noncreature permanent, it’s a “legendary” permanent of the new
|
||
type. In other words, they mean the same thing, except that one refers to creatures and the
|
||
other to noncreatures.
|
||
215.3. If an effect makes a non-Legend creature into a Legend, and the creature then becomes
|
||
another permanent type, such as an enchantment, that effect may no longer apply (if the
|
||
permanent is no longer a creature). If it doesn’t, the resulting permanent will not be legendary.
|
||
216. Tokens
|
||
216.1. Some spells and abilities put a token creature into play. The token is controlled by whomever
|
||
put it into play and owned by the controller of the spell or ability that created it. The rules text
|
||
of the spell or ability may define any number of characteristics for the token. These are the
|
||
token permanent’s initial values. A token doesn’t have any characteristics not defined by the
|
||
spell or ability that created it. A token’s creature type is the same as its name. A Goblin
|
||
creature token, for example, is named Goblin and has the creature subtype Goblin. If a token’s
|
||
name is two words or more, it has the creature subtype for each of those words. For example, a
|
||
Goblin Scout token is named Goblin Scout and has two creature subtypes: Goblin and Scout.
|
||
Once a token is in play, changing its name doesn’t change its creature type, and vice versa.
|
||
216.2. A token is subject to anything that affects permanents in general or that affects the token’s
|
||
type or subtype. A token isn’t considered a card (even if represented by cards from other
|
||
games or Unglued cards) and isn’t subject to any effect that specifically uses the word “card.”
|
||
216.3. A token in a zone other than the in-play zone ceases to exist. This is a state-based effect.
|
||
(Note that a token changing zones will set off triggered abilities before the token ceases to exist.)
|
||
Once a token has left play, it can’t be returned to play by any means.
|
||
217. Zones
|
||
|
||
217.1. A zone is a place where Magic cards can be during a game. There are six basic zones: library,
|
||
hand, graveyard, in play, stack, and removed from the game. Each player has his or her own set
|
||
of zones, except for the in-play and stack zones, which are shared.
|
||
217.1a If a card would go to any library, graveyard, or hand other than its owner’s, it goes to the
|
||
corresponding zone of its owner’s instead. If an instant or sorcery card would come into
|
||
play, it remains in its previous zone instead.
|
||
217.1b The order of cards in a library, in a graveyard, or on the stack can’t be changed except
|
||
when effects allow it. Cards in other zones can be arranged however their owners wish,
|
||
although who controls those cards, whether they’re tapped, and what enchants them must
|
||
remain clear to both players.
|
||
217.1c A card that moves from one zone to another is treated as a new card. Effects connected
|
||
with its previous location will no longer affect it. There are two exceptions to this rule:
|
||
Effects that edit the characteristics of a spell on the stack will continue to apply to the
|
||
permanent that spell creates, and abilities that trigger when a card moves from one zone
|
||
to another (for example, “When Rancor is put into a graveyard from play”) can find the
|
||
card in the zone it moved to when the ability triggered.
|
||
217.1d If a card or permanent would move from one zone to another, first determine what event
|
||
is moving the card. Then apply any appropriate replacement effects to that event. If an effect
|
||
tries to do two or more contradictory or mutually exclusive things to a particular card or
|
||
permanent, that card or permanent’s controller—or its owner if it has no
|
||
controller—chooses what the effect does to the card or permanent. Then the event moves
|
||
the card or permanent.
|
||
217.2. Library
|
||
217.2a When a game begins, each player’s deck becomes his or her library.
|
||
217.2b 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.
|
||
217.2c Any player may count the number of cards remaining in either player’s library at any
|
||
time.
|
||
217.2d If an effect puts two or more cards on the top or bottom of a library at the same time,
|
||
the owner of those cards may arrange them in any order. That library’s owner doesn’t
|
||
reveal the order in which the cards go into his or her library.
|
||
217.2e Some effects tell a player to play with the top card of his or her library revealed. If the
|
||
top card of the player’s library changes during the announcement of a spell or ability, the
|
||
new top card won’t be revealed until the announcement is complete.
|
||
217.3. Hand
|
||
217.3a The hand is where a player holds cards that have been drawn but not yet played.
|
||
217.3b Each player has a maximum hand size, which is normally seven cards. A player may have
|
||
any number of cards in his or her hand, but as part of his or her cleanup step, the player
|
||
must discard excess cards down to the maximum hand size.
|
||
|
||
217.3c A player may arrange his or her hand in any convenient fashion and look at it as much as
|
||
he or she wishes. A player can’t look at the cards in another player’s hand but may count
|
||
those cards at any time.
|
||
217.4. Graveyard
|
||
217.4a A graveyard is a discard pile. Any card 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.
|
||
217.4b Each graveyard is kept in a single face-up pile. A player can examine the cards in any
|
||
graveyard at any time but can’t change their order.
|
||
217.4c If an effect puts two or more cards into the same graveyard at the same time, the owner
|
||
of those cards may arrange them in any order.
|
||
217.5. In Play
|
||
217.5a Most of the area between the players represents the in-play zone. The in-play zone starts
|
||
out empty. Permanents a player controls (other than local enchantments enchanting the
|
||
other player’s permanents) are kept in front of him or her.
|
||
217.5b A spell or ability affects and checks only the in-play zone unless it specifically mentions
|
||
a player or another zone. Permanents exist only in the in-play zone. Only permanents are
|
||
legal targets for spells and abilities, unless a spell or ability (a) specifies that it can target a
|
||
player or a card in another zone, or (b) affects an object that can’t exist in the in-play
|
||
zone, such as a spell.
|
||
217.5c Whenever a card enters the in-play zone, it’s considered a brand-new permanent and has
|
||
no relationship to any previous permanent represented by the same card (see rule 217.8,
|
||
“Phased-Out”).
|
||
217.5d A card not in the in-play zone isn’t “in play” and isn’t considered tapped or untapped.
|
||
Cards that aren’t either in play or on the stack aren’t controlled by either player.
|
||
217.6. Stack
|
||
217.6a When a spell or ability is played, it goes on top of the stack and waits to resolve. The
|
||
stack keeps track of the order that spells and/or abilities were added to it. (See rule 408,
|
||
“Timing of Spells and Abilities,” and rule 409.1.)
|
||
217.6b When a spell is played, it goes on the stack face up. Other spells or abilities played in
|
||
response go on top of it. Abilities that go on the stack are represented by imaginary cards
|
||
called pseudospells. Each pseudospell from an activated or triggered ability has the text of
|
||
the ability that created it. The controller of a pseudospell from an activated ability is the
|
||
player who played the ability. The controller of a pseudospell from a triggered ability is
|
||
the player who controlled the ability’s source when it triggered.
|
||
217.6c When both players pass in succession, the top (last-played) spell or ability resolves. If the
|
||
stack is empty when both players pass, the current step or phase ends and the next begins.
|
||
217.7. Removed from the Game
|
||
|
||
217.7a Effects can remove cards from the game. Some effects may provide a way for the card to
|
||
return to play and use the term “set aside.” Cards that are set aside this way are still
|
||
removed from the game, even though that removal may be temporary.
|
||
217.7b Cards in the removed-from-the-game zone are kept face up and may be examined by
|
||
either player at any time. Cards “removed from the game face down” can’t be examined
|
||
by either player except when instructions allow it.
|
||
217.7c Cards that might return to play should be kept in separate piles to keep track of their
|
||
respective ways of returning. Cards with no way of returning may be kept in one pile for
|
||
each player, regardless of what removed them.
|
||
217.8. Phased-Out
|
||
217.8a Permanents that phase out are placed in the phased-out zone. (See rule 502.15,
|
||
“Phasing.”)
|
||
217.8b Cards in the phased-out zone may be examined by either player at any time.
|
||
217.8c Phased-out cards do not count as tapped or untapped, nor are they controlled by
|
||
anyone. However, cards in this zone “remember” their previous state and return to play in
|
||
the same state as when they left. (See rule 502.15, “Phasing.”) This is an exception to rule
|
||
217.5c.
|
||
217.8d Tokens in the phased-out zone cease to exist. This is a state-based effect (see rule 420,
|
||
“State-Based Effects”). Any local enchantments that were attached to those token
|
||
creatures remain phased out for the rest of the game.
|
||
217.9 Ante
|
||
217.9a Earlier versions of the Magic rules included an ante rule as a way of playing “for keeps.”
|
||
Playing Magic 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 DCI Universal Tournament Rules.
|
||
217.9b When playing for ante, each player puts one random card from his or her deck into his or
|
||
her ante zone at the beginning of the game. Cards in the ante zone may be examined by
|
||
either player at any time. At the end of the game, the winner becomes the owner of the
|
||
cards in each player’s ante zone.
|
||
217.9c A few cards have the text “Remove [this card] from your deck before playing if you’re
|
||
not playing for ante.” This text isn’t an ability. These are the only cards that can add or
|
||
remove cards from a player’s ante zone, or change a card’s owner.
|
||
|
||
3. Turn Structure
|
||
300. General
|
||
300.1. A turn consists of five phases, in this order: beginning, first main, combat, second main, and
|
||
end. Each of these phases takes place every turn, even if nothing happens during the phase. The
|
||
beginning, combat, and end phases are further broken down into steps, which proceed in order.
|
||
300.2. A phase or step ends when the stack is empty and both players pass in succession. No game
|
||
events can occur between turns, phases, or steps. (Simply having the stack become empty
|
||
doesn’t cause the phase or step to end; both players have to pass with the stack empty.
|
||
Because of this, each player always gets a chance to add new things to the stack before the
|
||
current phase or step ends.)
|
||
300.3. 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 314.1b.
|
||
300.4. When a phase ends (but not a step), any unused mana left in a player’s mana pool is lost.
|
||
That player loses 1 life for each one mana lost this way. This is called mana burn. Note that
|
||
mana burn is loss of life, not damage, so it can’t be prevented or altered by effects that affect
|
||
damage. (See rule 406.1, “Mana Abilities.”)
|
||
300.5. When a phase or step begins, any abilities that trigger “at the beginning of” that phase or
|
||
step are added to the stack.
|
||
300.6. Some spells and abilities can give a player extra turns. They do this by adding the turns
|
||
directly after the current turn. If a player gets multiple extra turns or if both players get extra
|
||
turns during a single turn, the extra turns are added one at a time. The most recently created
|
||
turn will be taken first.
|
||
301. Beginning Phase
|
||
301.1. The beginning phase consists of three steps, in this order: untap, upkeep, and draw.
|
||
302. Untap Step
|
||
302.1. First, the active player determines which permanents he or she controls will untap. (Normally
|
||
they all do, but effects may modify this.) Then he or she untaps them all simultaneously.
|
||
Effects can keep one or more of a player’s permanents from untapping normally.
|
||
302.2. No player receives priority during the untap step, so no spells or abilities can be played or
|
||
resolved. Any ability that triggers during this step will be held until a player would receive
|
||
priority during the upkeep step. (See rule 303, “Upkeep Step.”)
|
||
302.3 Before a player untaps his or her permanents, all permanents with phasing that player
|
||
controls phase out, and all permanents that player controlled when they phased out
|
||
simultaneously phase in. (See rule 217.8, “Phased-Out,” and rule 502.15, “Phasing.”)
|
||
303. Upkeep Step
|
||
|
||
303.1. As the upkeep step begins, any abilities that trigger at the beginning of that upkeep step or
|
||
that triggered during that turn’s untap step go on the stack. (See rule 404, “Triggered
|
||
Abilities.”) Once all such abilities have gone onto the stack, the active player gets priority. Then
|
||
players may play spells and abilities.
|
||
304. Draw Step
|
||
304.1. As the draw step begins, any abilities that trigger at the beginning of the draw step go on the
|
||
stack. (See rule 404, “Triggered Abilities.”) Then the draw step action—the active player
|
||
drawing a card—goes on the stack. This action is a triggered ability, but it isn’t controlled by
|
||
either player. It simply goes on the stack on top of all abilities players control that trigger at the
|
||
beginning of the draw step. Then the active player gets priority, and players may play spells
|
||
and abilities.
|
||
305. Main Phase
|
||
305.1. There are two main phases in a turn. In each turn, the first main phase, known as the
|
||
precombat main phase, and second main phase, known as the postcombat main phase, are
|
||
separated by the combat phase (see rule 306, “Combat Phase”). The precombat and
|
||
postcombat main phases are individually and collectively known as the “main phase.”
|
||
305.2. The main phase has no steps, so a main phase ends when both players pass in succession
|
||
while the stack is empty.
|
||
305.3. As the main phase begins, any abilities that trigger at the beginning of that main phase go on
|
||
the stack. (See rule 404, “Triggered Abilities.”) Then the active player gets priority, and players
|
||
may play spells and abilities. (This is the only phase in which a player can normally play
|
||
artifact, creature, enchantment, and sorcery spells, and only the active player may play these
|
||
spells.)
|
||
305.4. During either main phase, the active player may play one land from his or her hand if the
|
||
stack is empty, if the player has priority, and if he or she hasn’t yet taken this special action
|
||
this turn. (See rule 214.9, “Lands.”) This action doesn’t use the stack and it isn’t a spell or
|
||
ability of any kind. It can’t be countered, and players can’t respond to it with instants or
|
||
activated abilities.
|
||
306. Combat Phase
|
||
306.1. 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 (see rule 308.4).
|
||
306.2. A creature is removed from combat if it stops being a creature (as a result of leaving play by
|
||
any means, such as by being destroyed or removed from the game), if it regenerates (see rule
|
||
419.6b), or if its controller changes. “Removed from combat” means the creature stops being an
|
||
attacking, blocking, blocked, and/or unblocked creature. 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. 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.
|
||
307. Beginning of Combat Step
|
||
|
||
307.1. As this step begins, triggered abilities (if any) are added to the stack, and then the active
|
||
player gets priority to play spells and abilities.
|
||
308. Declare Attackers Step
|
||
308.1. The active player declares which, if any, creatures he or she controls will attack. Only
|
||
creatures can attack, and the following creatures can’t attack: tapped creatures (even those that
|
||
can attack without tapping), Walls, and creatures the active player didn’t control continuously
|
||
since the beginning of the turn. This declaration is simultaneous, not sequential, and doesn’t go
|
||
on the stack. Any triggered ability generated during this action waits until a player would
|
||
receive priority.
|
||
308.2. The active player determines whether the attack is legal. (See section 5, “Additional Rules.”)
|
||
If it is, he or she taps all creatures that will attack. Tapping a creature when it is declared as an
|
||
attacker is not a cost; attacking simply causes creatures to become tapped. Then the player
|
||
pays all required costs. (See rule 409.1f.) The active player may play mana abilities at this time
|
||
only if an attack cost includes a mana payment.
|
||
308.3. If the proposed attack isn’t legal or the active player can’t pay all required costs, all actions
|
||
described in rules 308.1 and 308.2 are canceled. Then the active player redeclares which
|
||
creatures will attack. (See rule 422, “Handling Illegal Actions.”)
|
||
308.4. If no creatures are declared as attackers, the game proceeds directly to the end of combat
|
||
step, skipping the remainder of the declare attackers step as well as the entire declare blockers
|
||
and combat damage steps.
|
||
308.5. A creature becomes an attacking creature when it has been declared as part of a legal attack
|
||
and all attack costs have been paid, but only if it’s controlled by the active player. It remains
|
||
an attacking creature until it’s removed from combat or the combat phase ends, whichever
|
||
comes first. The nonactive player is considered to have been attacked that turn at this time if one
|
||
or more creatures are attacking.
|
||
308.5a A creature is considered attacking alone if it’s the sole creature declared as an attacker in
|
||
a given combat phase.
|
||
308.6. After a legal attack has been declared and all required costs have been paid, the active
|
||
player receives priority to play spells and abilities.
|
||
309. Declare Blockers Step
|
||
309.1. The defending player declares which, if any, creatures he or she controls are blocking and
|
||
which attacking creature each one blocks. Noncreature permanents and tapped creatures can’t
|
||
be declared as blockers. Each creature may block only one attacking creature, although any
|
||
number of creatures may block the same attacking creature. (Note that blocking doesn’t cause a
|
||
creature to tap.) This declaration is simultaneous, not sequential, and doesn’t go on the stack.
|
||
Any triggered ability generated during this action waits until a player would receive priority.
|
||
309.2. The defending player determines whether the block is legal. (See section 5, “Additional
|
||
Rules.”) If it is, he or she pays all required costs. A player may play mana abilities at this time
|
||
only if a blocking cost that player could pay includes a mana payment.
|
||
309.3. If the proposed block isn’t legal or the defending player can’t pay all required costs, all
|
||
actions described in rules 309.1 and 309.2 are canceled. Then the defending player redeclares
|
||
blocking creatures. (See rule 422, “Handling Illegal Actions.”)
|
||
|
||
309.4. A creature becomes a blocking creature when it has been declared as part of a legal block and
|
||
all block costs have been paid, but only if it’s controlled by the defending player. An attacking
|
||
creature with one or more creatures declared as blockers for it becomes a blocked creature; one
|
||
with no blockers becomes an unblocked creature. The creature’s status remains unchanged until
|
||
the creature is removed from combat or the combat phase ends, whichever comes first.
|
||
309.4a A creature is considered blocking alone if it’s the sole creature declared as a blocker in a
|
||
given combat phase.
|
||
309.5. After all legal blocks have been declared and all required costs have been paid, the active
|
||
player receives priority to play spells and abilities.
|
||
310. Combat Damage Step
|
||
310.1. First the active player announces how each attacking creature will assign its combat damage.
|
||
Then the defending player announces how each blocking creature will assign its combat
|
||
damage. (See also rule 502.2, “First Strike.”) A player may divide a creature’s combat damage
|
||
as he or she chooses among the legal recipients. Dividing combat damage is subject to the
|
||
following restrictions:
|
||
310.1a Each attacking creature and each blocking creature will assign combat damage equal to
|
||
its power.
|
||
310.1b An unblocked creature will assign all its combat damage to the defending player.
|
||
310.1c A blocked creature will assign combat damage, divided as its controller chooses, to the
|
||
creatures blocking it. If no creatures are currently blocking it (if, for example, they were
|
||
destroyed or removed from combat), it will assign no combat damage.
|
||
310.1d A blocking creature will assign combat damage, divided as its controller chooses (no
|
||
fractions), to the attacking creatures it’s blocking. If it isn’t currently blocking any creatures
|
||
(if, for example, they were destroyed or removed from combat), it will assign no combat
|
||
damage.
|
||
310.2. All assignments of combat damage go on the stack as though they were a single pseudospell.
|
||
Then the active player receives priority to play spells and abilities.
|
||
310.3. Although combat-damage assignments go on the stack, they aren’t spells or abilities, so they
|
||
can’t be countered.
|
||
310.4. Combat damage resolves as though it were a pseudospell. When it resolves, it’s dealt as
|
||
originally assigned. This happens even if the creature dealing damage is no longer in play, its
|
||
power has changed, or the creature receiving damage has left combat. (Note that the source of
|
||
the damage is the creature as it currently exists, or as it most recently existed if it is no longer in
|
||
play.) If a creature that was supposed to receive damage is no longer in play or is no longer a
|
||
creature, the damage assigned to it isn’t dealt. After combat damage finishes resolving, the
|
||
active player gets priority.
|
||
311. End of Combat Step
|
||
311.1. All “at end of combat” abilities trigger and go on the stack. (See rule 404, “Triggered
|
||
Abilities.”) Then the active player receives priority to play spells and abilities.
|
||
|
||
312. End Phase
|
||
312.1. The end phase consists of two steps: end of turn and cleanup.
|
||
313. End of Turn Step
|
||
313.1. As the end of turn step begins, all abilities that trigger “at end of turn” go on the stack. (See
|
||
rule 404, “Triggered Abilities.”) The active player gets priority, then players may play spells
|
||
and abilities.
|
||
313.2. If “at end of turn”-triggered abilities are created or if cards with “at end of turn”-triggered
|
||
abilities come into play after preexisting ones have already gone on the stack at the beginning of
|
||
the end of turn step, those abilities won’t go on the stack until the next turn’s end phase. In
|
||
other words, the step doesn’t “back up” so new “at end of turn”-triggered abilities can go on
|
||
the stack.
|
||
314. Cleanup Step
|
||
314.1. The cleanup step proceeds in the following order.
|
||
314.1a First, if the active player’s hand contains more cards than his or her maximum hand size
|
||
(normally seven), he or she discards enough cards to reduce the hand size to that number.
|
||
This action doesn’t go on the stack.
|
||
314.1b Then, simultaneously, all damage is removed from permanents and all “until end of
|
||
turn” and “this turn” effects end. This action doesn’t go on the stack.
|
||
314.1c Then, only if the conditions for any state-based effects exist or if any triggered abilities
|
||
are waiting to be put onto the stack, the active player receives priority to play spells and
|
||
abilities. Once the stack is empty and both players pass, another cleanup step begins.
|
||
Otherwise, no player receives priority and the step ends.
|
||
|
||
4. Spells, Abilities, and Effects
|
||
400. General
|
||
400.1. An ability is text in a card’s text box that generates an effect. Reminder text, flavor text,
|
||
characteristic-setting text, and spell text are not abilities. Reminder text and flavor text always
|
||
appear in italics. Characteristic-setting text is any text that states that that card, permanent, or
|
||
spell “is” a particular characteristic. Spell text is any text that’s followed as a spell is played
|
||
or is resolving. Abilities generate effects only from the in-play zone unless they state otherwise.
|
||
Text itself is never an effect. Spells, activated abilities, and triggered abilities generate effects
|
||
when they resolve. Static abilities generate continuous effects.
|
||
401. Spells
|
||
401.1. A card on the stack is a spell. As the first step of being played, the card becomes a spell and
|
||
goes on the stack from the zone it was played from (usually the player’s hand). (See rule 217.6,
|
||
“Stack.”) A copy of a spell is also a spell, even if it has no card associated with it. A spell
|
||
stops being a spell when it resolves (see rule 413.2), is countered (see rule 414, “Countering
|
||
Spells and Abilities”), or leaves the stack somehow.
|
||
401.2. Each card type other than land has a corresponding spell type. For example, a played
|
||
creature card is a creature spell until it resolves, is countered, or leaves the stack. An instant or
|
||
sorcery spell is targeted if it uses the phrase “target [something]” in its spell text, where the
|
||
“something” is a phrase that describes a permanent, spell, ability, card, or player. Also, local
|
||
enchantment spells target the permanent they will enchant.
