7833 lines
564 KiB
Plaintext
7833 lines
564 KiB
Plaintext
Magic: The Gathering Comprehensive Rules
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These rules are effective as of June 17, 2011.
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Introduction
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This document 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 in
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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 Magic: The Gathering basic
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rulebook. You can download a copy of that rulebook from the Wizards of the Coast® Magic rules website
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at www.wizards.com/Magic/rules. If you’re sure this is where you want to be, keep reading.
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This document includes a series of numbered rules followed by a glossary. Many of the numbered rules are
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divided into subrules, and each separate rule and subrule of the game has its own number. (Note that
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subrules skip the letters “l” and “o” due to potential confusion with the numbers “1” and “0”; subrule
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704.5k is followed by 704.5m, then 704.5n, then 704.5p, for example.)
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We at Wizards of the Coast recognize that no matter how detailed the rules, situations will arise in which
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the interaction of specific cards requires a precise answer. If you have questions, you can get the answers
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from us at www.wizards.com/customerservice. Additional contact information is on the last page of these
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rules.
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In response to play issues and to keep these rules as current as possible, changes may have been made to
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this document since its publication. See the Wizards of the Coast Magic rules website at
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www.wizards.com/Magic/rules for the current version of the official rules.
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Contents
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1. Game Concepts
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100. General
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101. The Magic Golden Rules
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102. Players
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103. Starting the Game
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104. Ending the Game
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105. Colors
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106. Mana
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107. Numbers and Symbols
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108. Cards
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109. Objects
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110. Permanents
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111. Spells
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112. Abilities
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113. Emblems
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114. Targets
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115. Special Actions
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116. Timing and Priority
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117. Costs
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118. Life
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119. Damage
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120. Drawing a Card
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121. Counters
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2. Parts of a Card
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200. General
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201. Name
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202. Mana Cost and Color
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203. Illustration
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204. Type Line
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205. Expansion Symbol
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206. Text Box
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207. Power/Toughness
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208. Loyalty
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209. Hand Modifier
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210. Life Modifier
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211. Information Below the Text Box
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3. Card Types
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300. General
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301. Artifacts
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302. Creatures
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303. Enchantments
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304. Instants
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305. Lands
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306. Planeswalkers
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307. Sorceries
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308. Tribals
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309. Planes
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310. Vanguards
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311. Schemes
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4. Zones
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400. General
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401. Library
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402. Hand
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403. Battlefield
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404. Graveyard
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405. Stack
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406. Exile
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407. Ante
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408. Command
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5. Turn Structure
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500. General
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501. Beginning Phase
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502. Untap Step
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503. Upkeep Step
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504. Draw Step
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505. Main Phase
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506. Combat Phase
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507. Beginning of Combat Step
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508. Declare Attackers Step
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509. Declare Blockers Step
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510. Combat Damage Step
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511. End of Combat Step
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512. Ending Phase
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513. End Step
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514. Cleanup Step
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6. Spells, Abilities, and Effects
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600. General
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601. Casting Spells
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602. Activating Activated Abilities
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603. Handling Triggered Abilities
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604. Handling Static Abilities
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605. Mana Abilities
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606. Loyalty Abilities
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607. Linked Abilities
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608. Resolving Spells and Abilities
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609. Effects
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610. One-Shot Effects
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611. Continuous Effects
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612. Text-Changing Effects
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613. Interaction of Continuous Effects
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614. Replacement Effects
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615. Prevention Effects
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616. Interaction of Replacement and/or Prevention Effects
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7. Additional Rules
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700. General
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701. Keyword Actions
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702. Keyword Abilities
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703. Turn-Based Actions
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704. State-Based Actions
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705. Flipping a Coin
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706. Copying Objects
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707. Face-Down Spells and Permanents
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708. Split Cards
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709. Flip Cards
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710. Leveler Cards
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711. Controlling Another Player
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712. Ending the Turn
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713. Restarting the Game
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714. Subgames
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715. Taking Shortcuts
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716. Handling Illegal Actions
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8. Multiplayer Rules
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800. General
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801. Limited Range of Influence Option
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802. Attack Multiple Players Option
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803. Attack Left and Attack Right Options
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804. Deploy Creatures Option
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805. Shared Team Turns Option
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806. Free-for-All Variant
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807. Grand Melee Variant
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808. Team vs. Team Variant
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809. Emperor Variant
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810. Two-Headed Giant Variant
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811. Alternating Teams Variant
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9. Casual Variants
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900. General
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901. Planar Magic
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902. Vanguard
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903. Commander
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904. Archenemy
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Glossary
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Credits
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Customer Service Information
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1. Game Concepts
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100. General
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100.1. These Magic rules apply to any Magic game with two or more players, including two-player
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games and multiplayer games.
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100.1a A two-player game is a game that begins with only two players.
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100.1b A multiplayer game is a game that begins with more than two players. See section 8,
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“Multiplayer Rules.”
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100.2. To play, each player needs his or her own deck of traditional Magic cards, small items to
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represent any tokens and counters, and some way to clearly track life totals.
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100.2a In constructed play (a way of playing in which each player creates his or her own deck
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ahead of time), each deck must contain at least sixty cards. A constructed deck may contain any
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number of basic land cards and no more than four of any card with a particular English name
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other than basic land cards.
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100.2b In limited play (a way of playing in which each player gets the same quantity of unopened
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Magic product and creates his or her own deck using only this product), each deck must contain
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at least forty cards. A limited deck may contain as many duplicates of a card as are included
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with the product.
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100.3. Some casual variants require additional items, such as specially designated cards, nontraditional
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Magic cards, and dice. See section 9, “Casual Variants.”
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100.4. Each player may also have a sideboard, which is a group of additional cards the player may use
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to modify his or her deck between games of a match.
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100.4a In constructed play, sideboards are optional, but must contain exactly fifteen cards if used.
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The four-card limit (see rule 100.2a) applies to the combined deck and sideboard.