|
||
401.3. As the final part of an instant or sorcery spell’s resolution, the card is put into its owner’s
|
||
graveyard. As the final part of an artifact, creature, or enchantment spell’s resolution, the card
|
||
becomes a permanent and is put into the in-play zone under the control of the spell’s controller.
|
||
If any spell is countered, the card is put into its owner’s graveyard as part of the resolution of
|
||
the countering spell or ability. (See rule 413, “Resolving Spells and Abilities.”)
|
||
402. Abilities
|
||
402.1. An ability is text on a card or permanent that’s not reminder text, flavor text, characteristic-
|
||
setting text, or spell text (see rule 400.1). The result of following such an instruction or of
|
||
following a spell’s text is an effect. (See rule 416, “Effects.”) Abilities can affect the cards or
|
||
permanents they’re on; they can also affect other cards, permanents, and/or players. Abilities
|
||
can grant abilities to other cards or permanents or to the cards or permanents they’re on; they
|
||
do so when the words “has,” “have,” “gains,” or “gain” are used.
|
||
402.2. Abilities can be beneficial or detrimental. For example, “[This creature] can’t block” is an
|
||
ability.
|
||
402.3. Text on a card stating that the card “is” a particular type or color isn’t an ability. Such
|
||
statements apply no matter what zone the card is in and aren’t removed by effects that cause a
|
||
permanent to lose its abilities. This rule applies only to text that states a card’s type or color,
|
||
not to other characteristic-setting text.
|
||
402.4. An additional cost or alternative cost to play a card isn’t an ability of the card. Such text is
|
||
spell text.
|
||
|
||
402.5. An ability isn’t a spell and therefore can’t be countered by anything that counters only spells.
|
||
Abilities can be countered by effects that specifically counter abilities, as well as by the rules
|
||
(for example, an ability with one or more targets is countered if all its targets become illegal).
|
||
402.6. Once activated or triggered, an ability exists independently of its source (the card on which
|
||
it’s printed) as a pseudospell on the stack. 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 Sorcerer deals 1 damage to target creature or player”) rather than the ability doing
|
||
anything directly. In these cases, any spell, activated ability, or triggered ability that references
|
||
information about the source will check that information when the ability resolves, or will use
|
||
the source’s last known information if it’s no longer in play.
|
||
402.7. A card may have several abilities. Aside from certain defined abilities that may be strung
|
||
together on a single line (see rule 502, “Keyword Abilities”), each paragraph break in a card’s
|
||
text marks a separate ability. A card may also have 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.
|
||
402.8. Abilities function only while the permanent with the ability is in play unless the ability states
|
||
otherwise or unless the ability can only work, trigger, or be played in a zone other than the in-
|
||
play zone.
|
||
Example: An ability with a cost that includes “discard this card from your hand” can be
|
||
played only if the card is in your hand.
|
||
402.9. Some cards have abilities that can be played when the card is not in play. These are clearly
|
||
marked (for example, “Play this ability only if [this card] is in your graveyard”). These abilities
|
||
aren’t of any particular permanent type—cards not in play aren’t permanents. Some cards have
|
||
abilities that can trigger while the card is in a zone other than the in-play zone. Such abilities
|
||
specify the zone from which they trigger. They aren’t abilities of any particular permanent type
|
||
because cards not in play aren’t permanents.
|
||
402.10. There are three general types of abilities: activated, triggered, and static. Mana abilities are
|
||
an ability subtype. Abilities can generate one-shot effects or continuous effects. Replacement
|
||
effects and prevention effects are effect subtypes. An activated or triggered ability is targeted if
|
||
it uses the phrase “target [something]” in its text, where the “something” is a phrase that
|
||
describes a permanent, spell, ability, card, or player.
|
||
403. Activated Abilities
|
||
403.1. An activated ability can exist in one of two places: on a permanent or on a card outside the
|
||
in-play zone. An activated ability is written as “cost: effect.” The activation cost is everything
|
||
before the colon (:). The ability’s controller must pay its activation cost to play it.
|
||
403.2. Only a permanent’s controller (or a card’s owner, for cards outside the in-play zone) can
|
||
play its activated ability unless the card specifically says otherwise.
|
||
403.3. If an activated ability has a restriction on its use (for example, “Play this ability only once
|
||
each turn”), the restriction continues to apply to that permanent even if its controller changes.
|
||
404. Triggered Abilities
|
||
404.1. A triggered ability begins with the word “when,” “whenever,” or “at.” The phrase containing
|
||
one of these words is the trigger condition, which defines the trigger event. A delayed triggered
|
||
|
||
ability will also contain one of these three words, although that word won’t usually begin the
|
||
ability.
|
||
404.2. Triggered abilities aren’t played. Instead, a triggered ability automatically “triggers” each
|
||
time its trigger event occurs. Once an ability has triggered, it goes on the stack the next time a
|
||
player would receive priority.
|
||
404.3. A triggered ability may read “When/Whenever/At . . . , if [condition], [effect].” The ability
|
||
checks for the stated condition to be true when the trigger event occurs. If it is, the ability
|
||
triggers and goes on the stack. On resolution, the ability rechecks the condition. If the condition
|
||
isn’t true at either of those times, the ability does nothing. This rule is referred to as the
|
||
“intervening ‘if’ clause” rule. Note that 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.
|
||
405. Static Abilities
|
||
405.1. A static ability does something all the time rather than being activated or triggered. The
|
||
ability isn’t played—it just “is.”
|
||
406. Ability Subtypes
|
||
406.1. Mana Abilities
|
||
406.1a A mana ability is either (a) an activated ability that puts mana into a player’s mana
|
||
pool when it resolves or (b) a triggered ability that triggers from an activated mana ability
|
||
and produces additional mana. A mana ability can generate other effects at the same time
|
||
it produces mana.
|
||
406.1b Spells that put mana into a player’s mana pool aren’t mana abilities. They’re played and
|
||
resolved exactly like any other spells. Triggered abilities that put mana into a player’s
|
||
mana pool aren’t mana abilities if they trigger from events other than activating mana
|
||
abilities. They go on the stack and resolve like any other triggered abilities.
|
||
406.1c A mana ability remains a mana ability even if the game state doesn’t allow it to produce
|
||
mana.
|
||
Example: A card has an ability that reads “T: Add G to your mana pool for each creature
|
||
you control.” This is still a mana ability even if you control no creatures, or if the card is
|
||
already tapped.
|
||
406.1d A mana ability can be activated or triggered. However, the rules for playing and
|
||
resolving mana abilities differ slightly from those for playing other abilities. See rule 411,
|
||
“Playing Mana Abilities,” for details.
|
||
406.1e Mana abilities are played and resolved like other abilities, but they don’t go on the stack,
|
||
so they can’t be countered or responded to. (See rule 408.2, “Actions That Don’t Use the
|
||
Stack.”) Abilities (other than mana abilities) that trigger on playing mana abilities do go on
|
||
the stack, however.
|
||
406.2. Delayed Triggered Abilities
|
||
406.2a An effect may create a delayed triggered ability that can do something at a later time.
|
||
|
||
406.2b Delayed triggered abilities come from spells or other abilities that create them on
|
||
resolution. That means a delayed triggered ability won’t trigger until it has actually been
|
||
created, even if its trigger event occurred just beforehand. Other events that happen earlier
|
||
may make the trigger event impossible.
|
||
Example: Part of an effect reads “when this card leaves play,” but the card in question
|
||
leaves play before the spell or ability creating the effect resolves. In this case, the delayed
|
||
ability never triggers. As another example, if an effect reads “when this card becomes
|
||
untapped” and the named card becomes untapped before the effect resolves, the ability waits
|
||
for the next time that card untaps.
|
||
406.2c A delayed ability that refers to a particular permanent still affects it even if the
|
||
permanent changes characteristics.
|
||
Example: An ability reading, “At end of turn, destroy that creature” will destroy the
|
||
permanent even if it’s no longer a creature during the end of turn step.
|
||
406.2d A delayed ability that refers to a particular permanent will fail if the permanent leaves
|
||
play (even if it returns again before the specified time). Similarly, delayed triggered
|
||
abilities that apply to a card in a particular zone will fail if the card leaves that zone.
|
||
Example: An ability reading, “At end of turn, remove this creature from the game” won’t
|
||
do anything if the creature leaves play before the end of turn step.
|
||
406.2e 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.”
|
||
407. Adding and Removing Abilities
|
||
407.1. Effects can add or remove abilities of permanents. If two or more effects add and remove the
|
||
same ability, in general the most recent one prevails. (See rule 418.5, “Interaction of Continuous
|
||
Effects.”)
|
||
407.2. A permanent’s characteristic set by an effect is different from an ability granted by an effect.
|
||
When a permanent “gains” or “has” an ability, it can be removed by another effect. If an effect
|
||
defines a characteristic of the permanent (“[permanent] is [characteristic]”), it’s not granting an
|
||
ability. (See also rule 402.3.)
|
||
Example: An effect reads, “Enchanted creature has ‘This creature is an artifact. It’s still a
|
||
creature.’” This effect grants an ability to the creature that can be removed by other effects.
|
||
Another effect reads, “Enchanted creature is an artifact. It’s still a creature.” This effect simply
|
||
defines a characteristic of the creature. It doesn’t grant an ability, so effects that would cause the
|
||
creature to lose its abilities wouldn’t cause the enchanted creature to stop being an artifact.
|
||
407.3. Effects that remove an ability remove all instances of it.
|
||
Example: If a creature with flying is enchanted with Flight, it has two instances of the flying
|
||
ability. A single effect that reads “Target creature loses flying” will remove both.
|
||
408. Timing of Spells and Abilities
|
||
408.1. Timing, Priority, and the Stack
|
||
408.1a Spells and abilities can be played only at certain times and follow a set of rules for doing
|
||
so.
|
||
408.1b Spells and activated abilities are played by players (if they choose) using a system of
|
||
priority, while other types of abilities and effects are automatically generated by the game
|
||
rules. Each time a player would get priority, all applicable state-based effects resolve first
|
||
|
||
as a single event (see rule 420, “State-Based Effects”). Then, if any new state-based
|
||
effects have been generated, they resolve as a single event. This process repeats until no
|
||
more applicable state-based effects are generated. Then triggered abilities are added to the
|
||
stack (see rule 410, “Handling Triggered Abilities”). These steps repeat in order until no
|
||
further state-based effects or triggered abilities are generated. Then the player who would
|
||
have received priority does so and may play a spell, ability, or land as governed by the
|
||
rules for that phase. The game also checks for state-based effects and triggered abilities
|
||
during the cleanup step (see rule 314, “Cleanup Step”). If any state-based effects resolve
|
||
or abilities trigger, the active player gets priority afterward.
|
||
408.1c The active player gets priority at the beginning of most phases and steps, after special
|
||
actions and abilities that trigger at the beginning of that phase or step go on the stack. (The
|
||
exceptions are the untap step and the cleanup step.) The active player also gets priority
|
||
after combat damage resolves. The player with priority may either play a spell or ability,
|
||
or pass. If he or she plays a spell or ability, the player again receives priority; otherwise,
|
||
his or her opponent receives priority. If both players pass in succession (that is, if both
|
||
players pass without taking any actions in between passing), the top spell or ability on the
|
||
stack resolves, then the active player receives priority. If the stack is empty when both
|
||
players pass in succession, the phase or step ends and the next one begins.
|
||
408.1d A player may play a spell or activated ability only when he or she has priority. Spells
|
||
other than instants can be played only during a player’s main phase, when that player has
|
||
priority, and only when the stack is empty.
|
||
408.1e When a spell is played, it goes on top of the stack. When an activated ability is played, a
|
||
pseudospell representing it goes on the stack.
|
||
408.1f Triggered abilities can trigger at any time, including during the playing or resolution of a
|
||
spell or another ability. However, nothing actually happens at the time the abilities trigger.
|
||
Each time a player would receive priority, a pseudospell goes on the stack for each ability
|
||
that has triggered but that hasn’t yet been put on the stack. Then the player gets priority
|
||
and may play spells or abilities. (See rule 410, “Handling Triggered Abilities.”)
|
||
408.1g Combat damage goes on the stack once it’s been assigned. For more information, see rule
|
||
310, “Combat Damage Step.”
|
||
408.1h Static abilities aren’t played—they continuously affect the game. Priority doesn’t apply
|
||
to them. (See rule 418, “Continuous Effects,” and rule 419, “Replacement and Prevention
|
||
Effects.”)
|
||
408.2. Actions That Don’t Use the Stack
|
||
408.2a 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 406.2, “Delayed Triggered Abilities.”)
|
||
408.2b Static abilities continuously generate effects and don’t go on the stack.
|
||
408.2c State-based effects (see rule 420) resolve whenever a player would receive priority as long
|
||
as the required game condition is true.
|
||
408.2d Playing a land is a special action consisting of putting that land into play. (See rule
|
||
214.9, “Lands.”)
|
||
|
||
408.2e Mana abilities resolve immediately. If a mana ability produces both mana and another
|
||
effect, both the mana and the other effect resolve immediately. If a player had priority
|
||
before a mana ability was played, that player still has priority after it resolves. (See rule
|
||
406.1, “Mana Abilities.”)
|
||
408.2f Characteristic-setting text, such as “[This card] is a forest,” is simply read and followed
|
||
as applicable. (See also rule 402.3.)
|
||
408.2g Game actions—untapping during the untap step, declaring attacking or blocking
|
||
creatures, cleanup, and mana burn—don’t use the stack. The two exceptions are combat
|
||
damage and the draw action of the draw step.
|
||
408.2h The controller of a face-down permanent may turn it face up whenever he or she has
|
||
priority. (See rule 504, “Face-Down Spells and Permanents.”)
|
||
409. Playing Spells and Activated Abilities
|
||
409.1. Playing a spell or activated ability follows the steps listed below, in order. If, at any point
|
||
during the playing of a spell or ability, a player is unable to comply with any of the steps listed
|
||
below, the spell was played illegally; the game returns to the moment before that spell or ability
|
||
was played (see rule 422, “Handling Illegal Actions”). Announcements and payments can’t be
|
||
altered after they’ve been made.
|
||
Some spells and abilities specify that their controller’s opponent does something the
|
||
controller would normally do while it’s being played, such as choose a mode, choose targets, or
|
||
choose how the spell or ability will affect its targets. In these cases, the opponent does so when
|
||
the spell or ability’s controller normally would do so. If the spell or ability instructs both
|
||
players to do something at the same time as it’s being played, the spell’s controller goes first,
|
||
then his or her opponent. This applies to all parts of rule 409.1.
|
||
409.1a The player announces that he or she is playing the spell or ability. It goes on the stack
|
||
and remains there until it’s countered or resolves. Spell cards are physically placed on the
|
||
stack. For abilities, a pseudospell with the text of the ability goes on the stack. All other
|
||
characteristics of the pseudospell depend on the characteristics of the ability’s source. For
|
||
example, such a pseudospell’s color would be continuously determined by the color of its
|
||
source, not just the source’s color when the pseudospell went on the stack.
|
||
409.1b If the spell or ability is modal (uses the phrase “Choose one —” or “[specified player]
|
||
chooses one —”), the player announces the mode choice. If the spell or ability has a
|
||
variable mana cost (indicated by “X”) or some other variable cost, the player announces
|
||
the value of that variable at this time. If the spell or ability has alternative, additional, or
|
||
other special costs (such as buyback or kicker costs), the player announces his or her
|
||
intentions to pay any or all of those costs (see rule 409.1f). Previously made choices (such
|
||
as choosing to play a spell with flashback from his or her graveyard or choosing to play a
|
||
creature with morph face down) may restrict the player’s options when making these
|
||
choices.
|
||
409.1c If the spell or ability requires any targets, the player first announces how many targets he
|
||
or she will choose (if the spell or ability has a variable number of targets), then announces
|
||
the targets themselves. A spell or ability can’t be played unless the required number of
|
||
legal targets are chosen. The same target can’t be chosen multiple times.
|
||
If the spell or ability targets one or more targets only if an alternative, additional, or
|
||
special cost (such as a buyback or kicker cost) is paid for it, or if a particular mode is
|
||
chosen for it, its controller chooses those targets only if he or she announced the intention
|
||
|
||
to pay that cost or chose that mode. Otherwise, the spell or ability is played as though it
|
||
did not have those targets.
|
||
409.1d If the spell or ability affects several targets in different ways, the player announces how
|
||
it will affect each target.
|
||
409.1e If the spell or ability requires the player to divide an effect (such as damage or counters)
|
||
among a number of targets, the player announces the division. Each of these targets must
|
||
receive at least one of whatever is being divided (for example, damage or counters).
|
||
409.1f The player determines the total cost of the spell or ability. Usually this is just the mana
|
||
cost (for spells) or activation cost (for abilities). Some cards list additional or alternative
|
||
costs in their text, and some effects may increase or reduce the cost to pay. Costs may
|
||
include paying mana, tapping permanents, sacrificing permanents, discarding cards, and
|
||
so on. The total cost is the mana or activation cost, plus all cost increases and minus all
|
||
cost reductions. Once the total cost is determined, it becomes “locked in,” and the player
|
||
then has a chance to play mana abilities (see rule 411, “Playing Mana Abilities”). Once the
|
||
player has enough mana in his or her mana pool, he or she pays all costs in any order.
|
||
Partial payments are not allowed. If effects would change the total cost after this time,
|
||
they have no effect. Playing a spell or ability that alters costs won’t do anything to spells
|
||
and abilities that are already on the stack.
|
||
Example: You play Death Bomb, which costs 3B and has an additional cost of sacrificing a
|
||
creature. You sacrifice Thunderscape Familiar, whose effect makes your black spells cost 1 less
|
||
to play. Because a spell’s total cost is “locked in” before payments are actually made, Death
|
||
Bomb costs 2B, not 3B, even though you’re sacrificing the Familiar.
|
||
409.1g Once the steps described in 409.1a–409.1f are completed, the spell or ability becomes
|
||
played. Its controller gains priority.
|
||
409.2. Activated abilities that read “Play this ability only any time you could play [spell type]”
|
||
mean the player must follow the timing rules for that spell type, though the ability isn’t actually
|
||
of that spell type.
|
||
409.3. A creature’s activated ability with the tap symbol in its activation cost can’t be played
|
||
unless the creature has been under its controller’s control since the start of his or her most recent
|
||
turn. Creatures with haste may ignore this rule (see rule 502.5).
|
||
409.4 A player can’t begin to play a spell or activated ability that’s prohibited from being played by
|
||
an effect.
|
||
410. Handling Triggered Abilities
|
||
410.1. Because they aren’t played, triggered abilities can trigger even when it isn’t legal to play spells
|
||
and abilities, and effects that prevent abilities from being played don’t affect them.
|
||
410.2. Whenever a game event or game state matches a triggered ability’s trigger event, that ability
|
||
triggers. When a phase or step begins, all abilities that trigger “at the beginning of” that phase
|
||
or step trigger. The ability doesn’t do anything when it triggers but automatically puts a
|
||
pseudospell (see rule 217.6b) on the stack as soon as a player would receive priority. The
|
||
ability (and the pseudospell) is controlled by the player who controlled its source at the time it
|
||
triggered. If the ability says a player “may” do something, that player makes all choices for that
|
||
instruction. If the ability says this for more than one player, each player specified makes the
|
||
choices for their instructions. See also rule 410.6.
|
||
|
||
410.3. If multiple abilities have triggered since the last time a player received priority, pseudospells
|
||
controlled by the active player go on the stack first, in any order he or she chooses, then those
|
||
controlled by the opponent go on the stack in any order that opponent chooses. Then players
|
||
once again check for and resolve state-based effects until none are generated, then abilities that
|
||
triggered during this process go on the stack. This process repeats until no new state-based
|
||
effects are generated and no abilities trigger. Then the appropriate player gets priority.
|
||
410.4. When a triggered ability goes on the stack, the controller of the pseudospell makes all
|
||
required choices, following the rules for activated abilities (see rule 409, “Playing Spells and
|
||
Activated Abilities”). If no legal choice can be made (or if a rule or a continuous effect
|
||
otherwise makes the ability illegal), the pseudospell is simply removed from the stack.
|
||
410.5. 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.
|
||
410.6. An ability triggers only once each time its trigger event occurs. However, it can trigger
|
||
repeatedly if one event contains multiple occurrences. See also rule 410.9.
|
||
Example: A permanent has an ability whose trigger condition reads, “Whenever a land is put
|
||
into a graveyard from play, . . . .” If someone plays a spell that destroys all lands, the ability
|
||
will trigger once for each land put into the graveyard during the spell’s resolution.
|
||
410.7. 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.
|
||
410.8. Triggered abilities with a condition directly following the trigger event (for example,
|
||
“When/Whenever/At [trigger], if [condition], [effect]”), check for the condition to be true as
|
||
part of the trigger event; if it isn’t, the ability doesn’t trigger. The ability checks the condition
|
||
again on resolution. If it’s not satisfied, the ability does nothing. Note that this mirrors the
|
||
check for legal targets. Note that this rule doesn’t apply to any triggered ability with a
|
||
condition elsewhere within its text.
|
||
410.9. Some abilities trigger when creatures block or are blocked in combat. (See rules 306–311 and
|
||
section 5, “Additional Rules.”) They may trigger once or repeatedly, depending on the wording
|
||
of the ability.
|
||
410.9a An ability that reads “Whenever [this creature] blocks” or “Whenever [this creature]
|
||
becomes blocked” triggers only once each combat for that creature, even if it blocks or is
|
||
blocked by multiple creatures. An effect that causes the creature to become blocked (if the
|
||
creature wasn’t already blocked) will also trigger such abilities.
|
||
410.9b An ability that reads “Whenever [this creature] blocks a creature” triggers once for each
|
||
attacking creature the named creature blocks.
|
||
410.9c An ability that reads “Whenever a creature blocks [this creature]” triggers once for each
|
||
creature that blocks the named creature. It doesn’t trigger if the attacking creature becomes
|
||
blocked by an effect rather than a blocking creature.
|
||
|
||
410.9d If an ability triggers when a creature blocks or is blocked by a particular number of
|
||
creatures, the ability triggers only if the creature blocks or is blocked by that many
|
||
creatures when the attack or block declaration is made. Effects that add or remove
|
||
blockers can cause such abilities to trigger, but effects that switch blockers cannot. This
|
||
also applies to abilities that trigger on a creature blocking or being blocked by at least a
|
||
certain number of creatures.