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100.4b In limited play involving individual players, all cards a player opens but doesn’t include in
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his or her deck are in that player’s sideboard.
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100.4c In limited play involving the Two-Headed Giant multiplayer variant, all cards a team opens
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but doesn’t include in either player’s deck are in that team’s sideboard.
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100.4d In limited play involving other multiplayer team variants, each card a team opens but
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doesn’t include in any player’s deck is assigned to the sideboard of one of those players. Each
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player has his or her own sideboard; cards may not be transferred between players.
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100.5. There is no maximum deck size.
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100.6. Most Magic tournaments (organized play activities where players compete against other players
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to win prizes) have additional rules covered in the Magic: The Gathering Tournament Rules
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(found at www.wizards.com/wpn/Events/Rules.aspx). These rules may limit the use of some
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cards, including barring all cards from some older sets.
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100.6a Tournaments usually consist of a series of matches. A two-player match usually involves
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playing until one player has won two games. A multiplayer match usually consists of only one
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game.
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100.6b Players can use the Magic Store & Event Locator at www.wizards.com/locator to find
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tournaments in their area.
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101. The Magic Golden Rules
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101.1. Whenever a card’s text directly contradicts these rules, the card takes precedence. The card
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overrides only the rule that applies to that specific situation. The only exception is that a player can
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concede the game at any time (see rule 104.3a).
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101.2. When a rule or effect allows or directs something to happen, and another effect states that it can’t
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happen, the “can’t” effect takes precedence.
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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 precludes you from playing lands wins.
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101.2a Adding abilities to objects and removing abilities from objects don’t fall under this rule. (See
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rule 112.10.)
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101.3. Any part of an instruction that’s impossible to perform is 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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101.4. If multiple players would make choices and/or take actions at the same time, the active player
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(the player whose turn it is) makes any choices required, then the next player in turn order (usually
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the player seated to the active player’s left) makes any choices required, followed by the remaining
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nonactive players in turn order. Then the actions happen simultaneously. This rule is often referred
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to as the “Active Player, Nonactive Player (APNAP) order” rule.
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Example: A card reads “Each player sacrifices a creature.” First, the active player chooses
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a creature he or she controls. Then each of the nonactive players, in turn order, chooses a
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creature he or she controls. Then all creatures chosen this way are sacrificed
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simultaneously.
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101.4a If an effect has each player choose a card in a hidden zone, such as his or her hand or library,
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those cards may remain face down as they’re chosen. However, each player must clearly
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indicate which face-down card he or she is choosing.
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101.4b A player knows the choices made by the previous players when he or she makes his or her
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choice, except as specified in 101.4a.
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101.4c If a player would make more than one choice at the same time, the player makes the choices
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in the order written, or in the order he or she chooses if the choices aren’t ordered.
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101.4d If a choice made by a nonactive player causes the active player, or a different nonactive
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player earlier in the turn order, to have to make a choice, APNAP order is restarted for all
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outstanding choices.
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102. Players
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102.1. A player is one of the people in the game. The active player is the player whose turn it is. The
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other players are nonactive players.
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102.2. In a two-player game, a player’s opponent is the other player.
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102.3. In a multiplayer game between teams, a player’s teammates are the other players on his or her
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team, and the player’s opponents are all players not on his or her team.
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103. Starting the Game
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103.1. At the start of a game, each player shuffles his or her deck so that the cards are in a random
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order. Each player may then shuffle or cut his or her opponents’ decks. The players’ decks become
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their libraries.
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103.1a In a Commander game, each player puts his or her commander from his or her deck face up
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into the command zone before shuffling. See rule 903.6.
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103.2. After the decks have been shuffled, the players determine which one of them will choose who
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takes the first turn. In the first game of a match (including a single-game match), the players may
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use any mutually agreeable method (flipping a coin, rolling dice, etc.) to do so. In a match of
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several games, the loser of the previous game chooses who takes the first turn. If the previous game
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was a draw, the player who made the choice in that game makes the choice in this game. The player
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chosen to take the first turn is the starting player.
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103.2a In a game using the shared team turns option, there is a starting team rather than a starting
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player.
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103.2b In an Archenemy game, these methods aren’t used to determine who takes the first turn.
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Rather, the archenemy takes the first turn.
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103.3. 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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103.3a In a Two-Headed Giant game, each team starts with a shared life total of 30 instead.
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103.3b In a Vanguard game, each player sets his or her life total to 20, as modified by the life
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modifier of his or her vanguard card, and draws a hand of seven cards, as modified by the hand
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modifier of his or her vanguard card.
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103.3c In a Commander game, each player sets his or her life total to 40.
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103.3d In an Archenemy game, the archenemy sets his or her life total to 40.
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103.4. A player who is dissatisfied with his or her initial hand may take a mulligan. First, the starting
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player declares whether or not he or she will take a mulligan. Then each other player in turn order
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does the same. Once each player has made a declaration, all players who decided to take mulligans
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do so at the same time. To take a mulligan, a player shuffles his or her hand back into his or her
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library, then draws a new hand of one fewer cards than he or she had before. If a player kept his or
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her hand of cards, those cards become the player’s opening hand, and that player may not take any
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further mulligans. This process is then repeated until no player takes a mulligan. (Note that if a
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player’s hand size reaches zero cards, that player must keep that hand.)
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103.4a If an effect allows a player to perform an action “any time [that player] could mulligan,” the
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player may perform that action at a time he or she would declare whether or not he or she will
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take a mulligan. This need not be in the first round of mulligans. Other players may have
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already made their mulligan declarations by the time the player has the option to perform this
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action. If the player performs the action, he or she then declares whether or not he or she will
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take a mulligan.
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103.4b In a multiplayer game, the first time a player takes a mulligan, he or she draws a new hand
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of as many cards as he or she had before. Subsequent hands decrease by one card as normal.
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103.4c In a multiplayer game using the shared team turns option, first each player on the starting
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team declares whether or not he or she will take a mulligan, then the players on each other team
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in turn order do the same. Teammates may consult while making their decisions. Then all
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mulligans are taken at the same time. A player may take a mulligan even after his or her
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teammate has decided to keep his or her opening hand.
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103.4d The Commander casual variant uses an alternate mulligan rule. Each time a player takes a
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mulligan, rather than shuffling his or her entire hand of cards into his or her library, that player
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exiles any number of cards from his or her hand. Then the player draws a number of cards equal
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to one less than the number of cards he or she exiled this way. Once a player keeps an opening
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hand, that player shuffles all cards he or she exiled this way into his or her library.
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103.5. Some cards allow a player to take actions with them from his or her opening hand. Once all
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players have kept their opening hands, the starting player may take any such actions in any order.
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Then each other player in turn order may do the same.
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103.5a If a card allows a player to begin the game with that card on the battlefield, the player taking
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this action puts that card onto the battlefield.
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103.5b If a card allows a player to reveal it from his or her opening hand, the player taking this
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action does so. The card remains revealed until the first turn begins. Each card may be revealed
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this way only once.
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103.5c In a multiplayer game using the shared team turns option, first each player on the starting
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team, in whatever order that team likes, may take such actions. Teammates may consult while
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making their decisions. Then each player on each other team in turn order does the same.
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103.6. In a Planar Magic game, the starting player moves the top card of his or her planar deck off that
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planar deck and turns it face up. (See rule 901, “Planar Magic.”)
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103.7. The starting player takes his or her first turn.
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103.7a In a two-player game, the player who plays first skips the draw step (see rule 504, “Draw
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Step”) of his or her first turn.
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103.7b In a Two-Headed Giant game, the team who plays first skips the draw step of their first turn.
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103.7c In all other multiplayer games, no player skips the draw step of his or her first turn.
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104. Ending the Game
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104.1. A game ends immediately when a player wins, when the game is a draw, or when the game is
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restarted.
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104.2. There are several ways to win the game.
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104.2a A player still in the game wins the game if all of that player’s opponents have left the game.
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This happens immediately and overrides all effects that would prevent that player from winning
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the game.
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104.2b An effect may state that a player wins the game. (In multiplayer games, this may not cause
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the game to end; see rule 104.3h.)
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104.2c In a multiplayer game between teams, a team with at least one player still in the game wins
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the game if all other teams have left the game. Each player on the winning team wins the game,
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even if one or more of those players had previously lost that game.
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104.2d In an Emperor game, a team wins the game if its emperor wins the game. (See rule 809.5.)
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104.3. There are several ways to lose the game.
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104.3a A player can concede the game at any time. A player who concedes leaves the game
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immediately. He or she loses the game.
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104.3b 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 action. See rule 704.)
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104.3c If a player is required to draw more cards than are left in his or her library, he or she draws
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the remaining cards, and then loses the game the next time a player would receive priority. (This
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is a state-based action. See rule 704.)
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104.3d 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 action. See rule 704.)
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104.3e An effect may state that a player loses the game.
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104.3f If a player would both win and lose the game simultaneously, he or she loses the game.
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104.3g In a multiplayer game between teams, a team loses the game if all players on that team have
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lost the game.
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104.3h In a multiplayer game, an effect that states that a player wins the game instead causes all of
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that player’s opponents to lose the game. (This may not cause the game to end if the limited
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range of influence option is being used; see rule 801.)
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104.3i In an Emperor game, a team loses the game if its emperor loses the game. (See rule 809.5.)
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104.3j In a Commander game, a player that’s been dealt 21 or more combat damage by the same
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commander over the course of the game loses the game. (This is a state-based action. See rule
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704. Also see rule 903.14.)
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104.3k In a tournament, a player may lose the game as a result of a penalty given by a judge. See
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rule 100.6.
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104.4. There are several ways for the game to be a draw.
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104.4a If all the players remaining in a game lose simultaneously, the game is a draw.
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104.4b If a game that’s not using the limited range of influence option (including a two-player
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game) somehow enters a “loop” of mandatory actions, repeating a sequence of events with no
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way to stop, the game is a draw. Loops that contain an optional action don’t result in a draw.
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104.4c An effect may state that the game is a draw.
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104.4d In a multiplayer game between teams, the game is a draw if all remaining teams lose
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simultaneously.
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104.4e In a multiplayer game using the limited range of influence option, the effect of a spell or
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ability that states that the game is a draw causes the game to be a draw for that spell or ability’s
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controller and all players within his or her range of influence. Only those players leave the
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game; the game continues for all other players.
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104.4f In a multiplayer game using the limited range of influence option, if the game somehow
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enters a “loop” of mandatory actions, repeating a sequence of events with no way to stop, the
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game is a draw for each player who controls an object that’s involved in that loop, as well as for
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each player within the range of influence of any of those players. Only those players leave the
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game; the game continues for all other players.
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104.4g In a multiplayer game between teams, the game is a draw for a team if the game is a draw
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for all remaining players on that team.
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104.4h In the Emperor variant, the game is a draw for a team if the game is a draw for its emperor.
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(See rule 809.5.)
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104.4i In a tournament, all players in the game may agree to an intentional draw. See rule 100.6.
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104.5. If a player loses the game, he or she leaves the game. If the game is a draw for a player, he or she
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leaves the game. The multiplayer rules handle what happens when a player leaves the game; see
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rule 800.4.
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104.6. One card (Karn Liberated) restarts the game. All players still in the game when it restarts then
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immediately begin a new game. See rule 713, “Restarting the Game.”
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105. Colors
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105.1. There are five colors in the Magic game: white, blue, black, red, and green.
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105.2. An object can be one or more of the five colors, or it can be no color at all. An object is the color
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or colors of the mana symbols in its mana cost, regardless of the color of its frame. See rule 202.2.
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105.2a A monocolored object is exactly one of the five colors.
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105.2b A multicolored object is two or more of the five colors.
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105.2c A colorless object has no color.