|
||
410.10. Trigger events that involve cards or permanents changing zones are called “zone-change
|
||
triggers.” Many abilities with zone-change triggers attempt to do something to that card after it
|
||
changes zones. During resolution, these abilities look for the card in the zone that it moved to. If
|
||
the card is unable to be found in the zone it went to, the part of the ability attempting to do
|
||
something to the card will fail to do anything. The ability could be unable to find the card
|
||
because the card 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 card leaves the zone and returns again before
|
||
the ability resolves.) The most common types of zone-change triggers are comes-into-play
|
||
triggers and leaves-play triggers.
|
||
410.10a Comes-into-play abilities trigger when a permanent enters the in-play zone. These are
|
||
written, “When [this card] comes into play, . . . “ or “Whenever a [type] comes into play, .
|
||
. .” Each time an event puts one or more permanents into play, all permanents in play
|
||
(including the newcomers) are checked for any comes-into-play triggers that match the
|
||
event.
|
||
410.10b Continuous effects that modify characteristics of a permanent do so the moment the
|
||
permanent is in play (and not before then). The permanent is never in play with its
|
||
unmodified characteristics. Continuous effects don’t apply before the permanent is in
|
||
play, however (see rule 410.10e).
|
||
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 play, so it would trigger abilities
|
||
that trigger when a creature comes into play. Conversely, if an effect reads “All creatures
|
||
lose all abilities” and a creature card with a comes-into-play triggered ability enters play,
|
||
that effect will cause it to lose its abilities the moment it enters play, so the comes-into-play
|
||
ability won’t trigger.
|
||
410.10c Leaves-play abilities trigger when a permanent leaves the in-play zone. These are
|
||
written as, but aren’t limited to, “Whenever [this card] leaves play, . . .” or “Whenever
|
||
[permanent type] is put into a graveyard from play, . . . .” An ability that attempts to do
|
||
something to the card that left play checks for it only in the first zone that it went to.
|
||
410.10d Abilities that trigger on one or more permanents leaving play, or on a player losing
|
||
control of a permanent, must be treated specially because the permanent with the ability
|
||
may no longer be in play after the event. The game has to “look back in time” to determine
|
||
what triggered. Each time an event removes from play or changes who controls one or more
|
||
permanents, all the permanents in play just before the event (with continuous effects that
|
||
existed at that time) are checked for trigger events that match what just left play or
|
||
changed control.
|
||
Example: Two creatures are in play along with an artifact that has the ability “Whenever a
|
||
creature is put into a graveyard from play, you gain 1 life.” Someone plays a spell that
|
||
destroys all artifacts, creatures, and enchantments. The artifact’s ability triggers twice, even
|
||
though the artifact goes to its owner’s graveyard at the same time as the creatures.
|
||
“Leaves play” triggers are zone-change triggers, even if the trigger condition doesn’t care
|
||
what zone the permanent is going to. If they attempt to do something to the card that left
|
||
play, they’ll look for it only in the first zone that it went to after leaving play.
|
||
|
||
410.10e Some permanents have text that reads “[This permanent] comes into play with . . . ,”
|
||
“As [this permanent] comes into play . . . ,” “[This permanent] comes into play as . . . ,”
|
||
or “[This permanent] comes into play tapped.” Such text is a static ability—not a
|
||
triggered ability—whose effect occurs as part of the event that puts the permanent into
|
||
play.
|
||
410.11. Some triggered abilities trigger on a game state, such as a player controlling no permanents
|
||
of a particular type, rather than triggering when an event occurs. These abilities trigger as soon
|
||
as the game state matches the condition (even if it’s not legal to play a spell or ability at that
|
||
time). These are called state triggers. (Note that state triggers aren’t the same as state-based
|
||
effects.) A state-triggered ability doesn’t trigger again until the pseudospell it created has
|
||
resolved or been countered. Then, if the permanent with the ability is still in play and the game
|
||
state still matches its trigger condition, the ability will trigger again.
|
||
Example: A permanent’s ability reads, “When your hand is empty, draw a card.” If its
|
||
controller plays the last card from his or her hand, the ability will trigger once and won’t
|
||
trigger again until it has resolved. If its controller plays a spell that reads “Discard your hand,
|
||
then draw the same number of cards,” the ability will trigger during the spell’s resolution
|
||
because the player’s hand was momentarily empty.
|
||
411. Playing Mana Abilities
|
||
411.1. To play a mana ability, the player announces that he or she is playing it and pays the
|
||
activation cost. It resolves immediately afterward and doesn’t go on the stack. (See rule
|
||
408.2e.)
|
||
411.2. A player may play an activated mana ability whenever he or she has priority. A player may
|
||
also play one whenever a rule or effect asks for a mana payment, even in the middle of playing
|
||
or resolving a spell or ability.
|
||
411.3. Triggered mana abilities trigger when an activated mana ability is played. These abilities
|
||
resolve immediately after the mana ability that triggered them, without waiting for priority. If
|
||
an activated or triggered ability produces both mana and another effect, both the mana and the
|
||
other effect resolve immediately.
|
||
Example: An enchantment reads, “Whenever a player taps a land for mana, that land produces
|
||
one additional mana of the same color.” If a player taps lands for mana while playing a spell,
|
||
the additional mana is added to the player’s mana pool immediately and can be used to pay for
|
||
the spell.
|
||
411.3a If a triggered mana ability adds mana “of the same type” to a player’s mana pool, and
|
||
the mana ability that triggered it produced more than one type of mana, the player to
|
||
whose mana pool the mana is being added chooses which type of mana the triggered
|
||
ability adds.
|
||
412. Handling Static Abilities
|
||
412.1. A static ability may generate a continuous effect or a prevention or replacement effect. These
|
||
effects last as long as the permanent with the static ability remains in play.
|
||
412.2. Many local enchantments have static abilities that modify their enchanted permanent, but
|
||
those abilities don’t target that permanent. If a local enchantment is moved to a different
|
||
permanent, the ability stops applying to the original permanent and starts modifying the new
|
||
one.
|
||
|
||
412.3. 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 play . . .” and “You may
|
||
pay [cost] rather than paying [this card]’s mana cost” work while the card is a spell on the
|
||
stack.
|
||
412.4. Some static abilities apply while a card is in any zone that you could play it from (usually
|
||
your hand). These are limited to those that read, “You may play [this card] . . .” and “You
|
||
can’t play [this card] . . . .”
|
||
412.5. Unlike spells and other kinds of abilities, static abilities can’t use a card or permanent’s last
|
||
known information for purposes of determining how their effects are applied.
|
||
413. Resolving Spells and Abilities
|
||
413.1. Each time both players pass in succession, the spell, ability, or combat damage on top of the
|
||
stack resolves. (See rule 416, “Effects.”)
|
||
413.2. Resolution of a spell or ability may involve several steps but is treated by the game as a
|
||
single indivisible action. These steps are followed in the order listed below.
|
||
413.2a If the spell or ability specifies targets, it checks whether the targets are still legal. A target
|
||
that’s removed from play, or from the zone designated by the spell or ability, is illegal. A
|
||
target may also become illegal if its characteristics changed since the spell or ability was
|
||
played or if an effect changed the wording of the spell or ability. If all targets are now
|
||
illegal, the spell or ability is countered. If the spell or ability is not countered it will resolve
|
||
normally, affecting only the targets that are still legal. If a target is illegal, the spell or
|
||
ability can’t perform any actions on it or make the target perform any actions. If the spell
|
||
or ability needs to know information about one or more targets that are now illegal, it will
|
||
use the illegal targets’ current or last known information.
|
||
413.2b 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. 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 card and apply the rules of English to the text.
|
||
413.2c If an effect offers any choices other than choices already made as part of playing the
|
||
spell or ability, the player announces these while applying the effect. The player can’t
|
||
choose an option that’s illegal or impossible. (For example, a player can’t avoid the
|
||
consequences of not taking an optional action if he or she can’t meet all the immediate
|
||
requirements of that action.)
|
||
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.
|
||
413.2d If an effect requires both players to make choices or take actions at the same time, the
|
||
active player makes and announces his or her choices first, and then his or her opponent
|
||
does (knowing the first player’s choices). Then the actions take place simultaneously. This
|
||
is called the “active player rule.” If a player must make more than one choice at a time, he
|
||
or she makes the choices in the order written, or in the order he or she chooses if the
|
||
choices aren’t ordered. Then, the actions are processed simultaneously.
|
||
Some spells and abilities have multiple steps or actions, denoted by separate sentences
|
||
or clauses. In these cases, the active player makes any choices required for the first action,
|
||
then the nonactive player makes any choices required for that action, then the first action
|
||
|
||
is processed simultaneously. Then, the active player makes any choices required for the
|
||
second action, then the nonactive player makes any choices required for that action, then
|
||
that action is processed simultaneously, and so on.
|
||
Example: Stronghold Gambit reads, in part, “Each player chooses a card in his or her
|
||
hand. Then each player reveals his or her chosen card.” First the active player chooses a
|
||
card, then the nonactive player does so. Each player reveals the cards simultaneously.
|
||
413.2e If an effect gives a player the option to pay mana, he or she may play mana abilities as
|
||
part of the action. No other spells or abilities can be played during resolution.
|
||
413.2f If an effect requires information from the game (such as the number of creatures in play),
|
||
the answer is determined only once, when the effect is applied. The effect uses the current
|
||
information of a specific permanent if that permanent is still in play, or of a specific card
|
||
in the stated zone; otherwise, the effect uses the last known information the card or
|
||
permanent had before leaving that zone. The exception is that static abilities can’t use last
|
||
known information; see rule 412.5. If the ability text states that a permanent does
|
||
something, it’s the permanent as it exists (or most recently existed) that does it, not the
|
||
ability.
|
||
413.2g An effect that refers to characteristics of a permanent checks only for the value of the
|
||
specified characteristics, regardless of any related ones the permanent 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.
|
||
413.2h A spell card is put into play from the stack under the control of the spell’s controller (for
|
||
permanents) or is put into its owner’s graveyard from the stack (for instants and sorceries)
|
||
as the final step of the spell’s resolution.
|
||
413.2i 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.
|
||
414. Countering Spells and Abilities
|
||
414.1. To counter a spell is to move the spell card from the stack to its owner’s graveyard.
|
||
Countering a copy of a spell removes the copy from the stack. Countering an ability removes its
|
||
pseudospell from the stack. Spells and abilities that are countered don’t resolve and none of
|
||
their effects occur.
|
||
414.2. The player who played the countered spell or ability doesn’t get a “refund” of any costs that
|
||
were paid.
|
||
415. Editing a Spell or Ability
|
||
415.1. A few effects can “edit” a spell or ability after it goes on the stack, changing its target, rules
|
||
text, or other characteristics.
|
||
415.2. The target of a spell or ability can change only to another legal target. If the new target is
|
||
illegal when the change resolves, the original target is unchanged.
|
||
415.2a Modal spells may have different targeting requirements for each mode. Changing a spell
|
||
or ability’s target can’t change its mode.
|
||
415.2b The word “you” in a card’s text isn’t a target. If a spell affects only its controller, its
|
||
target can’t be changed.
|
||
|
||
415.3. If an effect edits any characteristics of a spell that becomes a permanent, the effect continues
|
||
to apply to the permanent when the spell resolves.
|
||
Example: If an effect changes a black creature spell to white, the creature is white when it comes
|
||
into play and remains white for the duration of the effect changing its color.
|
||
415.4. An effect that changes the text of a spell or permanent only changes words that are of the
|
||
correct type (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). The effect can’t change a
|
||
proper noun, such as a card name, even if that proper noun contains a word or a series of
|
||
letters that is the same as a Magic color word, basic land type, or creature type.
|
||
Spells and abilities that create creature tokens use creature types to define both the creature
|
||
types and the names of the tokens. These words can be changed, because they are being used as
|
||
creature types, even though they’re also being used as names. Once a token has been created, it
|
||
has its creature type and name printed on it. The creature type of a creature token in play can
|
||
be changed, but its name can’t.
|
||
416. Effects
|
||
416.1. When a spell or ability resolves, it may create one or more effects. There are three main types:
|
||
one-shot effects, continuous effects, and replacement and prevention effects. Effects of a fourth
|
||
category, state-based effects, are generated by specific states of the game.
|
||
416.2. Effects apply only to permanents unless the instruction’s text states otherwise or they clearly
|
||
can apply only to cards in one or more other zones.
|
||
Example: An effect that changes all lands to creatures won’t alter land cards in the players’
|
||
graveyards.
|
||
416.3. 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
|
||
him or her to discard only that card. If an effect moves cards out of the library (as opposed to
|
||
drawing), it moves as many as possible.
|
||
417. One-Shot Effects
|
||
417.1. A one-shot effect does something just once and doesn’t have a duration. Examples include
|
||
damage dealing, destruction of permanents, and moving cards between zones.
|
||
417.2. Some one-shot effects instruct a player to do something later in the game (usually at a
|
||
specific time) rather than when they resolve. This kind of effect actually creates a new ability
|
||
that waits to be triggered. (See rule 406.2, “Delayed Triggered Abilities.”)
|
||
418. Continuous Effects
|
||
418.1. A continuous effect modifies characteristics of cards and/or permanents or modifies the
|
||
rules of the game for a fixed or indefinite period. A continuous effect may be generated by the
|
||
resolution of a spell or ability or by a static ability of a permanent.
|
||
418.2. Continuous effects that modify characteristics of permanents do so simultaneously with the
|
||
permanent coming into play. They don’t wait until the permanent is in play and then change it.
|
||
Because such effects apply as the permanent comes into play, apply them before determining
|
||
whether the permanent will cause an ability to trigger when it comes into play.
|
||
418.3. Continuous Effects from Spells or Abilities
|
||
|
||
418.3a 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.
|
||
418.3b Continuous effects from spells, activated abilities, and triggered abilities that modify the
|
||
characteristics or change the controller of one or more cards and/or permanents don’t
|
||
affect cards and/or permanents that weren’t affected when the continuous effect began.
|
||
Note that these work differently than continuous effects from static abilities. Continuous
|
||
effects that don’t modify characteristics or change the controller of cards and/or
|
||
permanents modify the rules of the game, so they can affect cards and/or permanents that
|
||
weren’t affected when the continuous effect began.
|
||
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 come into play or turn white
|
||
afterward.
|
||
Example: An effect that reads “Prevent all damage creatures would deal this turn” doesn’t
|
||
modify any card’s or permanent’s characteristics, so it’s modifying the rules of the game.
|
||
That means the effect will apply even to creatures that weren’t in play when the continuous
|
||
effect began. It also affects permanents that become creatures later in the turn.
|
||
418.3c If the spell or ability creating a continuous effect contains a variable, the value of that
|
||
variable is determined only once, on resolution. See rule 413.2f.
|
||
418.3d Some effects from activated or triggered abilities have durations worded “as long as . . .
|
||
.” If the “as long as” duration ends between the end of announcing the activated ability or
|
||
putting the triggered ability onto the stack and the moment when 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: Endoskeleton is an artifact with an activated ability that reads “2, T: Target
|
||
creature gets +0/+3 as long as Endoskeleton remains tapped.” If you play this ability and
|
||
then Endoskeleton becomes untapped before the ability resolves, it does nothing, because its
|
||
duration—remaining tapped—was over before the effect began.
|
||
418.4. Continuous Effects from Static Abilities
|
||
418.4a A continuous effect generated by a static ability isn’t “locked in”; it applies at any given
|
||
moment to whatever its text indicates.
|
||
418.4b The effect applies at all times that the permanent generating it is in play or the card
|
||
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 in play. If a creature becomes
|
||
white, it gets this bonus; a creature that stops being white loses it. A creature spell that
|
||
would normally create a 1/1 white creature instead creates a 2/2 white creature. The creature
|
||
doesn’t come into play as 1/1 and then change to 2/2.
|
||
418.5. Interaction of Continuous Effects
|
||
418.5a Sometimes the results of one effect determine whether another effect applies or what it
|
||
does. For example, one effect might read, “All white creatures get +1/+1” and another,
|
||
“Enchanted creature is white.”
|
||
|
||
418.5b An effect is said to “depend on” another if 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. Otherwise, the effect is considered to be independent of the first effect.
|
||
418.5c Whenever one effect depends on another, the independent one is applied first. If several
|
||
dependent effects form a loop, or if none depends on another, they’re applied in
|
||
“timestamp order.” A card or permanent’s timestamp is the time it entered the zone it’s
|
||
currently in, with two exceptions: (1) If two or more cards or permanents enter a zone (or
|
||
zones) simultaneously, the active player determines their timestamp order at the time they
|
||
enter that zone, but a local enchantment must be timestamped after what it enchants. (2)
|
||
Whenever a local enchantment becomes attached to a permanent, the enchantment receives
|
||
a new timestamp. Continuous effects generated by static abilities have the same
|
||
timestamp as the card or permanent that generated them. Continuous effects generated by
|
||
the resolution of a spell or ability receive a timestamp when the spell or ability creating
|
||
them resolves.
|
||
418.5d A continuous effect can override another.
|
||
Example: Two enchantments are played on the same creature: “Enchanted creature gains
|
||
flying” and “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.” It’s irrelevant whether an effect is
|
||
temporary (such as “Target creature loses flying until end of turn”) or global (such as “All
|
||
creatures lose flying”).
|
||
418.5e The value of a permanent’s characteristic is determined by starting with the printed or
|
||
token value, then applying copy effects (see rule 503, “Copying Spells and Abilities”),
|
||
then applying continuous effects generated by type-changing abilities, then applying any
|
||
power or toughness changes due to counters, and then applying all other continuous
|
||
effects.
|
||
419. Replacement and Prevention Effects
|
||
419.1. Replacement and prevention effects are continuous effects that watch for a particular event
|
||
to happen and then completely or partially replace that event. (A prevention effect replaces an
|
||
event with nothing or with a lessened version of the event.) These effects act like “shields”
|
||
around whatever they’re affecting. All replacement effects use the word “instead” to indicate
|
||
what events will be replaced with other events, and prevention effects use “prevent” to
|
||
indicate what events will not occur. Abilities that contain “instead” or “prevent” generate
|
||
replacement or prevention effects, respectively.
|
||
419.2. Replacement and prevention effects apply continuously as events happen—they aren’t
|
||
locked in ahead of time.
|
||
419.3. There are no special restrictions on playing a spell or ability that generates a replacement or
|
||
prevention effect. Such effects last until they’re used up or their duration has expired.
|
||
419.4. Replacement or prevention effects must exist before the appropriate event occurs—they can’t
|
||
“go back in time” and change something that’s already happened. Usually spells and abilities
|
||
that generate these effects are played in response to whatever would produce the event and thus
|
||
resolve before that event would occur.
|
||
Example: A player can play a regeneration ability in response to a spell that would destroy a
|
||
creature he or she controls.
|
||
|
||
419.5. If an event is prevented or 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 player simply ignores the impossible instruction. 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 increase damage
|
||
dealt have no event to replace when 0 damage is dealt, so they have no effect. Some abilities
|
||
read, “Whenever [X], you may [Y]. If you do, [Z].” The “if you do” clause refers to doing any
|
||
part of the event Y. If Y is replaced entirely or in part by a different event, the “if you do”
|
||
clause refers to the event that replaced Y.
|
||
419.6. Replacement Effects
|
||
419.6a A replacement effect doesn’t invoke itself repeatedly and gets only one opportunity for
|
||
each event.
|
||
Example: A player controls two permanents, each with an ability that reads “Instead of
|
||
dealing their normal damage, creatures you control deal double that damage.” A creature
|
||
that normally deals 1 damage will deal 4 damage—not just 2, and not an infinite amount.
|
||
419.6b Regeneration is a destruction-replacement effect. The key word “instead” doesn’t appear
|
||
on the card but is implicit in its definition. “Regenerate [permanent]” means “The next
|
||
time [permanent] would be destroyed this turn, instead remove all damage from it, tap it,
|
||
and (if it’s in combat) remove it from combat.” Note that if destruction is caused by lethal
|
||
damage, any abilities that trigger from that damage being dealt still trigger even if the
|
||
permanent regenerates.
|
||
419.6c Some effects replace damage dealt to one creature or player with the same damage dealt
|
||
to another creature or player; such effects are called “redirection” effects. If either creature
|
||
is no longer in play or is no longer a creature when the damage would be redirected, the
|
||
effect does nothing. Likewise, if either player is no longer in the game, the effect does
|
||
nothing.
|
||
419.6d Some spells and abilities replace part or all of their own effect(s) when they resolve.
|
||
Such effects are called “self-replacement effects.” When applying replacement effects to
|
||
an event, apply self-replacement effects first, then apply other replacement effects.
|
||
419.7. Prevention Effects
|
||
419.7a Prevention effects usually apply to damage that would be dealt.
|
||
419.7b Some prevention effects refer to a specific amount of damage—for example, “Prevent the
|
||
next 3 damage to target creature or player this turn.” These work like ablative shields.
|
||
Each 1 damage that would be dealt to the “shielded” creature or player is prevented.
|
||
Preventing 1 damage reduces the remaining shield by 1. If damage would be dealt to the
|
||
shielded creature or player by two or more sources at the same time, the player or the
|
||
controller of the creature can choose which damage the shield prevents first. 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.
|
||
419.7c Some prevention effects apply to damage from a specified source—for example, “The
|
||
next time a red source of your choice would deal damage to you this turn, prevent that
|
||
damage.” The source is chosen when the spell or ability resolves. If an effect requires a
|
||
player to choose a source, he or she may choose either a permanent or a spell on the stack
|
||
(including one that creates a permanent) or any card or permanent referred to by a spell or
|
||
pseudospell on the stack. If the player chooses a permanent or a permanent spell, the
|
||
|
||
prevention will apply to the next damage from that permanent or the permanent resulting
|
||
from the spell, regardless of whether it’s from one of that permanent’s abilities or combat
|
||
damage dealt by it. It’s possible for the source to be out of play by the time the spell or
|
||
ability resolves.
|
||
Some abilities that generate prevention effects can affect damage only from a source
|
||
with certain characteristics, such as a creature or a source of a particular color. When the
|
||
chosen source would deal damage, a prevention “shield” with this type of restriction
|
||
rechecks the source’s characteristics. If the characteristics no longer match, the damage
|
||
isn’t prevented. If for any reason the shield prevents no damage, the shield isn’t used up.
|
||
419.8. Interaction of Replacement or Prevention Effects
|
||
419.8a If two or more replacement or prevention effects are attempting to modify the way an
|
||
event affects a permanent or player, the affected permanent’s controller or the affected
|
||
player chooses one to apply to that permanent or player. Then the other applies if it is still
|
||
appropriate. If one or more of the applicable replacement effects is a “self-replacement
|
||
effect” (see rule 419.6d), that effect is applied before any other replacement effects.
|
||
Example: Two cards are in play. One is an enchantment that reads “If a card would be put
|
||
into a graveyard, instead remove it from the game,” and the other is a creature that reads
|
||
“If [this card] would be put into a graveyard, instead shuffle it into its owner’s library.”
|
||
The controller of the creature that would be destroyed decides which replacement to apply
|
||
first; the other does nothing.
|
||
419.8b A replacement effect can become applicable to an event as the result of another
|
||
replacement effect that modifies the event.
|
||
Example: One effect reads, “For each 1 life you would gain, instead draw a card,” and
|
||
another reads, “Instead of drawing a card, return target card from your graveyard to your
|
||
hand.” Both effects combine (regardless of the order they came into play): Instead of gaining
|
||
1 life, the player puts a card from his or her graveyard into his or her hand.
|
||
420. State-Based Effects
|
||
420.1. State-based effects are a special category that applies only to those conditions listed below.
|
||
Abilities that watch for a specified game state are triggered abilities. (See rule 410.8.)
|
||
420.2. State-based effects are always active and are not controlled by either player.
|
||
420.3. Whenever a player would get priority to play a spell or ability (see rule 408, “Timing of
|
||
Spells and Abilities”), the game checks for any of the listed conditions for state-based effects.
|
||
All applicable effects resolve as a single event, then the check is repeated. Once no more state-
|
||
based effects have been generated, triggered abilities go on the stack, then the appropriate
|
||
player gets priority. This check is also made during the cleanup step (see rule 314); if any of the
|
||
listed conditions apply, the active player receives priority.
|
||
420.4. Unlike triggered abilities, state-based effects 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 plays 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 effects 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.
|
||
|
||
420.5. The state-based effects are as follows:
|
||
420.5a A player with 0 life or less loses the game.
|
||
420.5b A creature with toughness 0 or less is put into its owner’s graveyard. Regeneration can’t
|
||
replace this event.
|
||
420.5c A creature with lethal damage is destroyed. Lethal damage is an amount of damage
|
||
greater than 0 and greater than or equal to a creature’s toughness. Regeneration does
|
||
replace this event.
|
||
420.5d A local enchantment that enchants an illegal or nonexistent permanent is put into its
|
||
owner’s graveyard.
|
||
420.5e If two or more Legends or legendary permanents with the same name are in play, all
|
||
except the one that has been a Legend or legendary permanent with that name the longest
|
||
are put into their owners’ graveyards. This is called “the Legend rule.” In the event of a tie,
|
||
each Legend or legendary permanent with the same name is put into its owner’s graveyard.
|
||
(If two permanents have the same name but only one is a Legend or is legendary, this rule
|
||
doesn’t apply.)
|
||
420.5f A token in a zone other than the in-play zone ceases to exist.
|
||
420.5g A player who was required to draw more cards than were in his or her library loses the
|
||
game.
|
||
420.5h A player with ten or more poison counters loses the game.
|
||
420.5i If two or more enchant worlds are in play, all except the one that has been an enchant
|
||
world 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.
|
||
420.5j A copy of a spell in a zone other than the stack ceases to exist.
|
||
421. Handling “Infinite” Loops
|
||
421.1. Occasionally the game can get into a state in which a set of actions could be repeated forever.
|
||
The “infinity rule” governs how to break such loops.
|
||
421.2. If the loop contains one or more optional actions and one player controls them all, that
|
||
player chooses a number. The loop is treated as repeating that many times or until the other
|
||
player intervenes, whichever comes first.
|
||
421.3. If the loop contains at least one optional action controlled by each player and actions by
|
||
both players are required to continue the loop, the active player chooses a number. The
|
||
nonactive player then has two choices. He or she can choose a lower number, in which case the
|
||
loop continues that number of times plus whatever fraction is necessary for the active player to
|
||
“have the last word.” Or he or she can agree to the number the active player chose, in which
|
||
case the loop continues that number of times plus whatever fraction is necessary for the
|
||
nonactive player to “have the last word.” (Note that either fraction may be zero.)
|
||
Example: One player controls a creature with the ability “0: [This creature] gains flying.”
|
||
Another player controls a permanent with the ability “0: Target creature loses flying.” The
|
||
“infinity rule” ensures that regardless of which player initiated the gain/lose flying ability, the
|
||
nonactive player will always have the final choice and therefore be able to determine whether the
|
||
|
||
creature has flying. (Note that this assumes that the first player attempted to give the creature
|
||
flying at least once.)
|
||
421.4. If the loop contains only mandatory actions, the game ends in a draw. (See rule 102.6.)
|
||
421.5. If the loop contains at least one optional action controlled by each player and these actions
|
||
don’t depend on one another, the active player chooses a number. The nonactive player can
|
||
either agree to that number or choose a higher number. Note that this rule applies even if the
|
||
actions could exist in separate loops rather than in a single loop.
|
||
422. Handling Illegal Actions
|
||
422.1. If a player realizes that he or she can’t legally take an action after starting to do so, 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 playing a spell, the spell card
|
||
returns to the zone it came from. The player may also reverse any legal mana abilities played
|
||
while making the illegal play, unless mana from them or from any triggered mana abilities they
|
||
triggered was spent on another mana ability that wasn’t reversed. Players may not reverse
|
||
actions that moved cards to a library or from a library to any zone other than the stack. Players
|
||
may not reverse actions that involved a random choice or random zone change.
|
||
422.2. 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.
|
||
|
||
5. Additional Rules
|
||
500. Legal Attacks and Blocks
|
||
500.1. Some abilities and continuous effects restrict declaring attackers or blockers in combat. (See
|
||
rule 308, “Declare Attackers Step,” and rule 309, “Declare Blockers Step.”)
|
||
500.2. As part of declaring attackers, the active player checks each creature he or she controls to see
|
||
whether it must attack, can’t attack, or has some other attacking restriction or requirement. If
|
||
such a restriction or requirement conflicts with the proposed attack, the attack is illegal, and
|
||
the active player must then propose another set of attacking creatures. (Tapped creatures and
|
||
creatures with unpaid costs to attack are exempt from effects that would require them to
|
||
attack.)
|
||
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.
|
||
Example: A player controls one creature that “attacks if able” and another creature with no
|
||
abilities. An effect states, “Only one creature may attack each turn.” It’s legal to declare either
|
||
creature as an attacker but illegal to attack with both or neither.
|
||
500.3. As part of declaring blockers, the defending player checks each creature he or she controls to
|
||
see whether it must block, can’t block, or has some other blocking restriction or requirement. If
|
||
such a restriction or requirement conflicts with the proposed set of blocking creatures, the block
|
||
is illegal, and the defending player must then propose another set of blocking creatures.
|
||
(Creatures with unpaid costs to block are exempt from effects that would require them to
|
||
block.)
|
||
501. Evasion Abilities
|
||
501.1. Evasion abilities restrict what can block an attacking creature. These are static abilities that
|
||
modify the declare blockers step of combat.
|
||
501.2. Evasion abilities are cumulative.
|
||
Example: A Wall without flying can’t block a creature that can be blocked only by Walls and by
|
||
creatures with flying.
|
||
501.3. Some creatures have abilities that restrict how they can block. As with evasion abilities, these
|
||
modify only the rules for the declare blockers step of combat. (If a creature gains an evasion
|
||
ability after a legal block has been declared, it doesn’t affect that block.)
|
||
502. Keyword Abilities
|
||
502.1. Most creature 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
|
||
card lists only the name of the ability as a “keyword”; sometimes reminder text summarizes the
|
||
game rule.
|
||
502.2. First Strike
|
||
502.2a First strike is a static ability that modifies the rules for the combat damage step.
|
||
502.2b During the combat damage step, if at least one attacking or blocking creature has first
|
||
strike, creatures without first strike don’t assign combat damage. Instead of proceeding to
|
||
end of combat, the phase gets a second combat damage step to handle the remaining
|
||
creatures.
|
||
|
||
502.2c Adding or removing first strike after the first combat damage step won’t prevent a
|
||
creature from dealing combat damage or allow it to deal combat damage twice.
|
||
502.2d Multiple instances of first strike on the same creature are redundant.
|
||
502.3. Flanking
|
||
502.3a Flanking is a triggered ability that triggers during the declare blockers step.
|
||
502.3b Whenever a creature with flanking is blocked by a creature without flanking, the blocking
|
||
creature gets -1/-1 until end of turn.
|
||
502.3c If a creature has multiple instances of flanking, each triggers separately.
|
||
502.4. Flying
|
||
502.4a Flying is an evasion ability.
|
||
502.4b A creature with flying can’t be blocked by creatures without flying. A creature with flying
|
||
can block a creature with or without flying.
|
||
502.4c Multiple instances of flying on the same creature are redundant.
|
||
502.5. Haste
|
||
502.5a Haste is a static ability.
|
||
502.5b A creature with haste can attack or use activated abilities whose cost includes the tap
|
||
symbol even if it hasn’t been controlled by its controller continuously since the beginning of
|
||
his or her most recent turn.
|
||
502.5c Multiple instances of haste on the same creature are redundant.
|
||
502.6. Landwalk
|
||
502.6a Landwalk and snow-covered landwalk are generic terms; a card’s rules text usually names a
|
||
specific type of land (such as in “islandwalk” or “snow-covered swampwalk”).
|
||
502.6b Landwalk and snow-covered landwalk are evasion abilities. A creature with landwalk is
|
||
unblockable as long as the defending player controls at least one land of the specified
|
||
type. A creature with snow-covered landwalk is unblockable as long as the defending
|
||
player controls at least one land of the specified type that has snow-covered.
|
||
502.6c Snow-covered landwalk is a special type of landwalk. If a player is allowed to choose
|
||
any landwalk ability, that player may choose a snow-covered landwalk ability. If an effect
|
||
causes a permanent to lose all landwalk abilities, snow-covered landwalk abilities are
|
||
removed as well.
|
||
502.6d Landwalk or snow-covered landwalk abilities don’t “cancel” one another.
|
||
Example: If a player controls a snow-covered forest, that player can’t block an attacking
|
||
creature with snow-covered forestwalk even if he or she also controls a creature with snow-
|
||
covered forestwalk.
|
||
|
||
502.6e Multiple instances of the same type of landwalk or snow-covered landwalk on the same
|
||
creature are redundant.
|
||
502.7. Protection
|
||
502.7a 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, such as a permanent
|
||
type.
|
||
502.7b A permanent with protection can’t be targeted by spells with the stated quality, can’t be
|
||
targeted by abilities from a source with the stated quality, and can’t be enchanted by
|
||
enchantments that have the stated quality. Such enchantments enchanting the permanent
|
||
with protection will be put into their owners’ graveyards as a state-based effect. In
|
||
addition, any damage that would be dealt to it from sources having that quality is
|
||
prevented. If it attacks, it can’t be blocked by creatures having that quality.
|
||
502.7c Multiple instances of protection from the same quality on the same permanent are
|
||
redundant.
|
||
502.8. Shadow
|
||
502.8a Shadow is an evasion ability.
|
||
502.8b 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.
|
||
502.8c Multiple instances of shadow on the same creature are redundant.
|
||
502.9. Trample
|
||
502.9a Trample is a static ability that modifies the rules for assigning an attacking creature’s
|
||
combat damage. A creature with trample has no special abilities when blocking or dealing
|
||
noncombat damage.
|
||
502.9b The controller of an attacking creature with trample first assigns damage to the
|
||
creature(s) blocking it. If all those blocking creatures are assigned lethal damage, any
|
||
remaining damage is assigned as its controller chooses among the blocking creatures and
|
||
the defending player. When checking for assigned lethal damage, take into account damage
|
||
already on the creature and damage from other creatures that is to be assigned at the same
|
||
time (see rule 502.9f). The controller need not assign lethal damage to all blocking creatures
|
||
but in that case can’t assign any damage to the defending player.
|
||
502.9c If all the creatures blocking an attacking creature with trample are removed from combat
|
||
before the combat damage step, all its damage is assigned to the defending player.
|
||
502.9d Ignore this rule.
|
||
502.9e Assigning damage from a creature with trample considers only the actual toughness of a
|
||
blocking creature, not any abilities or effects that might change the final amount of damage
|
||
dealt.
|
||
502.9f When there are several attacking creatures, it’s legal to assign damage from those without
|
||
trample so as to maximize the damage of those with trample.
|
||
|
||
Example: A 2/2 creature with an ability that enables it to block multiple attackers blocks
|
||
two attackers: a 1/1 with no special abilities 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.
|
||
502.9g Multiple instances of trample on the same creature are redundant.
|
||
502.10. Banding
|
||
502.10a Banding is a static ability that modifies the rules for declaring attackers, declaring
|
||
blockers, and assigning combat damage.
|
||
502.10b As a player declares attackers, he or she may declare that any number of those
|
||
creatures with banding, and up to one of those creatures without banding, are all in a
|
||
“band.” (Defending players can’t declare bands but may use banding in a different way;
|
||
see rule 502.10h.)
|
||
502.10c A player may declare as many attacking bands as he or she wants, but each creature
|
||
may be a member of only one of them.
|
||
502.10d Once an attacking band has been announced, it lasts for the rest of combat, even if
|
||
something later removes the banding ability from one or more creatures. However,
|
||
creatures in a band that are removed from combat are also removed from the band.
|
||
502.10e 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 he or she does, then the creature with swampwalk will also become blocked
|
||
by the blocking creature(s).
|
||
502.10f Banding doesn’t cause attacking creatures to share abilities, nor does it remove any
|
||
abilities. The attacking creatures in a band are separate permanents.
|
||
502.10g If one member of a band would become blocked as the result of a spell or ability, the
|
||
entire band becomes blocked.
|
||
502.10h A player who controls a banding creature chooses how combat damage is assigned by
|
||
creatures blocking or blocked by that creature. If the creature had banding when it
|
||
attacked or blocked, but the ability was removed before the combat damage step, damage
|
||
is assigned normally.
|
||
502.10i Multiple instances of banding on the same creature are redundant.
|
||
502.11. Bands with Other
|
||
502.11a 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.
|
||
502.11b An attacking creature with “bands with other [creature type]” can form an attacking
|
||
band with other creatures that have the same “bands with other [creature type]” ability.
|
||
Creatures with banding can also join this band, but creatures without banding can’t. The
|
||
creatures in this band don’t have to have the creature type specified in the “bands with
|
||
|
||
other [creature type]” ability. Blocking this band follows the same general rules as for
|
||
banding.
|
||
502.11c If a creature is blocked by at least two creatures with the same “bands with other
|
||
[creature type]” ability, the defending player chooses how the attacking creature’s damage
|
||
is assigned. Similarly, if a creature blocks at least two attacking creatures with the same
|
||
“bands with other [creature type]” ability, the attacking player chooses how the blocking
|
||
creature’s damage is assigned.
|
||
502.12. Rampage
|
||
502.12a Rampage is a triggered ability. “Rampage [X]” means “Whenever this creature becomes
|
||
blocked by two or more creatures, it gets +X/+X until end of turn for each creature
|
||
blocking it beyond the first.”
|
||
502.12b 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.
|
||
502.12c If a creature has multiple instances of rampage, each triggers separately.
|
||
502.13. Cumulative Upkeep
|
||
502.13a Cumulative upkeep is a triggered ability that imposes an increasing cost on a permanent.
|
||
The phrase “Cumulative upkeep [cost]” means “At the beginning of your upkeep, put an
|
||
age counter on this permanent, then sacrifice this permanent unless you pay [cost] for each
|
||
age counter on it.”
|
||
502.13b If a permanent has multiple instances of cumulative upkeep, each triggers separately.
|
||
However, the age counters are not linked 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
|
||
currently has no counters but 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.
|
||
502.14. Snow-Covered
|
||
502.14a Snow-covered is an ability that doesn’t do anything in its own right; it’s simply a
|
||
keyword that other cards look for. When a card refers to a “snow-covered land,” it means
|
||
a land with the snow-covered ability. When a card refers to a “snow-covered forest,” it
|
||
means a forest with the snow-covered ability, and so on.
|
||
502.14b Five snow-covered lands were printed in the Ice Age™ expansion. Their names are
|
||
Snow-Covered Plains, Snow-Covered Island, Snow-Covered Swamp, Snow-Covered
|
||
Mountain, and Snow-Covered Forest. These lands are basic lands, even though they have
|
||
a different name and they have the snow-covered ability.
|
||
502.14c Some effects can add or remove the snow-covered ability. This doesn’t change the
|
||
existing name of the land. For example, a card named Snow-Covered Forest is named
|
||
“Snow-Covered Forest,” while a forest that has been granted the snow-covered ability is
|
||
still named “Forest.”
|
||
|
||
502.15. Phasing
|
||
502.15a Phasing is a static ability that modifies the rules of the untap step.
|
||
502.15b During each player’s untap step, before that player untaps his or her permanents, all
|
||
permanents with phasing the player controls phase out. Simultaneously, all permanents
|
||
that had phased out under that player’s control phase in. (See rule 217.8, “Phased-Out,”
|
||
and rule 302.3.)
|
||
502.15c If a spell or ability causes a player to skip his or her untap step, the phasing event
|
||
simply doesn’t occur that turn.
|
||
502.15d Permanents phasing in don’t trigger any comes-into-play abilities, and effects that
|
||
modify how a permanent comes into play are ignored. Abilities and effects that
|
||
specifically mention phasing can modify or trigger on this event, however. Permanents
|
||
phasing out trigger leaves-play abilities as usual. (Because no player receives priority
|
||
during the untap step, any abilities triggering off of the phasing event won’t go onto the
|
||
stack until the upkeep step begins.)
|
||
502.15e When a permanent phases out, all damage dealt to it is removed.
|
||
502.15f A card that returns to play from the phased-out zone is in some respects considered the
|
||
same permanent it was when it left. This is an exception to rule 217.8, which stipulates
|
||
that a permanent “forgets” its previous existence when it changes zones.
|
||
502.15g Effects with limited duration and delayed triggered abilities that specifically reference a
|
||
permanent will be unable to further affect that permanent if it phases out. However, other
|
||
effects that reference the permanent (including effects with unlimited duration) can affect
|
||
the permanent when it returns to play.
|
||
Example: A creature is affected by Giant Growth and then phases out during the same
|
||
turn. If the creature phases back in somehow before the turn is over, it won’t get the +3/+3
|
||
bonus from the Giant Growth because its effect has a limited duration.
|
||
502.15h Phased-out cards “remember” their past histories and will return to play in the same
|
||
state. They “remember” any counters they had on them, any choices made when they first
|
||
came into play, and whether they were tapped or untapped when they left play. They also
|
||
“remember” who controlled them when they phased out, although they may phase in
|
||
under the control of a different player if a control effect with limited duration has expired.
|
||
Example: Diseased Vermin reads, in part, “At the beginning of your upkeep, Diseased
|
||
Vermin deals X damage to target opponent previously dealt damage by it, where X is the
|
||
number of infection counters on it.” If Diseased Vermin phases out, it “remembers” how
|
||
many counters it has and also which opponents it has previously damaged. When it phases
|
||
back in, it will still be able to target those opponents with its upkeep-triggered ability.
|
||
502.15i When a permanent phases out, any local enchantments attached to that permanent
|
||
phase out at the same time. This alternate way of phasing out is known as phasing out
|
||
“indirectly.” An enchantment that phased out indirectly won’t phase in by itself, but
|
||
instead phases in along with the card it’s attached to.
|
||
502.15j If a local enchantment phased out directly (rather than phasing out along with the
|
||
permanent it’s attached to), then it “remembers” the permanent it was enchanting and
|
||
returns to play attached to that permanent. If the permanent has left play or is no longer
|
||
legal to enchant, the enchantment returns to play and then is placed in its owner’s
|
||
graveyard afterwards. (This is a state-based effect. See rule 420.)
|
||
|
||
502.15k If two or more permanents phase in at the same time, the active player determines their
|
||
relative timestamp order at the time they come into play. Local enchantments that phase
|
||
in indirectly must always have later timestamps than the permanents they enchant, and if
|
||
several enchantments phase in indirectly on the same permanent, their original relative
|
||
timestamp order must be maintained. (See glossary, “Timestamp Order.”) This doesn’t
|
||
change the fact that the permanents phase in simultaneously, however. For example, if two
|
||
Legends with the same name phase in, they both go to their owners’ graveyards.
|
||
502.15m A permanent that phases in can attack and tap to play abilities as though it has haste.
|
||
(This applies even if that permanent phased out and phased back in the turn it came into
|
||
play.) The permanent remains able to attack and tap to play abilities until it changes
|
||
controllers or leaves play.
|
||
502.15n A spell or ability that targets a permanent will resolve normally with respect to that
|
||
permanent if the permanent phases out and back in before the spell or ability resolves.
|
||
502.15p Multiple instances of phasing on the same permanent are redundant.
|
||
502.16. Buyback
|
||
502.16a Buyback is a static ability of some instants and sorceries that functions while the card
|
||
is on the stack (that is, while it’s a spell). The phrase “Buyback [cost]” means “You may
|
||
pay an additional [cost] as you play this spell. If you do, put this card into your hand
|
||
instead of into your graveyard as the spell resolves.” Paying a spell’s buyback cost follows
|
||
the rules for paying additional costs in rules 409.1b and 409.1f.
|
||
502.17. Horsemanship
|
||
502.17a Horsemanship is an evasion ability that appeared in the Portal Three Kingdoms™ set.
|
||
502.17b A creature with horsemanship can’t be blocked by creatures without horsemanship. A
|
||
creature with horsemanship can block a creature with or without horsemanship.
|
||
502.17c Multiple instances of horsemanship on the same creature are redundant.
|
||
502.18. Cycling
|
||
502.18a Cycling is an activated ability that functions only while the card with cycling is in a
|
||
player’s hand. The phrase “Cycling [cost]” means “[Cost], Discard this card from your
|
||
hand: Draw a card.”
|
||
502.18b Although the cycling ability is playable only if the card is in a player’s hand, it
|
||
continues to exist while the card is in play. Therefore cards with cycling will be affected by
|
||
effects that depend on a card in a graveyard or a permanent having one or more activated
|
||
abilities.
|
||
502.19. Echo
|
||
502.19a Echo is a triggered ability. “Echo” 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 its mana cost.”