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105.3. Effects may change an object’s color or give a color to a colorless object. If an effect gives an
|
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object a new color, the new color replaces all previous colors the object had (unless the effect said
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the object became that color “in addition” to its other colors). Effects may also make a colored
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object become colorless.
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105.4. If a player is asked to choose a color, he or she must choose one of the five colors.
|
||
“Multicolored” is not a color. Neither is “colorless.”
|
||
106. Mana
|
||
106.1. Mana is the primary resource in the game. Players spend mana to pay costs, usually when
|
||
casting spells and activating abilities.
|
||
106.1a There are five colors of mana: white, blue, black, red, and green.
|
||
106.1b There are six types of mana: white, blue, black, red, green, and colorless.
|
||
106.2. Mana is represented by mana symbols (see rule 107.4). Mana symbols also represent mana costs
|
||
(see rule 202).
|
||
106.3. Mana is produced by the effects of mana abilities (see rule 605). It may also be produced by the
|
||
effects of spells, as well as by the effects of abilities that aren’t mana abilities.
|
||
|
||
106.4. When an effect produces mana, that mana goes into a player’s mana pool. From there, it can be
|
||
used to pay costs immediately, or it can stay in the player’s mana pool. Each player’s mana pool
|
||
empties at the end of each step and phase.
|
||
106.4a If a player passes priority (see rule 116) while there is mana in his or her mana pool, that
|
||
player announces what mana is there. If any mana remains in a player’s mana pool after he or
|
||
she spends mana to pay a cost, that player announces what mana is still there.
|
||
106.5. If an ability would produce one or more mana of an undefined type, it produces no mana instead.
|
||
Example: Meteor Crater has the ability “{T}: Choose a color of a permanent you control.
|
||
Add one mana of that color to your mana pool.” If you control no colored permanents,
|
||
activating Meteor Crater’s mana ability produces no mana.
|
||
106.6. Some spells or abilities that produce mana restrict how that mana can be spent, or have an
|
||
additional effect that affects the spell or ability that mana is spent on. This doesn’t affect the mana’s
|
||
type.
|
||
Example: A player’s mana pool contains {1}{U} which can be spent only to pay cumulative
|
||
upkeep costs. That player activates Doubling Cube’s ability, which reads “{3}, {T}: Double
|
||
the amount of each type of mana in your mana pool.” The player’s mana pool now has
|
||
{2}{U}{U} in it, {1}{U} of which can be spent on anything.
|
||
106.7. Some abilities produce mana based on the type of mana another permanent or permanents “could
|
||
produce.” The type of mana a permanent could produce at any time includes any type of mana that
|
||
an ability of that permanent would produce if the ability were to resolve at that time, taking into
|
||
account any applicable replacement effects in any possible order. Ignore whether any costs of the
|
||
ability could or could not be paid. If that permanent wouldn’t produce any mana under these
|
||
conditions, or no type of mana can be defined this way, there’s no type of mana it could produce.
|
||
Example: Exotic Orchard has the ability “{T}: Add to your mana pool one mana of any
|
||
color that a land an opponent controls could produce.” If your opponent controls no lands,
|
||
activating Exotic Orchard’s mana ability will produce no mana. The same is true if you and
|
||
your opponent each control no lands other than Exotic Orchards. However, if you control a
|
||
Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard, then each
|
||
Exotic Orchard could produce {G}.
|
||
106.8. If an effect would add mana represented by a hybrid mana symbol to a player’s mana pool, that
|
||
player chooses one half of that symbol. If a colored half is chosen, one mana of that color is added
|
||
to that player’s mana pool. If a colorless half is chosen, an amount of colorless mana represented by
|
||
that half’s number is added to that player’s mana pool.
|
||
106.9. If an effect would add mana represented by a Phyrexian mana symbol to a player’s mana pool,
|
||
one mana of the color of that symbol is added to that player’s mana pool.
|
||
106.10. To “tap a permanent for mana” is to activate a mana ability of that permanent that includes the
|
||
{T} symbol in its activation cost. See rule 605, “Mana Abilities.”
|
||
106.11. One card (Drain Power) puts all mana from one player’s mana pool into another player’s mana
|
||
pool. (Note that these may be the same player.) This empties the former player’s mana pool and
|
||
causes the mana emptied this way to be put into the latter player’s mana pool. Which permanents,
|
||
spells, and/or abilities produced that mana are unchanged, as are any restrictions or additional
|
||
effects associated with any of that mana.
|
||
107. Numbers and Symbols
|
||
107.1. The only numbers the Magic game uses are integers.
|
||
|
||
107.1a You can’t choose a fractional number, deal fractional damage, gain fractional life, and so on.
|
||
If a spell or ability could generate a fractional number, the spell or ability will tell you whether
|
||
to round up or down.
|
||
107.1b Most of the time, the Magic game uses only positive numbers and zero. You can’t choose a
|
||
negative number, deal negative damage, gain negative life, and so on. However, it’s possible for
|
||
a game value, such as a creature’s power, to be less than zero. If a calculation or comparison
|
||
needs to use a negative value, it does so. If a calculation that would determine the result of an
|
||
effect yields a negative number, zero is used instead, unless that effect sets a player’s life total to
|
||
a specific value, doubles a player’s life total, sets a creature’s power or toughness to a specific
|
||
value, or otherwise modifies a creature’s power or toughness.
|
||
Example: If a 3/4 creature gets -5/-0, it’s a -2/4 creature. It assigns 0 damage in combat.
|
||
Its total power and toughness is 2. You’d have to give it +3/+0 to raise its power to 1.
|
||
Example: Viridian Joiner is a 1/2 creature that says “{T}: Add an amount of {G} to your
|
||
mana pool equal to Viridian Joiner’s power.” An effect gives it -2/-0, then its ability is
|
||
activated. The ability adds no mana to your mana pool.