|
||
|
||
502.20. Fading
|
||
502.20a Fading is a keyword that represents two abilities. The first is a static ability that puts
|
||
counters onto a permanent as it comes into play. The second is a triggered ability that
|
||
makes the permanent’s controller remove one of these counters at the beginning of each of
|
||
his or her upkeeps. If the player can’t remove a counter, he or she sacrifices the permanent.
|
||
The phrase “Fading [X]” means “This permanent comes into play with X 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.”
|
||
502.21. Kicker
|
||
502.21a Kicker is a static ability that functions while the card is on the stack (that is, while it’s a
|
||
spell). The phrase “Kicker [cost]” means “You may pay an additional [cost] as you play
|
||
this spell.” The phrase “Kicker [cost 1] and/or [cost 2]” means the same thing as “Kicker
|
||
[cost 1], kicker [cost 2].” Paying a spell’s kicker cost(s) follows the rules for paying
|
||
additional costs in rules 409.1b and 409.1f.
|
||
502.21b Cards with kicker have additional spell text or abilities that specify what happens if
|
||
the kicker cost is paid. Cards with more than one kicker cost have spell text and/or
|
||
abilities that correspond to each kicker cost.
|
||
502.21c If spell text that depends on a kicker cost being paid targets one or more permanents
|
||
and/or players, the spell’s controller chooses those targets only if he or she declared the
|
||
intention to pay the appropriate kicker cost. Otherwise, the targets aren’t chosen at all.
|
||
502.21d A card with kicker may contain the phrases “if you paid the [A] kicker cost” and “if
|
||
you paid the [B] kicker cost,” where A and B are the first and second kicker costs listed
|
||
on the card, respectively. This text just refers to one kicker cost or the other, regardless of
|
||
what the spell’s controller actually spent when paying the cost. In other words, read “if
|
||
you paid the [A] kicker cost” as “if you paid the first kicker cost listed,” and read “if you
|
||
paid the [B] kicker cost” as “if you paid the second kicker cost listed.”
|
||
502.22. Flashback
|
||
502.22a Flashback is a static ability of some instant and sorcery cards that functions while the
|
||
card is in a player’s graveyard. The phrase “Flashback [cost]” means “You may play this
|
||
card from your graveyard by paying [cost] rather than paying its mana cost. If you do,
|
||
remove this card from the game instead of putting it anywhere else any time it would leave
|
||
the stack.” Playing a spell using its flashback ability follows the rules for paying
|
||
alternative costs in rules 409.1b and 409.1f.
|
||
502.23. Threshold
|
||
502.23a Threshold is a static ability, written “Threshold — [text].” The text can be a static
|
||
ability, activated ability, triggered ability, characteristic-setting text, spell text, or any
|
||
combination of the five. The phrase “Threshold — [text]” means “As long as you have
|
||
seven or more cards in your graveyard, this card has ‘[text].’”
|
||
502.23b Cards and permanents with threshold have the threshold text only if their controller
|
||
has seven or more cards in his or her graveyard. Otherwise, the text after “Threshold —”
|
||
is treated as though it did not appear on the card or permanent.
|
||
|
||
502.23c An instant or sorcery card with threshold has the threshold text only while the card is
|
||
on the stack (that is, while it’s a spell). An artifact, creature, enchantment, or land card
|
||
with threshold, or any permanent with threshold, has the threshold text only if the card or
|
||
permanent is in play.
|
||
502.24. Madness
|
||
502.24a 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. The phrase “Madness [cost]” means
|
||
“If a player would discard this card from his or her hand, that player discards it, but may
|
||
remove it from the game instead of putting it into his or her graveyard” and “When this
|
||
card is removed from the game this way, until that player passes next, the player may
|
||
play it any time he or she could play an instant as though it were in his or her hand by
|
||
paying [cost] rather than paying its mana cost. When the player passes next, he or she
|
||
puts it into his or her graveyard.”
|
||
502.24b Playing a spell using its madness ability follows the rules for paying alternative costs in
|
||
rules 409.1b and 409.1f.
|
||
502.25. Fear
|
||
502.25a Fear is an evasion ability.
|
||
502.25b A creature with fear can’t be blocked except by artifact creatures and/or black
|
||
creatures.
|
||
502.26. Morph
|
||
502.26a Morph is a static ability that functions any time you could play the card it’s on, and the
|
||
morph effect works any time the card is face down. The phrase “Morph [cost]” means
|
||
“You may play this card as a 2/2 face-down creature, with no text, no name, no subtypes,
|
||
no expansion symbol, and a mana cost of 0 by paying 3 rather than its mana cost.” Any
|
||
time you could play an instant, you may show all players the morph cost for any face-
|
||
down permanent you control, pay that cost, then turn the permanent face up. This action
|
||
does not use the stack.
|
||
502.26b To play a spell using its morph ability, turn it face down. It becomes a 2/2 face-down
|
||
creature spell, with no text, no name, no subtypes, no expansion symbol, and a mana cost
|
||
of 0. Put it onto the stack (it stays face down with the same characteristics), and pay 3
|
||
rather than pay its mana cost. This follows the rules for paying alternative costs. You can
|
||
use morph to play a spell from any zone from which you could normally play it. When the
|
||
spell resolves, it comes into play with the same characteristics the spell had. The morph
|
||
effect applies to the face-down card wherever it is, and it ends when the card is turned
|
||
face up.
|
||
502.26c You can’t play a card face down if it doesn’t have morph.
|
||
502.26d Any time you could play an instant, you may turn a face-down permanent you control
|
||
face up. To do this, show all players the permanent’s morph cost, pay that cost, then turn
|
||
the permanent face up. The morph effect on it ends, and it regains the card’s normal
|
||
characteristics. Any abilities relating to the permanent coming into play don’t trigger when
|
||
|
||
it’s turned face up and don’t have any effect, because the permanent has already come
|
||
into play.
|
||
502.26e If a face-up permanent is turned face down by a spell or ability, it becomes a 2/2 face-
|
||
down creature, with no text, no name, no subtypes, no expansion symbol, and a mana
|
||
cost of 0. The rules for morph and face-down spells and permanents apply to it normally.
|
||
502.26f See rule 504, “Face-Down Spells and Permanents,” for more information on how to play
|
||
cards with morph.
|
||
503. Copying Spells and Abilities
|
||
503.1. A copy card is a card that creates or becomes a “copy” of a spell, permanent, or card.
|
||
(Certain older cards were printed with the phrase “search for a copy.” These aren’t copy cards;
|
||
they have received new text in the Oracle™ card reference.)
|
||
503.2. When copying a permanent, the copy acquires the printed values of the name, mana cost,
|
||
color, type and subtype, expansion symbol, rules text, power, and toughness of the permanent
|
||
being copied. Also, if the copied permanent was printed as legendary or as an enchant world,
|
||
this is copied as well. Effects (including type-changing effects) and counters are not copied.
|
||
(The exception is that copy effects are themselves copied; see rule 503.3.)
|
||
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, “As Clone comes into play, you may
|
||
choose a creature in play. If you do, Clone comes into play as a copy of that creature.” After a
|
||
Staff has become a 5/5 artifact creature, a Clone comes into play 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.)
|
||
503.3. The copied information becomes the printed values for the copy, replacing its originally
|
||
printed values. Cards that copy the copy will use the new printed values.
|
||
Example: A Vesuvan Doppelganger comes into play as a copy of Grizzly Bears (a 2/2 green
|
||
creature with no abilities). Vesuvan Doppelganger reads, “As Vesuvan Doppelganger comes
|
||
into play, you may choose a creature in play. If you do, Vesuvan Doppelganger comes into play
|
||
as a copy of that creature except for its color and gains ‘At the beginning of your upkeep, you
|
||
may have this creature become a copy of target creature except for its color. If you do, this
|
||
creature gains this ability.’” Then, a Clone comes into play as a copy of the Doppelganger. The
|
||
Clone is a 2/2 blue Bear named Grizzly Bears that has the Doppelganger’s upkeep ability.
|
||
503.4. Some effects cause a permanent that’s copying a permanent or card to copy a different
|
||
permanent or card while remaining in play. The change doesn’t trigger comes-into-play or
|
||
leaves-play abilities. This also doesn’t change any noncopy effects presently affecting the copy.
|
||
Example: Unstable Shapeshifter reads, “Whenever a creature comes into play, Unstable
|
||
Shapeshifter becomes a copy of that creature and gains this ability.” A Shapeshifter is affected
|
||
by Giant Growth, which reads “Target creature gets +3/+3 until end of turn.” If a creature
|
||
comes into play later this turn, the Shapeshifter will become a copy of that creature, but it will
|
||
still get +3/+3 from the Giant Growth.
|
||
503.5. A copy card that comes into play “as a copy” of another permanent will come into play with
|
||
any copied abilities of that permanent. If the copy gains any abilities that modify the comes-
|
||
into-play event (such as “comes into play with” or “as [this] comes into play” abilities), those
|
||
abilities will take effect. Also, any comes-into-play triggered abilities of the copy will have a
|
||
chance to trigger.
|
||
|
||
Example: Skyshroud Behemoth reads, “Fading 2 (This creature comes into play with two fade
|
||
counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can’t,
|
||
sacrifice it.) / Skyshroud Behemoth comes into play tapped.” A Clone that comes into play as a
|
||
copy of a Skyshroud Behemoth will also come into play tapped with two fade counters on it.
|
||
Example: Striped Bears reads, “When Striped Bears comes into play, draw a card.” A Clone
|
||
comes into play as a copy of Striped Bears. The Clone has the Bears’ comes-into-play triggered
|
||
ability, so the Clone’s controller draws a card.
|
||
503.6. When copying a permanent, the “choices” of the permanent aren’t copied. Instead, if a card
|
||
comes into play as a copy of another permanent, the copy’s controller will get to make any “as
|
||
comes into play” choices for it.
|
||
Example: A Clone comes into play as a copy of Chameleon Spirit. Chameleon Spirit reads, in
|
||
part, “As Chameleon Spirit comes into play, choose a color.” The Clone won’t copy the color
|
||
choice of the Spirit; rather, the controller of the Clone will get to make a new choice.
|
||
503.7. Because the “choices” of a permanent aren’t copied, sometimes a copy card will gain an
|
||
ability that refers to a choice that was never made. In that case, the choice is considered to be
|
||
“zero” or “undefined.”
|
||
Example: Voice of All comes into play and Unstable Shapeshifter copies it. Voice of All reads,
|
||
in part, “As Voice of All comes into play, choose a color. / Voice of All has protection from the
|
||
chosen color.” Unstable Shapeshifter never got a chance to choose a color, because it didn’t come
|
||
into play as a Voice of All card, so the Shapeshifter’s protection ability doesn’t protect it from
|
||
anything at all.
|
||
503.8. If an ability of a copy card causes a player to make a choice as the copy comes into play, the
|
||
copy will “remember” that choice and continue to use it for its abilities if appropriate. If the
|
||
choice is not appropriate, it is considered to be “zero” or “undefined.”
|
||
Example: A Vesuvan Doppelganger comes into play as a copy of Chameleon Spirit, and the
|
||
Doppelganger’s controller chooses blue. Later, the Doppelganger copies Quirion Elves. The
|
||
Elves has the ability, “T: Add one mana of the chosen color to your mana pool.” If the mana
|
||
ability of the Doppelganger is played, it will produce blue mana.
|
||
Example: A Vesuvan Doppelganger comes into play as a copy of Caller of the Hunt. Caller of
|
||
the Hunt reads, in part, “As Caller of the Hunt comes into play, choose a creature type.” The
|
||
Doppelganger’s controller chooses Goblin. Later, the Doppelganger copies Quirion Elves. If the
|
||
mana ability of the Doppelganger is played, it will fail to produce any mana. It won’t produce
|
||
Goblin mana.
|
||
503.9. Some copy cards give an ability to the copy as part of the copying process. This ability
|
||
becomes part of the printed values for the copy, along with any other abilities that were copied.
|
||
Also, some copy cards specifically state that they don’t copy certain values; they retain their
|
||
original values instead.
|
||
Example: Quirion Elves comes into play and an Unstable Shapeshifter copies it. The printed
|
||
values of the Shapeshifter now match those of the Elves, except that the Shapeshifter also has
|
||
the printed ability “Whenever a creature comes into play, Unstable Shapeshifter becomes a copy
|
||
of that creature and gains this ability.” Then, a Clone comes into play as a copy of the Unstable
|
||
Shapeshifter. The Clone copies the new printed values of the Shapeshifter, including the ability
|
||
that the Shapeshifter gave itself when it copied the Elves.
|
||
503.10. To copy a spell means to put a copy of the spell onto the stack; a copy of a spell isn’t
|
||
“played.” When copying a spell, all information that is normally copied from a permanent is
|
||
copied. In addition, all decisions made when the spell was played are copied. These include
|
||
mode, targets, the value of X, and optional additional costs such as buyback. (See rule 409,
|
||
“Playing Spells and Activated Abilities.”) Choices that are normally made on resolution are not
|
||
copied. A copy of a spell is itself a spell, but it has no spell card associated with it. It works
|
||
|
||
just like a normal spell: It can be countered or it can resolve, and it uses the same timing rules as
|
||
normal spells.
|
||
Example: A player plays Fork, targeting an Emerald Charm. Fork reads, “Put a copy of target
|
||
instant or sorcery spell onto the stack, except that it copies Fork’s color and you may choose new
|
||
targets for the copy.” Emerald Charm reads, “Choose one — Untap target permanent; or
|
||
destroy target global enchantment; or target creature loses flying until end of turn.” When the
|
||
Fork resolves, it puts a copy of the Emerald Charm on the stack. 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.
|
||
503.10a A copy of a spell in a zone other than the stack ceases to exist. (This is a state-based
|
||
effect. See rule 420.)
|
||
503.11. 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
|
||
end of turn. Play this ability only once each turn.” If this activated ability of the Shapeshifter is
|
||
played, the Shapeshifter will be destroyed at end of turn, even if it’s no longer a copy of Crazed
|
||
Armodon at that time.
|
||
504. Face-Down Spells and Permanents
|
||
504.1. One old card (Illusionary Mask) and the morph ability (see rule 502.26) allow spells and
|
||
permanents to be face down.
|
||
504.2. Face-down cards on the stack, face-down cards and tokens in play, and face-down cards in
|
||
the phased-out zone have no characteristics other than those listed by the card or rules that
|
||
allow the card or token to be face down. Any listed characteristics are that card or token’s
|
||
initial characteristics. Permanents that are put into play face down are turned face down before
|
||
they come into play, so the permanent’s comes-into-play abilities won’t trigger (if triggered) or
|
||
have any effect (if static). Spells that are played 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.
|
||
504.3. You may look at a face-down spell you control on the stack or a face-down permanent you
|
||
control at any time. You can’t look at face-down cards in any other zone or face-down spells or
|
||
permanents controlled by another player. The card 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.
|
||
504.4. If you control multiple face-down spells on the stack or face-down permanents in play, 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 the order spells were played, the
|
||
order that face-down permanents came into play, which creature attacked last turn, and any
|
||
other differences between face-down spells or permanents. Common methods for distinguishing
|
||
between face-down cards include using counters or dice to mark the different permanents, or
|
||
clearly placing those permanents in order on the table.
|
||
504.5. As a face-down permanent is turned face up, its initial characteristics revert to its normal
|
||
initial characteristics. Any effects that have been applied to the face-down permanent still
|
||
apply to the face-up permanent. Any abilities relating to the permanent coming into play don’t
|
||
trigger and don’t have any effect, because the permanent has already come into play.
|
||
|
||
504.6. If a face-down permanent moves from the in-play zone to any zone other than the phased-
|
||
out zone, its owner must reveal it to all players as he or she moves it. If a face-down spell
|
||
moves from the stack to any zone other than the in-play zone, its owner must reveal it to all
|
||
players as he or she moves it. At the end of each game, all face-down spells and permanents
|
||
must be revealed to all players.
|
||
505. Split Cards
|
||
505.1. Split cards have two card faces on a single card. The back of a split card is the normal Magic:
|
||
The Gathering card back.
|
||
505.2. In every zone except the stack, split cards have two sets of characteristics. As long as a split
|
||
card is on the stack, only the characteristics of the half being played exist. The other half’s
|
||
characteristics are treated as though they didn’t exist.
|
||
505.3. Because every split card consists of two halves with different colored mana symbols in their
|
||
mana costs, each split card is a multicolored card except while it’s on the stack. While it’s on
|
||
the stack, it’s only the color of the half being played.
|
||
505.4. Although split cards have two playable 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.
|
||
505.5. Effects that ask for a particular characteristic of a split card while it’s in a zone other than
|
||
the stack get an answer that consists of a combination of the split card’s two halves.
|
||
Example: Infernal Genesis has an ability that reads, “At the beginning of each player’s upkeep,
|
||
that player puts the top card of his or her library into his or her graveyard. He or she then puts
|
||
X 1/1 black Minion creature tokens into play, where X is that card’s converted mana cost.” If
|
||
the top card of your library is Assault/Battery when this ability resolves, you get five 1/1
|
||
creature tokens because Assault’s converted mana cost is 1 and Battery’s is 4, for a total of 5.
|
||
505.6. Effects that ask if a split card’s characteristic matches a given value get only one answer.
|
||
This answer is “yes” if either side of the split card matches the given value.
|
||
Example: Void reads, “Choose a number. Destroy all artifacts and creatures with converted
|
||
mana cost equal to that number. Then target player reveals his or her hand and discards from it
|
||
all nonland cards with converted mana cost equal to the number.” If a player plays Void and
|
||
chooses 1 or 4, his or her opponent would discard Assault/Battery. If the player chooses 5,
|
||
Assault/Battery would be unaffected, because neither half has a converted mana cost of 5.
|
||
505.7. If an effect instructs a player to name a card and the player wants to name a split card, the
|
||
player must name both halves of the split card.
|
||
|
||
Glossary
|
||
Ability
|
||
“Ability” and “effect” are often confused with one another. An instruction in a card’s or permanent’s
|
||
text is an ability. The result of following such an instruction, or of following a spell’s instruction, is an
|
||
effect.
|
||
A card or permanent may have one or more abilities or no abilities at all. For more information, see
|
||
section 4, “Spells, Abilities, and Effects.”
|
||
When an effect states that a card or permanent “gains” or “has” an ability, it’s granting that card or
|
||
permanent an ability. If an effect defines a characteristic of a card or permanent (“[card or permanent]
|
||
is [characteristic]”), it’s not granting an ability. For example, an enchant creature might read,
|
||
“Enchanted creature is red.” The enchantment isn’t granting an ability of any kind; it’s simply changing
|
||
the enchanted creature’s color to red.
|
||
Activated Ability
|
||
An activated ability is written as “activation cost: effect.” By paying the activation cost, a player may
|
||
play such an ability whenever he or she has priority. See rule 403, “Activated Abilities.”
|
||
Activation Cost
|
||
The activation cost of an activated ability is everything before the colon in “activation cost: effect.” It
|
||
must be paid to play the ability. For example, the activation cost of an ability that reads “2, T: Gain 1
|
||
life” is two mana of any color plus tapping the permanent. See rule 403, “Activated Abilities.”
|
||
Active Player
|
||
The active player is the player whose turn it is. The active player gets priority at the start of each phase
|
||
or step (except for the untap and cleanup steps), after any spell or ability (except a mana ability)
|
||
resolves, and after combat damage resolves.
|
||
Whenever both players are instructed to make choices at the same time, the active player makes all
|
||
his or her choices first, then the nonactive player.
|
||
Additional Cost
|
||
Some spells have additional costs listed in their text. These are paid at the same time the player pays
|
||
the spell’s mana cost. See rule 409, “Playing Spells and Activated Abilities.”
|
||
Alternative Cost
|
||
The rules text of some spells reads, “You may [action] rather than pay [this card’s] mana cost.” These
|
||
are alternative costs. Other spells and abilities that refer to a spell’s mana cost don’t consider the
|
||
alternative cost. If an effect requires paying additional costs to play a spell, it still applies to the
|
||
alternative cost.
|
||
Ante (Obsolete)
|
||
Earlier versions of the Magic rules included an ante rule as a way of playing “for keeps.” Playing
|
||
Magic for ante is now considered an optional variation on the game, and it is allowed only where it’s
|
||
not forbidden by law or by other rules. Playing for ante is strictly forbidden under DCI tournament
|
||
rules. When using the ante rule, each player puts one random card from his or her deck into his or her
|
||
ante zone at the beginning of the game. At the end of the game, the winner becomes the owner of the
|
||
cards in each player’s ante zone. See rule 217.9, “Ante.”
|
||
Artifact
|
||
Artifact is both a card type and a permanent type. The active player can play artifact spells only
|
||
during his or her main phase when the stack is empty.
|
||
Artifact Creature
|
||
|
||
This permanent is a combination of artifact and creature, and it’s subject to the rules for both. (See rule
|
||
214, “Permanent Type.”) Some artifact creatures don’t have a creature type. Those that do will say
|
||
“Artifact Creature — [creature type]”; for example, “Artifact Creature — Golem.” “Artifact” isn’t a
|
||
creature type.
|
||
“As though”
|
||
Text that states a player or card may do something “as though” some condition were true applies only
|
||
to the stated action. For purposes of that action, treat the game exactly as if the stated condition is
|
||
true. For all other purposes, treat the game normally.
|
||
Example: “Giant Spider may block as though it had flying.” You may treat the Spider as a
|
||
creature with flying, but only for the purpose of declaring blockers. This allows Giant Spider to
|
||
block a creature with flying (and creatures that “can’t be blocked except by creatures with
|
||
flying”), assuming no other blocking restrictions apply. For example, Giant Spider can’t
|
||
normally block a creature with both flying and shadow.
|
||
Example: “You may play that card as though it were in your hand.” The card may be played
|
||
by the usual rules. If it’s a spell, it’s placed on the stack as the first step of playing it (see rule
|
||
409, “Playing Spells and Activated Abilities”); if it’s a land, it’s put directly into play. Because
|
||
the card isn’t actually in your hand, it can’t be discarded, removed from the game to pay a cost,
|
||
cycled, or counted toward the number of cards in your hand.
|
||
Example: “Walls may attack as though they weren’t Walls.” As long as this effect is active,
|
||
Walls are treated exactly like creatures that don’t have the Wall creature type. They’re still
|
||
subject to all other rules and effects that determine whether an attack is legal.