|
||
107.1c If a rule or ability instructs a player to choose “any number,” that player may choose any
|
||
positive number or zero, unless something (such as damage or counters) is being divided or
|
||
distributed among “any number” of players and/or objects. In that case, a nonzero number of
|
||
players and/or objects must be chosen if possible.
|
||
107.2. If anything needs to use a number that can’t be determined, either as a result or in a calculation,
|
||
it uses 0 instead.
|
||
107.3. Many objects use the letter X as a placeholder for a number that needs to be determined. Some
|
||
objects have abilities that define the value of X; the rest let their controller choose the value of X.
|
||
107.3a If a spell or activated ability has a mana cost, alternative cost, additional cost, and/or
|
||
activation cost with an {X}, [-X], or X in it, and the value of X isn’t defined by the text of that
|
||
spell or ability, the controller of that spell or ability chooses and announces the value of X as
|
||
part of casting the spell or activating the ability. (See rule 601, “Casting Spells.”) While a spell
|
||
is on the stack, any X in its mana cost equals the announced value. While an activated ability is
|
||
on the stack, any X in its activation cost equals the announced value.
|
||
107.3b If a player is casting a spell that has an {X} in its mana cost, the value of X isn’t defined by
|
||
the text of that spell, and an effect lets that player cast that spell while paying neither its mana
|
||
cost nor an alternative cost that includes X, then the only legal choice for X is 0. This doesn’t
|
||
apply to effects that only reduce a cost, even if they reduce it to zero. See rule 601, “Casting
|
||
Spells.”
|
||
107.3c If a spell or activated ability has an {X}, [-X], or X in its cost and/or its text, and the value of
|
||
X is defined by the text of that spell or ability, then that’s the value of X while that spell or
|
||
ability is on the stack. The controller of that spell or ability doesn’t get to choose the value. Note
|
||
that the value of X may change while that spell or ability is on the stack.
|
||
107.3d If a cost associated with a special action, such as a suspend cost or a morph cost, has an {X}
|
||
or an X in it, the value of X is chosen by the player taking the special action as he or she pays
|
||
that cost.
|
||
107.3e Sometimes X appears in the text of a spell or ability but not in a mana cost, alternative cost,
|
||
additional cost, or activation cost. If the value of X isn’t defined, the controller of the spell or
|
||
ability chooses the value of X at the appropriate time (either as it’s put on the stack or as it
|
||
resolves).
|
||
|
||
107.3f If a card in any zone other than the stack has an {X} in its mana cost, the value of {X} is
|
||
treated as 0, even if the value of X is defined somewhere within its text.
|
||
107.3g All instances of X on an object have the same value at any given time.
|
||
107.3h Some objects use the letter Y in addition to the letter X. Y follows the same rules as X.
|
||
107.4. The mana symbols are {W}, {U}, {B}, {R}, {G}, and {X}; the numerals {0}, {1}, {2}, {3},
|
||
{4}, and so on; the hybrid symbols {W/U}, {W/B}, {U/B}, {U/R}, {B/R}, {B/G}, {R/G}, {R/W},
|
||
{G/W}, and {G/U}; the monocolored hybrid symbols {2/W}, {2/U}, {2/B}, {2/R}, and {2/G}; the
|
||
Phyrexian mana symbols {W/P}, {U/P}, {B/P}, {R/P}, and {G/P}; and the snow symbol {S}.
|
||
107.4a There are five primary colored mana symbols: {W} is white, {U} blue, {B} black, {R} red,
|
||
and {G} green. These symbols are used to represent colored mana, and also to represent colored
|
||
mana in costs. Colored mana in costs can be paid only with the appropriate color of mana. See
|
||
rule 202, “Mana Cost and Color.”
|
||
107.4b Numeral symbols (such as {1}) and variable symbols (such as {X}) represent generic mana
|
||
in costs. Generic mana in costs can be paid with any type of mana. For more information about
|
||
{X}, see rule 107.3.
|
||
107.4c Numeral symbols (such as {1}) and variable symbols (such as {X}) can also represent
|
||
colorless mana if they appear in the effect of a spell or ability that reads “add [mana symbol] to
|
||
your mana pool” or something similar. (See rule 107.3e.)
|
||
107.4d The symbol {0} represents zero mana and is used as a placeholder for a cost that can be paid
|
||
with no resources. (See rule 117.5.)
|
||
107.4e Hybrid mana symbols are also colored mana symbols. Each one represents a cost that can be
|
||
paid in one of two ways, as represented by the two halves of the symbol. A hybrid symbol such
|
||
as {W/U} can be paid with either white or blue mana, and a monocolored hybrid symbol such as
|
||
{2/B} can be paid with either one black mana or two mana of any type. A hybrid mana symbol
|
||
is all of its component colors.
|
||
Example: {G/W}{G/W} can be paid by spending {G}{G}, {G}{W}, or {W}{W}.
|
||
107.4f Phyrexian mana symbols are colored mana symbols: {W/P} is white, {U/P} is blue, {B/P} is
|
||
black, {R/P} is red, and {G/P} is green. A Phyrexian mana symbol represents a cost that can be
|
||
paid either with one mana of its color or by paying 2 life.
|
||
Example: {W/P}{W/P} can be paid by spending {W}{W}, by spending {W} and paying 2
|
||
life, or by paying 4 life.
|
||
107.4g In rules text, the Phyrexian symbol {P} with no colored background means any of the five
|
||
Phyrexian mana symbols.
|
||
107.4h The snow mana symbol {S} represents one generic mana in a cost. This generic mana can be
|
||
paid with one mana of any type produced by a snow permanent (see rule 204.4f). Effects that
|
||
reduce the amount of generic mana you pay don’t affect {S} costs. (There is no such thing as
|
||
“snow mana”; “snow” is not a type of mana.)
|
||
107.5. The tap symbol is {T}. The tap symbol in an activation cost means “Tap this permanent.” A
|
||
permanent that’s already tapped can’t be tapped again to pay the cost. A creature’s activated ability
|
||
with the tap symbol in its activation cost can’t be activated unless the creature has been under its
|
||
controller’s control continuously since his or her most recent turn began. See rule 302.6.
|
||
107.6. The untap symbol is {Q}. The untap symbol in an activation cost means “Untap this permanent.”
|
||
A permanent that’s already untapped can’t be untapped again to pay the cost. A creature’s activated
|
||
|
||
ability with the untap symbol in its activation cost can’t be activated unless the creature has been
|
||
under its controller’s control continuously since his or her most recent turn began. See rule 302.6.
|
||
107.7. Each activated ability of a planeswalker has a loyalty symbol in its cost. Positive loyalty symbols
|
||
point upward and feature a plus sign followed by a number. Negative loyalty symbols point
|
||
downward and feature a minus sign followed by a number or an X. Neutral loyalty symbols don’t
|
||
point in either direction and feature a 0. [+N] means “Put N loyalty counters on this permanent,” [-
|
||
N] means “Remove N loyalty counters from this permanent,” and [0] means “Put zero loyalty
|
||
counters on this permanent.”
|
||
107.8. The text box of a leveler card contains two level symbols, each of which is a keyword ability that
|
||
represents a static ability. The level symbol includes either a range of numbers, indicated here as
|
||
“N1-N2,” or a single number followed by a plus sign, indicated here as “N3+.” Any abilities printed
|
||
within the same text box striation as a level symbol are part of its static ability. The same is true of
|
||
the power/toughness box printed within that striation, indicated here as “[P/T].” See rule 710,
|
||
“Leveler Cards.”
|
||
107.8a “{LEVEL N1-N2} [Abilities] [P/T]” means “As long as this creature has at least N1 level
|
||
counters on it, but no more than N2 level counters on it, it’s [P/T] and has [abilities].”
|
||
107.8b “{LEVEL N3+} [Abilities] [P/T]” means “As long as this creature has N3 or more level
|
||
counters on it, it’s [P/T] and has [abilities].”
|
||
107.9. A tombstone icon appears to the left of the name of many Odyssey™ block cards with abilities
|
||
that are relevant in a player’s graveyard. The purpose of the icon is to make those cards stand out
|
||
when they’re in a graveyard. This icon has no effect on game play.
|
||
107.10. A type icon appears in the upper left corner of each card from the Future Sight® set printed
|
||
with an alternate “timeshifted” frame. If the card has a single card type, this icon indicates what it
|
||
is: claw marks for creature, a flame for sorcery, a lightning bolt for instant, a sunrise for
|
||
enchantment, a chalice for artifact, and a pair of mountain peaks for land. If the card has multiple
|
||
card types, that’s indicated by a black and white cross. This icon has no effect on game play.
|
||
107.11. The planeswalker symbol is {PW}. It appears on one face of the planar die used in the Planar
|
||
Magic casual variant. See rule 901, “Planar Magic.”
|
||
107.12. The chaos symbol is {C}. It appears on one face of the planar die used in the Planar Magic
|
||
casual variant, as well as in triggered abilities that refer to the results of rolling the planar die. See
|
||
rule 901, “Planar Magic.”
|
||
108. Cards
|
||
108.1. Use the Oracle™ card reference when determining a card’s wording. A card’s Oracle text can be
|
||
found using the Gatherer card database at http://gatherer.wizards.com.
|
||
108.2. When a rule or text on a card refers to a “card,” it means only a Magic card. This includes both
|
||
traditional Magic cards, which measure approximately 2.5 inches (6.3 cm) by 3.5 inches (8.8 cm)
|
||
and have a “Deckmaster” back, and nontraditional Magic cards, which are oversized and have
|
||
different backs. Tokens aren’t considered cards—even a card that represents a token isn’t
|
||
considered a card for rules purposes.
|
||
108.2a In the text of spells or abilities, the term “card” is used only to refer to a card that’s not on
|
||
the battlefield or on the stack, such as a creature card in a player’s hand. For more information,
|
||
see section 4, “Zones.”
|
||
|
||
108.3. The owner of a card in the game is the player who started the game with it in his or her deck. If a
|
||
card is brought into the game from outside the game rather than starting in a player’s deck, its
|
||
owner is the player who brought it into the game. If a card starts the game in the command zone, its
|
||
owner is the player who put it into the command zone to start the game. Legal ownership of a card
|
||
in the game is irrelevant to the game rules except for the rules for ante. (See rule 407.)
|
||
108.3a In a Planar Magic game using the single planar deck option, the planar controller is
|
||
considered to be the owner of all the plane cards. See rule 901.6.
|
||
108.3b Some spells and abilities allow a player to take cards he or she owns from outside the game
|
||
and bring them into the game. (See rule 400.10b.) If a card outside that game is involved in a
|
||
Magic game, its owner is determined as described in rule 108.3. If a card outside that game is in
|
||
the sideboard of a Magic game (see rule 100.4), its owner is considered to be the player who
|
||
started the game with it in his or her sideboard. In all other cases, the owner of a card outside the
|
||
game is its legal owner.
|
||
108.4. A card doesn’t have a controller unless that card represents a permanent or spell; in those cases,
|
||
its controller is determined by the rules for permanents or spells. See rules 110.2 and 111.2.
|
||
108.4a If anything asks for the controller of a card that doesn’t have one (because it’s not a
|
||
permanent or spell), use its owner instead.
|
||
108.5. Nontraditional Magic cards can’t start the game in any zone other than the command zone (see
|
||
rule 408). If an effect would bring a nontraditional Magic card into the game from outside the
|
||
game, it doesn’t; that card remains outside the game.
|
||
108.6. For more information about cards, see section 2, “Parts of a Card.”
|
||
109. Objects
|
||
109.1. An object is an ability on the stack, a card, a copy of a card, a token, a spell, a permanent, or an
|
||
emblem.
|
||
109.2. If a spell or ability uses a description of an object that includes a card type or subtype, but
|
||
doesn’t include the word “card,” “spell,” “source,” or “scheme,” it means a permanent of that card
|
||
type or subtype on the battlefield.