|
||
If two cards state that a player or card may 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: Two effects state, “You may play cards in your graveyard as though they were in
|
||
your hand,” and “You may play cards from other players’ graveyards as though they were in
|
||
your graveyard.” Both effects apply. You may play cards in your graveyard and cards in your
|
||
opponents’ graveyards. (The cards may be played by the usual rules.)
|
||
Attack
|
||
A creature attacks when it is declared as an attacker during the combat phase. (See rule 308, “Declare
|
||
Attackers Step.”) Playing a spell or ability (even during the combat phase) is never considered to be an
|
||
attack.
|
||
Attack Alone
|
||
A creature is attacking alone when it’s the sole creature declared as an attacker in a given combat
|
||
phase.
|
||
Attacked
|
||
Some triggered abilities trigger when a player is “attacked.” At least one creature must actually be
|
||
attacking that player for such abilities to trigger. Also, “attacked” means “attacked by one or more
|
||
creatures,” so such abilities can trigger only once each combat phase.
|
||
Attacking Creature
|
||
A creature becomes an attacking creature when (a) it’s declared as part of a legal attack during the
|
||
combat phase and (b) all attack costs have been paid. It remains an attacking creature until it’s
|
||
removed from combat, it stops being a creature, its controller changes, or the combat phase ends.
|
||
Attacking creatures don’t exist outside of the combat phase. See rule 308, “Declare Attackers Step.”
|
||
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 309.3.
|
||
|
||
Banding, “Bands with Other”
|
||
Banding is a static ability that affects the combat phase. “Bands with other” is a specialized version of
|
||
the ability. See rule 502.10, “Banding,” and rule 502.11, “Bands with Other.”
|
||
Basic Land
|
||
There are five basic land types: plains, island, swamp, mountain, and forest. Any land whose name is
|
||
one of these five types is a basic land. Every basic land has an intrinsic mana ability. (See rule 214.9,
|
||
“Lands.”) Snow-covered lands are still basic lands. For example, Snow-Covered Plains is considered a
|
||
plains.
|
||
Becomes
|
||
Some trigger events use the word “becomes” (for example, “becomes tapped” 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. For example, “becomes tapped” triggers only once and only when a
|
||
permanent’s status changes from untapped to tapped.
|
||
Beginning Phase
|
||
The beginning phase is the first phase of the turn. It has three steps: untap, upkeep, and draw. See rule
|
||
301, “Beginning Phase.”
|
||
Block
|
||
A creature blocks when it’s declared as a blocker during the combat phase. See rule 309, “Declare
|
||
Blockers Step.”
|
||
Block Alone
|
||
A creature is blocking alone when it’s the sole creature declared as a blocker in a given combat phase.
|
||
Blocked Creature
|
||
An attacking creature becomes a blocked creature when another creature blocks it or an effect causes it
|
||
to become blocked during the combat phase. It remains a blocked creature until it’s removed from
|
||
combat, it stops being a creature, its controller changes, or the combat phase ends. A blocked creature
|
||
doesn’t become unblocked if the blocking creature is later removed from combat. Blocked creatures
|
||
don’t exist outside of the combat phase. See rule 309, “Declare Blockers Step.”
|
||
Blocking Creature
|
||
A creature becomes a blocking creature when (a) it’s declared as part of a legal block during the combat
|
||
phase and (b) all block costs have been paid. It remains a blocking creature until it’s removed from
|
||
combat, it stops being a creature, its controller changes, or the combat phase ends. Blocking creatures
|
||
don’t exist outside of the combat phase. See rule 309, “Declare Blockers Step.”
|
||
Bury (Obsolete)
|
||
Some older cards were printed with the term “bury,” which meant to put a permanent into its owner’s
|
||
graveyard. In general, cards that were printed with the term “bury” now read, “Destroy [a permanent].
|
||
It can’t be regenerated.”
|
||
Buyback
|
||
Buyback is a replacement effect modifying rule 413.2h. When playing an instant or sorcery spell with
|
||
buyback, the controller of the spell may pay an additional cost specified on the card. If he or she does,
|
||
when the spell resolves, the card is put into his or her hand instead of into his or her graveyard. If the
|
||
card goes to some zone other than its owner’s graveyard as it resolves, buyback’s effect “loses track”
|
||
of it, and the card isn’t returned to its owner’s hand.
|
||
Cantrip (Informal)
|
||
This is a nickname for any spell that has “Draw a card” as part of its effect.
|
||
|
||
Card
|
||
This is specifically a Magic card, and is always considered a card regardless of which zone it’s in.
|
||
Tokens aren’t cards. See section 2, “Cards.”
|
||
Cast (Obsolete)
|
||
Some older cards were used the term “cast” to describe the playing of a spell. In general, cards that
|
||
were printed with the term “cast” now use the term “play.”
|
||
Caster (Obsolete)
|
||
Some older cards used the term “caster” to describe the player who played a spell. In general, cards
|
||
that were printed with the term “caster” now refer to the spell’s “controller.”
|
||
Casting Cost (Obsolete)
|
||
Some older cards used the term “casting cost” to describe the mana cost of a spell. In general, cards
|
||
that were printed with the term “casting cost” now use the term “mana cost.” Cards that used the term
|
||
“total casting cost” now use the term “converted mana cost.”
|
||
Characteristics
|
||
A card, spell, or permanent’s characteristics are name, mana cost, color, type and subtype, expansion
|
||
symbol, rules text, power, and toughness. A card, spell, or permanent’s characteristics at any given
|
||
time start with the initial values, then are adjusted by any counters (on a permanent), then by
|
||
continuous effects. Characteristics don’t include any other information, such as whether a permanent is
|
||
tapped, a spell or permanent’s controller, a spell’s target, what a local enchantment enchants, and so
|
||
on.
|
||
Cleanup
|
||
Cleanup is the second and final step of the end phase. Spells and abilities may be played during this
|
||
step only if the conditions for any state-based effects exist or if any abilities have triggered. In that
|
||
case, the step repeats. See rule 314, “Cleanup Step.”
|
||
Color
|
||
The only colors in the Magic game are white, blue, black, red, and green. A permanent can be one or
|
||
more of those colors or it can be colorless. “Colorless” isn’t a color; neither are “artifact,” “land,”
|
||
“brown,” and so on.
|
||
A card’s initial color is determined by the color(s) of the mana symbols in its mana cost.
|
||
Spells and abilities may change a permanent’s color temporarily or permanently. If an effect gives a
|
||
permanent a new color, the new color replaces all previous colors the permanent had.
|
||
Colorless
|
||
A card with no color is colorless. Lands are colorless because they have no mana cost. Artifacts are
|
||
colorless because they have no colored mana in their mana costs. Face-down creatures are colorless due
|
||
to the effects that turn them face down. A colorless spell or permanent can be given a color by an
|
||
effect.
|
||
Colorless mana
|
||
The numeral mana symbols, X, and Y can represent colorless mana as well as a generic mana cost.
|
||
Combat Damage
|
||
Combat damage is dealt during the combat damage step of the combat phase by attacking creatures
|
||
and blocking creatures. It doesn’t include damage dealt by spells and abilities during the combat phase.
|
||
See rule 310, “Combat Damage Step.”
|
||
Combat Phase
|
||
|
||
Combat is the third phase of the turn. The combat phase has five steps: beginning of combat, declare
|
||
attackers, declare blockers, combat damage, and end of combat. See rules 306–311.
|
||
Comes into Play
|
||
A permanent comes into play when the card or token representing it is moved into the in-play zone. A
|
||
permanent whose type or controller changes doesn’t “come into play.”
|
||
Permanents come into play untapped and under the control of whoever put them into play.
|
||
Instructions that alter permanents coming into play do so as they come into play. For example, if an
|
||
instruction causes something to come into play tapped, it isn’t put into play untapped and then
|
||
tapped. The controller-to-be of that permanent makes any choices required by the instruction.
|
||
When a permanent comes into play, first apply any “as [this card] comes into play” text, then
|
||
apply any “[this card] comes into play with” text, then apply continuous effects, then check to
|
||
determine if the current form of the permanent generates any triggered abilities.
|
||
Continuous Ability (Obsolete)
|
||
In earlier versions of the rules, static abilities were known as “continuous abilities.”
|
||
Continuous Effect
|
||
Continuous effects are usually active as long as the permanent with the associated static ability
|
||
remains in play or the card with the associated static ability remains in the appropriate zone. A spell
|
||
or ability can also create a continuous effect that doesn’t depend on a permanent; these last for the
|
||
specified time. See rule 418, “Continuous Effects.”
|
||
Continuous Artifact (Obsolete)
|
||
Earlier versions of the rules provided support for a “continuous artifact” card type. All continuous
|
||
artifact cards are now simply artifact cards. Artifacts printed with the continuous artifact card type
|
||
generally have no activated abilities.
|
||
Control, Controller
|
||
Every permanent, spell, and ability has a controller.
|
||
When a permanent comes into play, its controller is whoever put it into play unless the spell or
|
||
ability that generated the permanent states otherwise. Other effects can later change a permanent’s
|
||
controller.
|
||
Cards in zones other than in play or the stack have no controller. A spell or activated ability on the
|
||
stack is controlled by whoever played it. A triggered ability is controlled by the player who controlled
|
||
its source at the time it triggered.
|
||
Converted Mana Cost
|
||
The converted mana cost of a card is the total amount of mana in its mana cost, regardless of color. For
|
||
example, Air Elemental has a mana cost of 3UU and a converted mana cost of 5. See rule 203, “Mana
|
||
Cost.”
|
||
Copy Card
|
||
A “copy card” is a card that creates or becomes a “copy” of a spell, permanent, or card. See rule 503,
|
||
“Copying Spells and Abilities.”
|
||
Cost
|
||
Playing spells and activated abilities requires paying a cost. Most costs are paid in mana, but they may
|
||
also include paying life, tapping or sacrificing permanents, discarding cards, and so on.
|
||
It’s illegal to 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 203, “Mana Cost,” and rule 403, “Activated Abilities.”
|
||
Counter
|
||
|
||
Counter has two meanings in the Magic game.
|
||
1. To counter a spell or ability is to cancel it, removing it from the stack zone. It doesn’t resolve and
|
||
none of its effects occur. A countered spell is put into its owner’s graveyard.
|
||
2. A counter is a marker placed on a permanent, either modifying its characteristics or interacting
|
||
with an ability. A +X/+Y counter on a permanent, where X and Y are numbers, adds X to that
|
||
permanent’s power and Y to that permanent’s toughness. These bonuses are added after permanent-
|
||
type changing effects and before other power and toughness changing effects. Counters with the same
|
||
name or description are interchangeable. Counters may also be given to players. For information about
|
||
poison counters, see rule 102.8.
|
||
Counts As (Obsolete)
|
||
Some older cards were printed with text stating that the card “counts as” something. As far as the
|
||
game rules and other cards are concerned the card is that thing. (Newer Magic cards use “is” instead.)
|
||
This isn’t an ability; it applies even when the card’s not in play. For example, a card that “counts as a
|
||
forest” can be retrieved with a spell that searches the library for a forest card, and once in play it may
|
||
be tapped for green mana and allows forestwalk.
|
||
Creature
|
||
Creature is both a card type and permanent type. The active player can play creature spells only
|
||
during his or her main phase when the stack is empty. See rule 214.7, “Creatures.”
|
||
Cumulative Upkeep
|
||
Cumulative upkeep is a triggered ability. “Cumulative upkeep [cost]” means “At the beginning of your
|
||
upkeep, put an age counter on this permanent, then sacrifice this permanent unless you pay [cost] for
|
||
each age counter on it.” Note that if a permanent has more than one instance of cumulative upkeep,
|
||
each creates a separate triggered ability at the beginning of upkeep that counts all the age counters on
|
||
the permanent from both abilities. See rule 502.13, “Cumulative Upkeep.”
|
||
Cycling
|
||
Cycling is an activated ability. “Cycling [cost]” means “[Cost], Discard this card from your hand:
|
||
Draw a card.” See rule 502.18, “Cycling.”
|
||
Damage
|
||
Many spells and abilities deal damage to creatures and/or players. Creatures may also deal combat
|
||
damage during the combat phase.
|
||
Damage dealt to a player is subtracted from his or her life total.
|
||
Damage dealt to a creature stays on the permanent, even if it stops being a creature. A creature with
|
||
damage greater than or equal to its toughness (and greater than 0) has been dealt lethal damage and is
|
||
destroyed. (See rule 420, “State-Based Effects.”) Damage doesn’t alter a creature’s toughness. A
|
||
noncreature permanent isn’t affected by damage (but if it becomes a creature again before the damage
|
||
is removed, the creature may be destroyed). During the cleanup step, all damage is removed from
|
||
permanents.
|
||
Costs and effects that read “lose life” or “pay life” don’t deal damage, and that loss of life can’t be
|
||
prevented or otherwise altered by damage-prevention effects.
|
||
Damage-Prevention Ability
|
||
A damage-prevention ability is a static or activated ability that generates a damage-prevention effect.
|
||
See rule 419.7, “Prevention Effects.”
|
||
Deck
|
||
A player’s deck is the collection of cards that player starts the game with. When the game begins, each
|
||
player’s deck becomes his or her library.
|
||
Defending Player
|
||
|
||
During the combat phase, the active player’s opponent is the defending player. (In a multiplayer game,
|
||
there may be one defending player at a time or there may be more than one, depending on which
|
||
variant is being played.) Creatures can attack only the defending player; they can’t attack other players
|
||
or creatures. During phases other than combat, there is no defending player.
|
||
Delayed Triggered Ability
|
||
A delayed triggered ability is created by effects generated when some spells or abilities resolve. See rule
|
||
406.2, “Delayed Triggered Abilities.”
|
||
Destroy
|
||
To destroy a permanent is to move it from the in-play zone to its owner’s graveyard. Regeneration or
|
||
other destruction-replacement effects can replace this action. See rule 419, “Replacement and
|
||
Prevention Effects.”
|
||
Discard
|
||
A player discards a card by putting a card from his or her hand into his or her graveyard. By default,
|
||
spells and abilities that cause a player to discard a card allow the affected player to choose which
|
||
card to discard. Some spells and abilities, however, require a random discard or allow another player
|
||
to choose which card is discarded.
|
||
Draw
|
||
Draw has two meanings in the Magic game.
|
||
1. A player draws a card by putting the top card of his or her library into his or her hand. A spell or
|
||
ability may move cards from a player’s library to that player’s hand without the player “drawing”
|
||
them; this makes a difference for abilities that trigger on drawing cards or that replace card draws.
|
||
2. A game ends in a draw if both players lose or win simultaneously.
|
||
Draw Step
|
||
The draw step is the third step of the beginning phase, with a triggered ability that requires the active
|
||
player to draw a card at the beginning of the step. A player may play spells and abilities during this
|
||
step whenever he or she has priority. See rule 304, “Draw Step.”
|
||
Dual Land (Informal)
|
||
Ten “dual land” cards were printed in early Magic editions; each of these has two basic land types in
|
||
addition to its inherent land type. For example, Taiga has the land types Taiga, forest, and mountain.
|
||
Dual land cards have the default abilities of both basic land types and are treated as both by all spells
|
||
and abilities that specifically refer to those types. However, they are not basic lands. A dual land card
|
||
doesn’t count as two lands while in play—it’s just one land with multiple land types. Changing one of
|
||
the land type words on a dual land also changes which mana ability it has. Thus, if you play a spell or
|
||
ability that edits Taiga to read, “Taiga is a plains and a forest in addition to its land type,” it could
|
||
then be tapped for white or green mana.
|
||
Duel (Obsolete)
|
||
In earlier versions of the rules, a game of Magic was known as a “duel.” See also Match.
|
||
During (Obsolete)
|
||
Earlier versions of the rules provided support for “phase abilities,” which were written “During
|
||
[phase], [action].” In general, cards that were printed with phase abilities now 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
|
||
|
||
Echo is a triggered ability. “Echo” 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 its mana cost.”
|
||
See rule 502.19, “Echo.”
|
||
Effect
|
||
“Ability” and “effect” are often confused with one another. An instruction in a permanent’s text is an
|
||
ability. The result of carrying out such an instruction, or that of a spell, is an effect. See rule 416,
|
||
“Effects.”
|
||
When a spell or ability resolves, it creates an effect. There are three basic types: one-shot effects,
|
||
continuous effects, and replacement or prevention effects.
|
||
Some effects may in turn create delayed triggered abilities that trigger later.
|
||
Enchant World
|
||
A card printed with the type “Enchant World” is a global enchantment. If two or more enchant worlds
|
||
are in play, all except for the one that has been an enchant world for the shortest amount of time are
|
||
put into their owners’ graveyards. This is a state-based effect; see rule 420.
|
||
Enchantment
|
||
Enchantment is both a card type and a permanent type. The active player can play enchantment spells
|
||
only during his or her main phase when the stack is empty. See rule 214.8, “Enchantments.” See also
|
||
Global Enchantment, Local Enchantment.
|
||
End of Turn
|
||
This is the first step of the end phase. See rule 313, “End of Turn Step.”
|
||
End Phase
|
||
The end phase is the fifth and final phase of the turn. It has two steps: end of turn and cleanup. See
|
||
rule 312, “End Phase.”
|
||
Evasion Ability
|
||
Evasion abilities restrict what creatures can block an attacking creature. These are static abilities that
|
||
modify the declare blockers step of the combat phase. See rule 501, “Evasion Abilities.”
|
||
Event
|
||
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.
|
||
For example, if an attacking creature is blocked by two defending creatures, this is one event for a
|
||
triggered ability that reads “Whenever [name] becomes blocked” but two events for a triggered ability
|
||
that reads “Whenever [name] becomes blocked by a creature.”
|
||
Exchange
|
||
A spell or ability may instruct two 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 it can’t exchange the
|
||
chosen things, it has no effect on them. For 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. Or if a spell attempts to exchange control of two target creatures but both of
|
||
those creatures are controlled by the same player, the spell does nothing to the two creatures.
|
||
When control of two permanents is exchanged, each player simultaneously gains control of the
|
||
permanent that was controlled by the other player.
|
||
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.
|
||
|
||
Some spells or abilities may instruct a player to exchange cards in two different zones (for example,
|
||
cards removed from the game 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.
|
||
Expansion Symbol
|
||
The small icon printed below the right edge of the illustration on a Magic card is the expansion symbol,
|
||
indicating in which set the card was published. Cards reprinted in the basic set receive its expansion
|
||
symbol and no longer count as part of their original set. This is important only to spells and abilities
|
||
that affect cards from a particular expansion. The first five editions of the basic set had no expansion
|
||
symbol.
|
||
The expansion symbols to date are:
|
||
Expansions and Editions
|
||
Arabian Nights® [symbol]
|
||
Antiquities ® [symbol]
|
||
Legends® [symbol]
|
||
The Dark® [symbol]
|
||
Fallen Empires™ [symbol]
|
||
Ice Age™ [symbol]
|
||
Homelands™ [symbol]
|
||
Alliances™ [symbol]
|
||
Mirage™ [symbol]
|
||
Visions™ [symbol]
|
||
Weatherlight™ [symbol]
|
||
Tempest™ [symbol]
|
||
Stronghold™ [symbol]
|
||
Exodus™ [symbol]
|
||
Urza’s Saga™ [symbol]
|
||
Urza’s Legacy™ [symbol]
|
||
Urza’s Destiny™ [symbol]
|
||
Classic™ (Sixth Edition) [symbol]
|
||
Mercadian Masques™ [symbol]
|
||
Nemesis™ [symbol]
|
||
|
||
Prophecy™ [symbol]
|
||
Invasion™ [symbol]
|
||
Planeshift™ [symbol]
|
||
Apocalypse™ [symbol]
|
||
Seventh Edition™ [symbol]
|
||
Odyssey™ [symbol]
|
||
Torment™ [symbol]
|
||
Judgment™ [symbol]
|
||
Onslaught™ [symbol]
|
||
Starter-Level Sets
|
||
Portal™ [symbol]
|
||
Portal Second Age™ [symbol]
|
||
Portal Three Kingdoms™ [symbol]
|
||
Starter™ [symbol]
|
||
Promotional Cards
|
||
DragonCon [symbol]
|
||
Magic novels [symbol]
|
||
Arena™ league cards [symbol]
|
||
DCI™ promo cards [symbol]
|
||
Social-Play Sets
|
||
Unglued™ [symbol]
|
||
Face-Down
|
||
See rule 504, “Face-Down Spells and Permanents,” and rule 502.26, “Morph.”
|
||
Fading
|
||
Fading is a keyword ability that causes permanents to stay in play for a limited time. Cards with
|
||
fading come into play with a specified number of fade counters on them, as if the card read, “[This
|
||
card] comes into play with [a number of] fade counters on it.” They also have a triggered ability that
|
||
reads, “At the beginning of your upkeep, remove a fade counter from [this card]. If you can’t, sacrifice
|
||
[this card].” See rule 502.20, “Fading.”
|
||
Fast Effect (Obsolete)
|
||
|
||
In earlier versions of the rules, instants and activated abilities were also known as “fast effects.”
|
||
Fear
|
||
Fear is an evasion ability. A creature with fear can’t be blocked except by artifact creatures and/or
|
||
black creatures.” See rule 502.25, “Fear.”
|
||
First Strike
|
||
First strike is a static ability that modifies the rules for the combat phase. Creatures with first strike
|
||
assign and deal their damage first, then surviving creatures without first strike assign and deal their
|
||
damage in a separate step. See rule 502.2, “First Strike.”
|
||
Fizzle (Obsolete)
|
||
In earlier versions of the rules, the term “fizzle” was used when a spell or ability was countered as a
|
||
result of all its targets being missing or illegal when it resolved.
|
||
Flanking
|
||
Flanking is a triggered ability that triggers during the declare blockers step of the combat phase. The
|
||
word “flanking” in a creature card’s rules text means “Whenever this creature becomes blocked by a
|
||
creature without flanking, the blocking creature gets -1/-1 until end of turn.” See rule 502.3, “Flanking.”
|
||
Flashback
|
||
Flashback is a static ability of some instant and sorcery cards that functions while the card is in its
|
||
owner’s graveyard. The card’s owner can play the spell from his or her graveyard by paying its
|
||
flashback cost. If a spell is played this way, it’s removed from the game instead of being put anywhere
|
||
else any time it would leave the stack. Playing a spell using its flashback ability follows the rules for
|
||
paying alternative costs in rules 409.1b and 409.1f. See rule 502.22, “Flashback.”
|
||
Flavor Text
|
||
This is text in italics appearing below the rules text on a card. It provides a mood or gives interesting
|
||
background detail for the game world but has no effect on play.