|
||
109.2a If a spell or ability uses a description of an object that includes the word “card” and the
|
||
name of a zone, it means a card matching that description in the stated zone.
|
||
109.2b If a spell or ability uses a description of an object that includes the word “spell,” it means a
|
||
spell matching that description on the stack.
|
||
109.2c If a spell or ability uses a description of an object that includes the word “source,” it means a
|
||
source matching that description—either a source of an ability or a source of damage—in any
|
||
zone. See rule 609.7.
|
||
109.2d If an ability of a scheme card includes the text “this scheme,” it means the scheme card in
|
||
the command zone on which that ability is printed.
|
||
109.3. An object’s characteristics are name, mana cost, color, card type, subtype, supertype, expansion
|
||
symbol, rules text, abilities, power, toughness, loyalty, hand modifier, and life modifier. Objects can
|
||
have some or all of these characteristics. Any other information about an object isn’t a
|
||
characteristic. For example, characteristics don’t include whether a permanent is tapped, a spell’s
|
||
target, an object’s owner or controller, what an Aura enchants, and so on.
|
||
|
||
109.4. Only objects on the stack or on the battlefield have a controller. Objects that are neither on the
|
||
stack nor on the battlefield aren’t controlled by any player. See rule 108.4. There are three
|
||
exceptions to this rule:
|
||
109.4a In a Planar Magic game, a face-up plane card is controlled by the player designated as the
|
||
planar controller. This is usually the active player. See rule 901.6.
|
||
109.4b In a Vanguard game, each vanguard card is controlled by its owner. See rule 902.6.
|
||
109.4c In an Archenemy game, each scheme card is controlled by its owner. See rule 904.7.
|
||
109.5. The words “you” and “your” on an object refer to the object’s controller, its would-be controller
|
||
(if a player is attempting to play, cast, or activate it), or its owner (if it has no controller). For a
|
||
static ability, this is the current controller of the object it’s on. For an activated ability, this is the
|
||
player who activated the ability. For a triggered ability, this is the controller of the object when the
|
||
ability triggered, unless it’s a delayed triggered ability. To determine the controller of a delayed
|
||
triggered ability, see rules 603.7d–f.
|
||
110. Permanents
|
||
110.1. A permanent is a card or token on the battlefield. A permanent remains on the battlefield
|
||
indefinitely. A card or token becomes a permanent as it enters the battlefield and it stops being a
|
||
permanent as it’s moved to another zone by an effect or rule.
|
||
110.2. A permanent’s owner is the same as the owner of the card that represents it (unless it’s a token;
|
||
see rule 110.5a). A permanent’s controller is, by default, the player under whose control it entered
|
||
the battlefield. Every permanent has a controller.
|
||
110.2a If an effect instructs a player to put an object onto the battlefield, that object enters the
|
||
battlefield under that player’s control unless the effect states otherwise.
|
||
110.3. A nontoken permanent’s characteristics are the same as those printed on its card, as modified by
|
||
any continuous effects. See rule 613, “Interaction of Continuous Effects.”
|
||
110.4. There are five permanent types: artifact, creature, enchantment, land, and planeswalker. Instant
|
||
and sorcery cards can’t enter the battlefield and thus can’t be permanents. Some tribal cards can
|
||
enter the battlefield and some can’t, depending on their other card types. See section 3, “Card
|
||
Types.”
|
||
110.4a The term “permanent card” is used to refer to a card that could be put onto the battlefield.
|
||
Specifically, it means an artifact, creature, enchantment, land, or planeswalker card.
|
||
110.4b The term “permanent spell” is used to refer to a spell that will enter the battlefield as a
|
||
permanent as part of its resolution. Specifically, it means an artifact, creature, enchantment, or
|
||
planeswalker spell.
|
||
110.4c If a permanent somehow loses all its permanent types, it remains on the battlefield. It’s still a
|
||
permanent.
|
||
110.5. Some effects put tokens onto the battlefield. A token is a marker used to represent any permanent
|
||
that isn’t represented by a card.
|
||
110.5a A token is both owned and controlled by the player under whose control it entered the
|
||
battlefield.
|
||
|
||
110.5b The spell or ability that creates a token may define the values of any number of
|
||
characteristics for the token. This becomes the token’s “text.” The characteristic values defined
|
||
this way are functionally equivalent to the characteristic values that are printed on a card; for
|
||
example, they define the token’s copiable values. A token doesn’t have any characteristics not
|
||
defined by the spell or ability that created it.
|
||
Example: Sprout is an instant that says “Put a 1/1 green Saproling creature token onto
|
||
the battlefield.” The resulting token has no mana cost, supertype, expansion symbol,
|
||
rules text, or abilities.
|
||
110.5c A spell or ability that creates a creature token sets both its name and its creature type. If the
|
||
spell or ability doesn’t specify the name of the creature token, its name is the same as its
|
||
creature type(s). A “Goblin Scout creature token,” for example, is named “Goblin Scout” and
|
||
has the creature subtypes Goblin and Scout. Once a token is on the battlefield, changing its
|
||
name doesn’t change its creature type, and vice versa.
|
||
110.5d If a spell or ability would create a token, but an effect states that a permanent with one or
|
||
more of that token’s characteristics can’t enter the battlefield, the token is not created.
|
||
110.5e A token is subject to anything that affects permanents in general or that affects the token’s
|
||
card type or subtype. A token isn’t a card (even if represented by a card that has a Magic back
|
||
or that came from a Magic booster pack).
|
||
110.5f A token that’s phased out, or that’s in a zone other than the battlefield, ceases to exist. This is
|
||
a state-based action; see rule 704. (Note that if a token changes zones, applicable triggered
|
||
abilities will trigger before the token ceases to exist.)