|
||
Flying
|
||
Flying is an evasion ability. A creature with flying can’t be blocked by creatures without flying. A
|
||
creature with flying can block a creature with or without flying. See rule 502.4, “Flying.”
|
||
Forestwalk
|
||
See Landwalk.
|
||
Generic Mana Cost
|
||
A generic mana cost is represented by a number in a gray circle. Any color of mana, as well as colorless
|
||
mana, may be used to pay a generic mana cost.
|
||
Global Enchantment
|
||
Global enchantments are a category of enchantments. A global enchantment is labeled “Enchantment”
|
||
and isn’t attached to another permanent while it’s in play.
|
||
Graveyard
|
||
Each player’s discard pile is his or her graveyard. Countered spells, destroyed or sacrificed
|
||
permanents, and discarded cards are put into their owner’s graveyard. See rule 217, “Zones.”
|
||
Hand
|
||
The hand is the zone where a player holds cards that haven’t been played yet. See rule 217, “Zones.”
|
||
Haste
|
||
|
||
Normally a creature can’t attack or use activated abilities whose cost includes tapping the creature
|
||
(that is, the tap symbol) unless it’s been controlled by the player continuously since the beginning of
|
||
that controller’s most recent turn. Haste is a static ability that allows a creature to ignore this rule. See
|
||
rule 502.5, “Haste.”
|
||
Hidden Information (Obsolete)
|
||
In earlier versions of the rules, choices involved in playing spells and abilities were made during
|
||
announcement, except sacrifices and certain categories of choices involving “hidden information”
|
||
defined by complex rules. Under current Magic rules, a clearly defined set of choices is made during the
|
||
announcement of a spell or ability, and all other choices are made when the spell or ability resolves. See
|
||
rule 409, “Playing Spells and Activated Abilities.”
|
||
Horsemanship
|
||
Horsemanship is an evasion ability. 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 502.17, “Horsemanship.”
|
||
If
|
||
A triggered ability may read “When/Whenever/At [trigger], if [condition], [effect].” The ability checks
|
||
for the stated condition to be true when the trigger event occurs. If it is, the ability triggers and goes on
|
||
the stack. On resolution, the ability rechecks the condition. If the condition isn’t true at either of those
|
||
times, the ability does nothing. This rule is referred to as the “intervening ‘if’ clause” rule. Note that the
|
||
word “if” has only its normal English meaning anywhere else in the text of a card; this rule applies only
|
||
to an “if” that immediately follows the trigger condition.
|
||
In Play
|
||
In play is the zone in which permanents exist. When an artifact, creature, or enchantment spell resolves,
|
||
the card is put into the in-play zone as a permanent. Tokens and lands also exist in this zone. See rule
|
||
217, “Zones.”
|
||
Infinity Rule
|
||
There’s no such thing as “infinity” in Magic rules. Occasionally the game can get into a state where a
|
||
set of actions could be repeated forever. The “infinity rule” governs how to break such loops. See rule
|
||
421, “Handling ‘Infinite’ Loops.”
|
||
Initial Value
|
||
The initial values of a permanent’s characteristics are printed on the card or in the rules text of the spell
|
||
or ability that created the token.
|
||
Effects that change a permanent’s type change the initial values for one or more of its
|
||
characteristics, not the current values. They don’t override continuous effects that are changing those
|
||
characteristics. See rule 214.5.
|
||
Instant
|
||
Instant is a card type. A player may play instant spells whenever he or she has priority. An instant
|
||
spell is put into its owner’s graveyard as the last step of its resolution. See rule 409, “Playing Spells
|
||
and Activated Abilities.”
|
||
Interrupt (Obsolete)
|
||
Earlier versions of the rules provided support for the “interrupt” spell type. All interrupt cards are
|
||
now instant cards. All abilities that were played as interrupts are now played like normal activated
|
||
abilities (and mana abilities if they produce mana).
|
||
Islandwalk
|
||
See Landwalk.
|
||
|
||
Kicker
|
||
Kicker is a keyword ability with a cost and an effect. Paying a spell’s kicker cost causes the spell to
|
||
have an additional or alternative effect. See rule 502.21, “Kicker.”
|
||
A kicker cost is an additional cost to play a spell. You declare whether you intend to pay a spell’s
|
||
kicker cost at the same time you would choose the spell’s mode (see rule 409.1b), and you actually pay
|
||
the cost when you pay the rest of the spell’s costs (see rule 409.1f). Paying a kicker cost is always
|
||
optional.
|
||
A spell’s controller chooses targets (see rule 409.1c) for a kicker effect only if he or she declared the
|
||
intention to pay the kicker cost for that effect. If the spell’s controller declared that he or she wouldn’t
|
||
pay a particular kicker cost, he or she doesn’t choose the targets for the effect associated with that
|
||
kicker cost.
|
||
Lair
|
||
Lair is a land type. Having the type Lair does not make a land a basic land.
|
||
Land
|
||
Land is both a card type and a permanent type. Lands aren’t spells and don’t go on the stack; they are
|
||
simply put in play from the hand. The active player may play a land once each turn during his or her
|
||
main phase when he or she has priority and the stack is empty. See rule 214.9, “Lands.”
|
||
Land Type
|
||
A land’s type is its card name. For example, a Forest is type “forest” and an Adarkar Wastes is type
|
||
“Adarkar Wastes.” Note that “basic” and “nonbasic” aren’t land types.
|
||
Landhome (Obsolete)
|
||
Earlier versions of the rules provided support for a class of abilities called “landhome.” The term itself
|
||
is generic; a card’s rules text usually named a specific type of land, such as “islandhome.” This means,
|
||
“This creature can’t attack unless defending player controls an island” and “When you control no
|
||
islands, sacrifice this creature.” Cards that previously had landhome now simply have the two parts of
|
||
landhome written out without using the keyword.
|
||
Landwalk
|
||
“Landwalk” is a generic term; a card’s rules text usually names a specific type of land, such as
|
||
“islandwalk.”
|
||
Landwalk is an evasion ability. A creature with landwalk is unblockable as long as the defending
|
||
player controls at least one land of the specified type. See rule 502.6, “Landwalk.”
|
||
Leaves Play
|
||
A permanent leaves play when it moves from the in-play zone to any other zone. See rule 410.10c.
|
||
If a token leaves play, it ceases to exist. This is a state-based effect.
|
||
If a card leaves play and later returns, it’s treated as an entirely new permanent with no “memory”
|
||
of anything from its former existence. (Phasing is an exception to this; see rule 502.15, “Phasing.”)
|
||
Legend, Legendary
|
||
Legend is a special creature type. Legendary is a supertype that may apply to any type (“Legendary
|
||
Land,” “Legendary Artifact,” and so on).
|
||
If two or more Legends or legendary permanents with the same name are in play, all except the one
|
||
that has been a Legend or legendary permanent with that name the longest are put into their owners’
|
||
graveyards. This “Legend rule” is a state-based effect.
|
||
A Legend that stops being a creature is still legendary, and a legendary permanent that becomes a
|
||
creature gets the creature type Legend in addition to any other creature type it may have.
|
||
A Legend that changes creature type to a creature type other than Legend is no longer a Legend and
|
||
is no longer subject to the Legend rule. A creature that changes creature type to Legend is now a Legend
|
||
|
||
and is subject to the Legend rule.
|
||
Lethal Damage
|
||
Lethal damage is an amount of damage greater than 0 and greater than or equal to a creature’s
|
||
toughness. A creature with lethal damage is destroyed. This is a state-based effect.
|
||
Library
|
||
The library is the zone from which a player draws cards. When a game begins, each player’s deck
|
||
becomes his or her library. See rule 217.2, “Library.”
|
||
Life, Life Total
|
||
Life total is a sort of score. Each player starts the game with 20 life, and a player whose life total
|
||
drops to 0 or less loses. This is a state-based effect.
|
||
LIFO
|
||
An acronym for “Last In, First Out,” LIFO is the order in which spells and abilities resolve after going
|
||
on the stack. The last played is resolved first. See rule 413, “Resolving Spells and Abilities.”
|
||
Local Enchantment
|
||
Local enchantments are a category of enchantments. A local enchantment is labeled “Enchant [type]”
|
||
and is attached to another permanent while in play. See rule 214.8, “Enchantments.”
|
||
Madness
|
||
Madness is a keyword that represents two abilities. The phrase “Madness [cost]” means “If a player
|
||
would discard this card from his or her hand, that player discards it, but may remove it from the game
|
||
instead of putting it into his or her graveyard” and “When this card is removed from the game this
|
||
way, until that player passes next, the player may play it any time he or she could play an instant as
|
||
though it were in his or her hand by paying [cost] rather than paying its mana cost. When the player
|
||
passes next, he or she puts it into his or her graveyard.” See rule 502.24, “Madness.”
|
||
Main Phase
|
||
The term “main phase” comprises the first main and second main phases, also called the “precombat”
|
||
and “postcombat” main phases. Artifact, creature, enchantment, and sorcery spells may be played
|
||
only by the active player during his or her main phase, and only when the stack is empty. A player may
|
||
also play one land each turn during his or her main phase.
|
||
Mana
|
||
Mana is the energy used to play spells and it’s usually produced by lands. Mana is created by mana
|
||
abilities (and sometimes by spells), and it can be used to pay costs immediately or can go into the
|
||
player’s mana pool.
|
||
Colored mana costs, represented by colored mana symbols, can be paid only with the appropriate
|
||
color of mana. Generic mana costs can be paid with any color of, or with colorless, mana.
|
||
Specialized types of mana can exist. For example, an ability might produce mana that can be used
|
||
only to play creature spells or only to pay activation costs.
|
||
The type of mana a permanent “could produce” is the type of mana that any ability of that
|
||
permanent can generate, taking into account any applicable replacement effects. The amount of mana is
|
||
irrelevant (even if it’s 0); only the type matters. If the type of mana can’t be defined, there’s no type of
|
||
mana that that permanent could produce.
|
||
The “type” of mana includes both its color (if any) and any restrictions placed upon it (for example,
|
||
mana that can be used only to play artifact spells).
|
||
Mana Ability
|
||
This is an ability category. A mana ability is either activated or triggered. A mana ability doesn’t go on
|
||
the stack—it resolves immediately.
|
||
|
||
A player may play a mana ability whenever he or she has priority and whenever a rule or effect asks
|
||
for a mana payment. This is the only type of ability that can be played in the middle of playing or
|
||
resolving a spell or ability. See rule 406.1, “Mana Abilities.”
|
||
Mana Burn
|
||
When a phase ends, any unused mana remaining in a player’s mana pool is lost. The player loses 1 life
|
||
for each mana lost this way. This is called “mana burn.”
|
||
Mana Cost
|
||
The mana cost of a nonland card is indicated by the mana symbols printed on its upper right corner.
|
||
The mana cost of a land card, token, or face-down creature is 0. See rule 203, “Mana Cost.”
|
||
Mana Pool
|
||
When a spell or ability creates mana that’s not used immediately to pay a cost, the mana is stored in
|
||
the mana pool, an imaginary area. From there, it can be used to pay for spells and abilities. The mana
|
||
pool is cleared at the end of each phase. See also Mana Burn.
|
||
Mana Source (Obsolete)
|
||
Earlier versions of the rules provided support for the “mana source” spell type. All mana source cards
|
||
are now instant cards. Abilities that read “Play this ability as a mana source” are now mana abilities.
|
||
Mana Symbol
|
||
The mana symbols are W, U, B, R, G, 0, numerals, X, and Y.
|
||
Each of the colored mana symbols represents one colored mana: W white, U blue, B black, R red,
|
||
and G green.
|
||
Numeral symbols (such as 1) are generic mana costs and represent an amount of mana that can be
|
||
paid with any color of, or colorless, mana.
|
||
The symbols X and Y represent unspecified amounts of mana; when playing a spell or activated
|
||
ability with X or Y in its cost, its controller decides the value of that variable.
|
||
Numeral symbols, X, and Y can also represent colorless mana if they appear in the effect of a spell
|
||
or of a mana ability that reads “add [mana symbol] to your mana pool” or something similar.
|
||
The symbol 0 represents zero mana and is used as a placeholder when a spell or activated ability
|
||
costs nothing to play. A spell or ability whose cost is 0 must still be played the same way as one with a
|
||
cost greater than zero; it won’t play itself automatically.
|
||
Match
|
||
A match is a series of Magic games and is important only for tournament or league play. A match
|
||
usually consists of the best two of three games, or sometimes the best three of five. For more
|
||
information, consult the Magic DCI Floor Rules.
|
||
Maximum Hand Size
|
||
Each player’s maximum hand size is normally seven cards, though effects may modify this. As the first
|
||
part of the active player’s cleanup step, if he or she has too many cards in his or her hand, that player
|
||
chooses and discards as many cards as needed to reduce his or her hand to its maximum size (but no
|
||
more than that). See rule 314, “Cleanup Step.”
|
||
Modal, Mode
|
||
A spell is modal if it offers a choice of effects. Its controller must choose the mode as part of playing
|
||
the spell. On current cards, modal spells are always written “Choose one —” or “[a specified player]
|
||
chooses one —.”
|
||
Mono Artifact (Obsolete)
|
||
Earlier versions of the rules provided support for the “mono artifact” card type. All mono artifact
|
||
cards are now simply artifact cards. Artifacts printed with the mono artifact card type generally have
|
||
|
||
the tap symbol in their activation cost. If there is none printed, “tap” must be added to the printed
|
||
cost.
|
||
Morph
|
||
Morph is a static ability that functions any time you could play the card it’s on, and the morph effect
|
||
works any time the card is face down. The phrase “Morph [cost]” means “You may play this card as a
|
||
2/2 face-down creature, with no text, no name, no subtypes, no expansion symbol, and a mana cost of
|
||
0 by paying 3 rather than its mana cost.” Any time you could play an instant, you may show all
|
||
players the morph cost for any face-down permanent you control, pay that cost, then turn the
|
||
permanent face up. This action does not use the stack. See rule 502.26, “Morph.”
|
||
Mountainwalk
|
||
See Landwalk.
|
||
Move
|
||
A spell or ability may instruct a player to “move” a local enchantment or a counter from one
|
||
permanent to another. If the enchantment or counter no longer exists or the new permanent is no longer
|
||
in play when the spell or ability resolves, nothing happens. Similarly, an enchantment can’t be moved
|
||
onto a permanent it couldn’t enchant; if this kind of move is attempted, the enchantment stays where it
|
||
was.
|
||
A moved enchantment stops enchanting the previous permanent and starts enchanting the new one,
|
||
and it receives a new timestamp. Nothing else about the enchantment changes. The enchantment never
|
||
left play, so no comes-into-play or leaves-play triggered abilities will trigger. If an ability of the moved
|
||
enchantment affecting “enchanted [permanent]” was on the stack when the enchantment moved, it will
|
||
affect the new enchanted permanent when it resolves, not the old one.
|
||
Mulligan
|
||
A player can “mulligan” by shuffling his or her hand back into his or her library and drawing a new
|
||
hand with one fewer card before taking the first turn. Any player dissatisfied with his or her starting
|
||
hand may mulligan as often as he or she wishes, drawing one fewer card each time. See rule 101.5.
|
||
Multicolored
|
||
A multicolored card has two or more colors. Multicolored cards are printed with gold frames to
|
||
reinforce this.
|
||
A multicolored permanent is affected by anything that singles out any of its colors. For example, a
|
||
black-and-green creature is destroyed by a spell that reads, “Destroy all green creatures.” Something
|
||
that can’t affect a particular color doesn’t affect a multicolored permanent with that color, so that
|
||
same creature can’t be targeted by a spell or ability that reads, “Destroy target nonblack creature.”
|
||
Name
|
||
The name of a card is printed on its upper left corner. See rule 202, “Name.”
|
||
Nonbasic Land
|
||
Any land with a name other than Plains, Island, Swamp, Mountain, or Forest (or Snow-Covered Plains,
|
||
and so on) is nonbasic. A nonbasic land that is a basic land type has that land’s mana ability and is
|
||
subject to any spells or abilities that act on that land type, but it isn’t a basic land.
|
||
Number
|
||
Magic uses only natural numbers. You may not choose a fractional number, deal fractional damage,
|
||
and so on. When a spell or ability could generate a fractional number, the spell or ability will tell you
|
||
whether to round up or down.
|
||
If a creature’s power or toughness, a mana cost, a player’s life total, an amount of damage, or an
|
||
amount of life loss would be less than zero, it’s treated as zero for all purposes except adding to or
|
||
subtracting from that total.
|
||
|
||
Example: A 0/2 creature gets -1/-1 until end of turn. It is now a -1/1 creature, which acts
|
||
exactly like a 0/1 creature except for things that would change its power further. If it is later
|
||
given +2/+0, then it becomes a 1/1 creature, not a 2/1 creature.
|
||
Obsolete
|
||
Terms marked “(Obsolete)” in this glossary were used on older cards or in older editions of the rules.
|
||
Updated wordings for all cards using these terms are available in the Oracle card reference.
|
||
One-Shot Effect
|
||
One-shot effects do something only once and then end. See also Continuous Effects.
|
||
Opponent
|
||
The word “opponent” in a spell or ability’s rules text always refers to the opponent of the player
|
||
controlling the spell or ability.
|
||
In a team game, only members of the opposing team are opponents; teammates aren’t opponents. In
|
||
a free-for-all, all other players are a player’s opponents.
|
||
Outside the Game
|
||
A card is “outside the game” if it’s in the removed-from-the-game zone, or if it isn’t in any of the
|
||
game’s zones. “Outside the game” is not a zone.
|
||
Owner
|
||
The owner of a card is the player who started the game with that card in his or her deck. (Legal
|
||
ownership is irrelevant to the game rules.) The owner of a token is the controller of the spell or ability
|
||
that created it.
|
||
A spell or ability can change a permanent’s controller but never its owner.
|
||
A card is always put into its owner’s library, hand, or graveyard, regardless of who controlled the
|
||
card in its previous zone.
|
||
Pass
|
||
To pass is to decline to take any action (usually playing a spell or ability) when you have priority.
|
||
When a player passes, his or her opponent receives priority. If both players pass in succession, the
|
||
spell, ability, or combat damage on top of the stack resolves. If the stack is empty, the phase or step
|
||
ends.
|
||
Pay
|
||
Playing most spells and activated abilities requires paying costs.
|
||
Paying mana is done by removing the indicated amount of mana from the player’s mana pool. Any
|
||
time a player is asked to pay mana, mana abilities may be played. Paying life subtracts the indicated
|
||
amount of life from the player’s life total. A player can’t pay more mana than the amount of mana in
|
||
his or her mana pool or more life than his or her life total. Zero life or zero mana can always be paid.
|
||
To pay any cost, the player carries out the instructions specified in the card’s rules text. It’s illegal to
|
||
attempt paying a cost when unable to successfully follow the instructions. For example, a player can’t
|
||
pay a cost that requires tapping a creature if that creature is already tapped.
|
||
Each payment applies to only one spell or ability. For example, a player can’t sacrifice just one
|
||
creature to play the activated abilities of two permanents that 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.
|
||
Permanent
|
||
A permanent is any card or token in the in-play zone. See rule 214, “Permanent Type.”
|
||
Permanently (Obsolete)
|
||
|
||
Certain older cards were printed with the term “permanently” to indicate effects with no expiration. In
|
||
general, cards that were printed with the term “permanently” now instead use reminder text to indicate
|
||
that the effect lasts past the end of the turn.
|
||
Example: An ability that originally had the text “Gain control of target creature permanently”
|
||
would now have the following text: “Gain control of target creature. (This effect doesn’t end
|
||
at end of turn.)” This effect grants control of the permanent until something else changes the
|
||
controller or it leaves play. It doesn’t make the permanent immune to other control effects.
|
||
Phase
|
||
Each turn is divided into five phases: beginning, first main, combat, second main, and end. See section
|
||
3, “Turn Structure.”
|
||
Phase Ability (Obsolete)
|
||
Earlier versions of the rules provided support for “phase abilities,” which were written “During
|
||
[phase], . . . .” In general, cards that were printed with phase abilities now have abilities that trigger at
|
||
the beginning of a step or phase.
|
||
Phased-Out
|
||
The phased-out zone is a special zone for permanents with phasing that are temporarily out of play.
|
||
See rule 502.15, “Phasing.”
|
||
Phasing
|
||
Phasing is a static ability that causes a permanent to leave play and later return, without losing its
|
||
“memory.” See rule 502.15, “Phasing.”
|
||
Plainswalk
|
||
See Landwalk.
|
||
Play
|
||
The act of playing a spell, land, or ability involves announcing the action and taking the necessary
|
||
steps to complete it.
|
||
Playing a spell or activated ability requires paying any costs and choosing any required modes
|
||
and/or targets. See rule 409, “Playing Spells and Activated Abilities.”
|
||
Playing a land simply requires choosing a land card from the hand and putting it into play.
|
||
Playing a mana ability requires paying any costs, then immediately resolving the ability. See rule
|
||
411, “Playing Mana Abilities.”
|
||
Triggered abilities and static abilities aren’t played—they happen automatically.
|
||
Play/Draw
|
||
At the start of a game, one player gets to choose the order of play. Whoever plays first skips his or her
|
||
first draw step. This is referred to as the play/draw rule. See rule 101, “Starting the Game.”
|
||
Poly Artifact (Obsolete)
|
||
Earlier versions of the rules provided support for the “poly artifact” card type. All poly artifact cards
|
||
are now artifact cards. Artifacts printed with the poly artifact card type generally have an activated
|
||
ability that doesn’t require tapping the artifact as part of the activation cost.
|
||
Postcombat
|
||
The second main phase in each turn is called the postcombat main phase. If an effect causes a turn to
|
||
have an extra combat phase and another main phase, the additional one is also a postcombat main
|
||
phase.
|
||
Power
|
||
|
||
The number before the slash printed on the lower right corner of a creature card is the creature’s power.
|
||
A creature’s current power is the initial value (the printed number), modified by any counters that
|
||
adjust power and then by any continuous effects.
|
||
Creatures that attack or block assign combat damage equal to their power. See rule 310, “Combat
|
||
Damage Step.”
|
||
A few creature cards have power represented by * instead of a number. This signifies that the
|
||
creature has a static ability that sets its power according to some stated condition. If a spell or ability
|
||
attempts to read the power when the creature card isn’t in play, the * is equal to 0.
|
||
Precombat
|
||
The first main phase in each turn is called the precombat main phase.
|
||
Prevention
|
||
Effects that prevent something from happening replace it with “do nothing.” (See rule 419,
|
||
“Replacement and Prevention Effects.”) A prevention effect must be active before the event it’s
|
||
intended to prevent.
|
||
Effects that prevent a specific amount of damage act as “shields” and stay active until that amount
|
||
of damage has been prevented or the turn ends. The damage doesn’t have to be dealt by a single source
|
||
or all at once.
|
||
Effects that prevent the next damage from a specific source apply the next time that source would
|
||
deal damage, regardless of the amount. These effects expire when the turn ends.
|
||
Priority
|
||
The player who has the option to play a spell or ability at any given time has priority.
|
||
Each time a spell, an ability (other than a mana ability), or combat damage resolves, and at the
|
||
beginning of most phases and steps, the active player receives priority. After a player plays a spell,
|
||
ability, or land, or turns a face-down creature he or she controls face up by paying its morph cost, he or
|
||
she again receives priority. When a player passes, his or her opponent receives priority. (If both players
|
||
pass in succession, the spell, ability, or combat damage on top of the stack resolves or, if the stack is
|
||
empty, the phase or step ends.)
|
||
Each time a player would get priority, all applicable state-based effects resolve first as a single
|
||
event (see rule 420). Then, if any new state-based effects have been generated, they resolve as a single
|
||
event. This process repeats until no more applicable state-based effects are generated. Then triggered
|
||
abilities are added to the stack (see rule 410). These steps repeat in order until no further state-based
|
||
effects or triggered abilities are generated.
|
||
Protection
|
||
Protection is a static ability. A permanent with protection from [quality] can’t be targeted by [quality]
|
||
spells, targeted by abilities from a [quality] source, or enchanted by [quality] enchantments. Such
|
||
enchantments enchanting the permanent with protection will be put into their owners’ graveyards as a
|
||
state-based effect. If a creature with protection attacks, it can’t be blocked by [quality] creatures. In
|
||
addition, all damage dealt to it from [quality] sources is prevented. See rule 502.7, “Protection.”
|
||
Pseudospell
|
||
A pseudospell is an activated or triggered ability that goes on the stack like a spell. See rule 217.6b.
|
||
Rampage
|
||
Rampage is a triggered ability. “Rampage X” means “When this creature becomes blocked by two or
|
||
more creatures, it gets +X/+X until end of turn for each creature blocking it beyond the first.” See rule
|
||
502.12, “Rampage.”
|
||
Redirect (Obsolete)
|
||
Some older cards were printed with the term “redirect” to describe the act of dealing damage to a
|
||
different player or creature than originally specified by a spell, ability, or combat-damage assignment,
|
||
|
||
without changing the source or type of damage. In general, cards that were printed with the term
|
||
“redirect” now have abilities that generate replacement effects that modify where the damage will be
|
||
dealt. “Redirect” is still used informally to describe what these replacement effects do.
|
||
Regenerate
|
||
Regeneration is a destruction-replacement effect. “Regenerate [permanent]” means “The next time
|
||
[permanent] would be destroyed this turn, instead remove all damage from it, tap it, and (if it’s in
|
||
combat) remove it from combat.” Because it’s a replacement effect, it must be active before the
|
||
attempted destruction event. Note that if destruction is caused by lethal damage, any abilities that
|
||
trigger from that damage being dealt still trigger even if the permanent regenerates.
|
||
Reminder Text
|
||
Reminder text appears after a keyword ability printed on a card and on cards that might otherwise be
|
||
commonly misunderstood. Reminder text is italicized and in parentheses. This text provides a
|
||
summary of the game rule or clarifies what the card does, but it isn’t itself considered rules text.
|
||
Removed from Combat
|
||
An attacking or blocking creature that is removed from combat stops being an attacking or blocking
|
||
creature and can no longer assign combat damage or have combat damage assigned to it. Any combat
|
||
damage that’s already on the stack assigned to or by the creature will still resolve normally.
|
||
Removed from the Game
|
||
A card removed from the game is out of play and can’t be affected by spells or abilities. However, the
|
||
spell or ability that removed the card may specify a way for it to return. Some cards use the expression
|
||
“set aside” for situations in which a card removed from the game can return to play. See rule 217.7,
|
||
“Removed from the Game.”
|
||
Replacement Effect
|
||
A replacement effect is a type of continuous effect that “watches” for a specified event and replaces it
|
||
with a different one. See rule 419, “Replacement and Prevention Effects.”
|
||
Resolve
|
||
When a spell or ability on top of the stack resolves, its controller carries out the instructions printed on
|
||
the card, in the order written. When combat damage resolves, it’s dealt as previously assigned to the
|
||
fullest extent possible. See rule 413, “Resolving Spells and Abilities.”
|
||
Respond, Response (Informal)
|
||
A player can choose to play an instant spell or activated ability when something else is already on the
|
||
stack, rather than waiting for the earlier spell or ability to resolve first. The spell or ability is said to be
|
||
played “in response to” the earlier spell or ability.
|
||
Reveal
|
||
To reveal a card is to show that card to all players. This is a one-shot effect; after all players have seen
|
||
the card, it’s returned to its former state.
|
||
Sacrifice
|
||
To sacrifice a permanent, its controller moves it from the in-play zone directly to its owner’s graveyard.
|
||
If an effect instructs a player to sacrifice a permanent that he or she doesn’t control, nothing happens.
|
||
Sacrificing a permanent doesn’t destroy it, so regeneration or other effects that replace destruction can’t
|
||
affect it.
|
||
Search
|
||
If you’re required to search a zone not revealed to all players for cards matching some criteria, you
|
||
aren’t required to find those cards even if they’re present. Even if you don’t find any cards, you are still
|
||
|
||
considered to have searched the zone. If you’re simply searching for “any card,” however, you must
|
||
find a card (if possible). If you’re required to search for a specific number of cards, you must choose
|
||
that many cards (or as many as possible.) For example, if an effect causes you to search a player’s
|
||
library for all duplicates of a particular card and remove them from the game, you may choose to leave
|
||
some of them alone, but if an effect causes you to search your library for three cards and it contains at
|
||
least three, you can’t choose less than three.
|
||
Separating Cards into Piles
|
||
If a player is asked to separate a group of cards into two or more piles, the cards do not leave the zone
|
||
they’re currently in. If cards in a graveyard are split into piles, the order of the graveyard must be
|
||
maintained as much as possible.
|
||
Set Aside
|
||
To set aside a card is to remove it from the game; however, the effect will specify some condition that
|
||
allows the set-aside card to return to the game. See also Removed from the Game.
|
||
Shadow
|
||
Shadow is an evasion ability. Attacking creatures with shadow can’t be blocked by creatures without
|
||
shadow, and attacking creatures without shadow can’t be blocked by creatures with shadow. See rule
|
||
502.8, “Shadow.”
|
||
Skip
|
||
To skip a step, phase, or turn is to proceed past it as though it didn’t exist. Skipping 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.
|
||
Anything scheduled for a skipped step, phase, or turn won’t happen. Anything scheduled for the
|
||
“next” occurrence of something waits for the first occurrence that isn’t skipped. If two effects each
|
||
cause a player to skip his or her next occurrence, that player must skip the next two; one effect will be
|
||
satisfied in skipping the first occurrence, while the other will remain until another occurrence can be
|
||
skipped.
|
||
Snow-Covered
|
||
Snow-covered is an ability that doesn’t do anything in its own right; it’s simply a keyword that other
|
||
cards look for. When a card refers to a “snow-covered land,” it means a land with the snow-covered
|
||
ability. When a card refers to a “snow-covered forest,” it means a forest with the snow-covered ability,
|
||
and so on. See rule 502.14, “Snow-Covered.”
|
||
Snow-Covered Landwalk
|
||
Snow-covered landwalk is a special form of landwalk. A creature with snow-covered landwalk is
|
||
unblockable as long as the defending player controls at least one land of the specified type that has the
|
||
snow-covered ability. See rule 502.6, “Landwalk.”
|
||
Sorcery
|
||
Sorcery is a card type. The active player can play sorcery spells only during his or her main phase when
|
||
the stack is empty. A sorcery spell is put into its owner’s graveyard as part of its resolution. See rule
|
||
408.1d.
|
||
Source
|
||
The source of an ability or of damage is the card or token that generated it. If an effect requires a player
|
||
to choose a source, he or she may choose either a permanent or a spell on the stack (including one that
|
||
creates a permanent) or any card or permanent referred to by a spell or pseudospell on the stack. The
|
||
effect will apply in the way specified to the damage dealt by that spell or by that permanent (in
|
||
|
||
combat or by one of its abilities). A source doesn’t need to be capable of dealing damage to be a legal
|
||
choice.
|
||
Spell
|
||
A nonland card becomes a spell when it’s played and remains a spell until it’s countered or it resolves.
|
||
A copy of a spell is also a spell, even if it has no card associated with it. Nonland cards can also be
|
||
referred to as “spell cards.” See rule 401, “Spells.”
|
||
Split Cards
|
||
Split cards have two card faces on a single card. The back of a split card is the normal, full-size Magic
|
||
card back. Split cards have two sets of characteristics: two names, two mana costs, and so on. They
|
||
always have both sets, except when they’re on the stack. When you play a split card, you announce
|
||
which side of the card you’re playing. While it’s on the stack, the other side of the card is ignored
|
||
completely.
|
||
Split cards have two mana costs with different colors of mana in them. That means they are
|
||
multicolored cards, except while they’re on the stack. If an effect tells you to name a card, you must
|
||
name all of a split card’s names.
|
||
Effects that ask for a split card’s characteristic get both answers. Effects that ask if a split card’s
|
||
characteristic matches a given value get only one answer. This answer is “yes” if either side of the split
|
||
card matches the given value. See rule 505, “Split Cards.”
|
||
Stack
|
||
A spell or ability goes on top of the stack when it’s played or triggered. Combat-damage assignments
|
||
also go on top of the stack as though they were a single pseudospell. Whenever both players pass in
|
||
succession, the spell, ability, or combat damage on top of the stack resolves and the active player
|
||
receives priority again. See rule 217.6, “Stack,” and rule 408.1, “Timing, Priority, and the Stack.”
|
||
State-Based Effects
|
||
State-based effects continually “watch” the game for a particular state. Whenever a player would
|
||
receive priority, state-based effects are checked and applied. See rule 420, “State-Based Effects.”
|
||
State Triggers
|
||
State triggers are triggered abilities that watch for a game state rather than an event and trigger as soon
|
||
as the game state matches the condition. Once a state trigger has triggered, it won’t trigger again until
|
||
the pseudospell it created has resolved or been countered. See rule 410.11.
|
||
Static Ability
|
||
Static abilities do something all the time rather than being played at specific times. Static abilities
|
||
create continuous effects, which are active as long as the permanent with the ability remains in play
|
||
and has the ability, or as long as the card with the ability remains in the appropriate zone. A spell or
|
||
ability can also create a continuous effect that doesn’t depend on a permanent; these may last a
|
||
specified length of time or for the rest of the game. See rule 412, “Handling Static Abilities.”
|
||
Step
|
||
Some phases of the turn are further subdivided into steps. See section 3, “Turn Structure.”
|
||
Successfully Cast (Obsolete)
|
||
Earlier versions of the rules provided support for “successfully cast” as a step in the announcement
|
||
and resolution of a spell or ability. In general, any ability that’s written as triggering when a spell is
|
||
“successfully cast” should be read as triggering when the spell is played.
|
||
Summon (Obsolete)
|
||
Older creature cards were printed with the type “Summon [creature subtype].” All “Summon [creature
|
||
subtype]” cards should be read as “Creature — [creature subtype].”
|
||
|
||
Summoning Sickness (Obsolete)
|
||
In earlier versions of the rules, the term “summoning sickness” was used to describe a creature’s
|
||
inability to attack or to use activated abilities that include the tap symbol when it has come under a
|
||
player’s control since the beginning of that player’s most recent turn. See also Haste.
|
||
Swampwalk
|
||
See Landwalk.
|
||
Tap
|
||
To tap a permanent is to turn it sideways. The tap symbol (T in these rules) in an activation cost
|
||
means “Tap this permanent”—a permanent that’s already tapped can’t be tapped again to pay the
|
||
cost. Creatures that haven’t been under a player’s control continuously since the beginning of his or her
|
||
most recent turn can’t use any ability with the tap symbol in the cost.
|
||
Target
|
||
Whenever the word “target” appears in the rules text of a spell or ability, the controller of the spell or
|
||
ability chooses something that matches whatever follows that word. This may be as simple as “target
|
||
land” or as complex as “target tapped creature an opponent controls.” The choice of a spell or ability’s
|
||
targets is made when the spell or ability is played.
|
||
A spell or pseudospell on the stack can’t target itself.
|
||
Text Box
|
||
The text box is printed below the illustration on a Magic card and contains rules, reminder text, and
|
||
flavor text.
|
||
Threshold
|
||
Threshold is a static ability. A card with threshold has the text after “Threshold —” if its controller
|
||
has seven or more cards in his or her graveyard. Otherwise, the text after “Threshold —” is treated as
|
||
though it did not appear on the card. An instant or sorcery card with threshold has the threshold text
|
||
only if the card is on the stack. An artifact, creature, enchantment, or land card with threshold, or any
|
||
permanent with threshold, has the threshold text only if the card or permanent is in play. See rule
|
||
502.23, “Threshold.”
|
||
Tie
|
||
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.
|
||
Timestamp Order
|
||
A card or permanent’s timestamp is the time it entered the zone it’s currently in, with two exceptions:
|
||
(1) If two or more cards or permanents enter a zone simultaneously, the active player determines their
|
||
timestamp order at the time they enter that zone, but a local enchantment must be timestamped after
|
||
what it enchants. (2) Whenever a local enchantment becomes attached to a permanent, the
|
||
enchantment receives a new timestamp.
|
||
Continuous effects generated by static abilities have the same timestamp as the card or permanent
|
||
that generated them. Continuous effects generated by the resolution of a spell or ability receive a
|
||
timestamp when the spell or ability creating them resolves.
|
||
Token
|
||
A token is an object in play representing a noncard permanent created by a spell or ability. Tokens can
|
||
be tapped and untapped just like cards, though an alternative to rotation might be needed to
|
||
distinguish their status. See rule 216, “Tokens.”
|
||
Tombstone Icon
|
||
|
||
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.
|
||
Total Casting Cost (Obsolete)
|
||
Some older cards were printed with the term “total casting cost” to describe the converted mana cost
|
||
of a spell. In general, cards that were printed with the term “total casting cost” now use the term
|
||
“converted mana cost.”
|
||
Toughness
|
||
The number after the slash printed on the lower right corner of a creature card is the creature’s
|
||
toughness. A creature’s current toughness is the initial value (the printed number), modified by any
|
||
counters that adjust toughness and then by any continuous effects.
|
||
A creature that’s been dealt damage greater than or equal to its toughness (and greater than 0) has
|
||
lethal damage and will be destroyed the next time any player would receive priority. This is a state-
|
||
based effect.
|
||
A few creature cards have toughness represented by * instead of a number. This signifies that the
|
||
creature has a static ability that sets its toughness according to some stated condition. If a spell or
|
||
ability attempts to read the toughness when the creature card isn’t in play, the * is equal to 0.
|
||
Trample
|
||
Trample is a static ability modifying the combat damage step of the combat phase. It lets an attacking
|
||
creature “trample over” blocking creatures and assign part of its combat damage to the defending
|
||
player. See rule 502.9, “Trample.”
|
||
Trigger, Triggered Ability
|
||
A triggered ability begins with the word “when,” “whenever,” or “at.” Whenever the trigger event
|
||
occurs, the ability goes on top of the stack the next time a player would receive priority. See rule 404,
|
||
“Triggered Abilities.”
|
||
Type
|
||
The word “type” by itself is ambiguous—it may mean the basic type of a card, spell, and so on, or the
|
||
subtype of a creature, enchantment, or land. See rules 212–215.
|
||
A card’s type (and subtype, if applicable) is printed directly below the illustration on the card. The
|
||
spell type for a nonland card is the same as its card type, even if its rules text states it can be played
|
||
“as” some other type (that is, following the timing rules for playing that other type). The permanent
|
||
type for a card in play is the same as its card type. Tokens have no card or spell type but do have a
|
||
permanent type.
|
||
When a spell or ability changes a permanent’s type, the new type replaces all previous types. If the
|
||
spell or ability is adding a type, it will say so.
|
||
A creature’s type is printed after the word “creature” below the illustration on the card or is defined
|
||
by the spell or ability that created a token. A creature may have multiple types. A noncreature card
|
||
that’s changed into a creature by a spell or ability has no creature type unless the spell or ability gives it
|
||
one.
|
||
A land’s type is the same as its name.
|
||
A local enchantment’s type is printed after the word “Enchant” on the card’s type line.
|
||
Categories of cards, such as basic land or local enchantment, aren’t types or subtypes and can’t be
|
||
named when a type must be chosen.
|
||
The “type” of mana includes both its color (if any) and any restrictions placed upon it (for example,
|
||
mana that can be used only to play artifact spells).
|
||
Unblockable
|
||
If an attacking creature “is unblockable,” no creature can legally block it. Spells or abilities may still
|
||
cause it to become blocked.
|
||
|
||
Unblocked Creature
|
||
An attacking creature becomes an unblocked creature during the declare blockers step of the combat
|
||
phase if no creature blocks it. It remains an unblocked creature until a spell or ability causes it to
|
||
become blocked, it’s removed from combat, it stops being a creature, its controller changes, or the
|
||
combat phase ends. Unblocked creatures don’t exist outside of the combat phase or before the declare
|
||
blockers step. See rule 309, “Declare Blockers Step.”
|
||
Unless
|
||
Some cards use the phrase “[Do something] unless you [do something else].” This means the same thing
|
||
as “You may [do something else]. If you don’t, [do something].”
|
||
Untap
|
||
1. To untap a tapped card, rotate it back to the upright position. See also Tap.
|
||
2. Untap is the first step of the beginning phase of the turn. All permanents controlled by the active
|
||
player normally untap at this time. See rule 302, “Untap Step.”
|
||
Upkeep
|
||
Upkeep is the second step of the beginning phase of the turn. Some cards have abilities that trigger at
|
||
the beginning of the upkeep step; such an ability is called an “upkeep cost” or an “upkeep effect.” An
|
||
upkeep cost is usually written in the form “At the beginning of your upkeep, you may [pay cost]. If you
|
||
don’t, sacrifice [this card].” See rule 303, “Upkeep Step.”
|
||
Vanguard Card
|
||
The Vanguard™ supplements consist of oversized cards that modify the game. A Vanguard card is
|
||
selected before the game begins, adjusting a player’s starting and maximum hand size and starting life
|
||
total. Any abilities printed on a Vanguard card are played exactly like those of an in-play Magic card;
|
||
however, these abilities have no color, and damage from them isn’t damage from a permanent of any
|
||
type or a source of any color. A Vanguard card isn’t a Magic card, so it can’t be affected by spells or
|
||
abilities.
|
||
Wall
|
||
A Wall is a type of creature that can’t be declared as an attacker. In all other respects, a Wall is the
|
||
same as any other creature.
|
||
X
|
||
If a cost has an “X” in it, the value of X must be announced as part of playing the spell or ability. (See
|
||
rule 409, “Playing Spells and Abilities.”) While the spell or ability is on the stack, the X in its mana cost
|
||
equals that amount of generic mana. If a card in any other zone has X in its mana cost, the amount is
|
||
treated as 0. In other cases, X is defined by the text of a spell or ability. If X isn’t defined, the controller
|
||
of the spell or ability chooses the value of X. All Xs on a card have the same value.
|
||
Y, Z
|
||
See X.
|
||
Yield Priority (Obsolete)
|
||
In earlier versions of the rules, the term “yield priority” was used instead of “pass.”
|
||
You, Your
|
||
The words “you” and “your” on a card or permanent refer to the spell or ability’s controller. For static
|
||
abilities, this is the current controller of the card or permanent (or the card’s owner if it isn’t in play).
|
||
For activated abilities, this is the player who played the ability. For triggered abilities, this is the
|
||
controller of the card when the ability triggered (or the card’s owner if it wasn’t in play).
|
||
|
||
Zone
|
||
A zone is any place that Magic cards can be during a game. See rule 217, “Zones.”
|
||
|
||
Credits
|
||
Magic: The Gathering Original Game Design: Richard Garfield
|
||
Comprehensive Rules Design and Development: Beth Moursund and Bill Rose, with contributions
|
||
from William Jockusch, Paul Barclay, Charlie Camino, Laurie Cheers, Stephen D’Angelo, Dave
|
||
DeLaney, Brady Dommermuth, Skaff Elias, Mike Elliott, Richard Garfield, Dan Gray, Robert
|
||
Gutschera, Collin Jackson, Jeff Jordan, Jim Lin, Steve Lord, Michael Phoenix, Mark Rosewater, David
|
||
Sachs, Henry Stern, Ingo Warnke, Tom Wylie, and Donald X
|
||
Editing: Del Laugel and Bill “Quill” McQuillan
|
||
Magic Lead Design: Bill Rose
|
||
Magic Rules Manager: Paul Barclay
|
||
Magic: The Gathering was designed by Richard Garfield, with contributions from Charlie Camino,
|
||
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.
|
||
Thanks to all our project team members and the many others too numerous to mention who have
|
||
contributed to this product.
|
||
These rules are current as of October 7, 2002.
|
||
Published by Wizards of the Coast, Inc., P.O. Box 707, Renton WA 98057-0707, U.S.A. All
|
||
trademarks, including character names and their distinctive likenesses, and the WUBRGT symbols, are
|
||
property of Wizards, a subsidiary of Hasbro, Inc. ©1993–2002 Wizards. U.S.A. patent 5662332.
|
||
|
||
Questions?
|
||
Contact the office nearest you.
|
||
U.S., Canada, Asia Pacific, and Latin America
|
||
Wizards of the Coast, Inc.
|
||
attn: Magic Questions
|
||
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|
||
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|
||
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|
||
Tel.: 1-800-324-6496 (within the U.S.)
|
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Email: [email protected]
|
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|
||
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Email: [email protected]
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|
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attn: Magic Questions
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|
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|
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Tel.: +32.70.233.277
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||
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Email: [email protected]
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attn: Magic Questions
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ITALIA
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Tel.: +39.02.39005006
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||
Email: [email protected]
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||
Visit our website: www.wizards.com
|