|
||
110.5g A token that has left the battlefield can’t come back onto the battlefield. If such a token
|
||
would return to the battlefield, it remains in its current zone instead. It ceases to exist the next
|
||
time state-based actions are checked; see rule 704.
|
||
110.6. A permanent’s status is its physical state. There are four status categories, each of which has two
|
||
possible values: tapped/untapped, flipped/unflipped, face up/face down, and phased in/phased out.
|
||
Each permanent always has one of these values for each of these categories.
|
||
110.6a Status is not a characteristic, though it may affect a permanent’s characteristics.
|
||
110.6b Permanents enter the battlefield untapped, unflipped, face up, and phased in unless a spell or
|
||
ability says otherwise.
|
||
110.6c A permanent retains its status until a spell, ability, or turn-based action changes it, even if
|
||
that status is not relevant to it.
|
||
Example: Dimir Doppelganger says “{1}{U}{B}: Exile target creature card from a
|
||
graveyard. Dimir Doppelganger becomes a copy of that card and gains this ability.” It
|
||
becomes a copy of Jushi Apprentice, a flip card. Through use of Jushi Apprentice’s
|
||
ability, this creature flips, making it a copy of Tomoya the Revealer with the Dimir
|
||
Doppelganger ability. If this permanent then becomes a copy of Runeclaw Bear, it will
|
||
retain its flipped status even though that has no relevance to Runeclaw Bear. If its copy
|
||
ability is activated again, this time targeting a Nezumi Shortfang card (another flip
|
||
card), this permanent’s flipped status means it will have the characteristics of
|
||
Stabwhisker the Odious (the flipped version of Nezumi Shortfang) with the Dimir
|
||
Doppelganger ability.
|
||
110.6d Only permanents have status. Cards not on the battlefield do not. Although an exiled card
|
||
may be face down, this has no correlation to the face-down status of a permanent. Similarly,
|
||
cards not on the battlefield are neither tapped nor untapped, regardless of their physical state.
|
||
|
||
111. Spells
|
||
111.1. A spell is a card on the stack. As the first step of being cast (see rule 601, “Casting Spells”), the
|
||
card becomes a spell and is moved to the top of the stack from the zone it was in, which is usually
|
||
its owner’s hand. (See rule 405, “Stack.”) A spell remains on the stack as a spell until it resolves
|
||
(see rule 608, “Resolving Spells and Abilities”), is countered (see rule 701.5), or otherwise leaves
|
||
the stack. For more information, see section 6, “Spells, Abilities, and Effects.”
|
||
111.1a A copy of a spell is also a spell, even if it has no card associated with it. See rule 706.9.
|
||
111.1b Some effects allow a player to cast a copy of a card; if the player does, that copy is a spell as
|
||
well. See rule 706.11.
|
||
111.2. A spell’s owner is the same as the owner of the card that represents it, unless it’s a copy. In that
|
||
case, the owner of the spell is the player under whose control it was put on the stack. A spell’s
|
||
controller is, by default, the player under whose control it was put on the stack. (For noncopy spells,
|
||
that’s the player who cast it.) Every spell has a controller.
|
||
111.3. A noncopy spell’s characteristics are the same as those printed on its card, as modified by any
|
||
continuous effects. See rule 613, “Interaction of Continuous Effects.”
|
||
111.4. If an effect changes any characteristics of a permanent spell, the effect continues to apply to the
|
||
permanent when the spell resolves. See rule 400.7.
|
||
Example: If an effect changes a black creature spell to white, the creature is white when it
|
||
enters the battlefield and remains white for the duration of the effect changing its color.
|
||
112. Abilities
|
||
112.1. An ability can be one of two things:
|
||
112.1a An ability is a characteristic an object has that lets it affect the game. An object’s abilities
|
||
are defined by its rules text or by the effect that created it. Abilities can also be granted to
|
||
objects by rules or effects. (Effects that do so use the words “has,” “have,” “gains,” or “gain.”)
|
||
Abilities generate effects. (See rule 609, “Effects.”)
|
||
112.1b An ability can be an activated or triggered ability on the stack. This kind of ability is an
|
||
object. (See section 6, “Spells, Abilities, and Effects.”)
|
||
112.2. Abilities can affect the objects they’re on. They can also affect other objects and/or players.
|
||
112.2a Abilities can be beneficial or detrimental.
|
||
Example: “[This creature] can’t block” is an ability.
|
||
112.2b An additional cost or alternative cost to cast a card is an ability of the card.
|
||
112.2c An object may have multiple abilities. If the object is represented by a card, then aside from
|
||
certain defined abilities that may be strung together on a single line (see rule 702, “Keyword
|
||
Abilities”), each paragraph break in a card’s text marks a separate ability. If the object is not
|
||
represented by a card, the effect that created it may have given it multiple abilities. An object
|
||
may also be granted additional abilities by a spell or ability. If an object has multiple instances
|
||
of the same ability, each instance functions independently. This may or may not produce more
|
||
effects than a single instance; refer to the specific ability for more information.
|
||
112.2d Abilities can generate one-shot effects or continuous effects. Some continuous effects are
|
||
replacement effects or prevention effects. See rule 609, “Effects.”
|
||
|
||
112.3. There are four general categories of abilities:
|
||
112.3a Spell abilities are abilities that are followed as instructions while an instant or sorcery spell
|
||
is resolving. Any text on an instant or sorcery spell is a spell ability unless it’s an activated
|
||
ability, a triggered ability, or a static ability that fits the criteria described in rule 112.6.
|
||
112.3b Activated abilities have a cost and an effect. They are written as “[Cost]: [Effect.]
|
||
[Activation instructions (if any).]” A player may activate such an ability whenever he or she has
|
||
priority. Doing so puts it on the stack, where it remains until it’s countered, it resolves, or it
|
||
otherwise leaves the stack. See rule 602, “Activating Activated Abilities.”
|
||
112.3c Triggered abilities have a trigger condition and an effect. They are written as “[Trigger
|
||
condition], [effect],” and begin with the word “when,” “whenever,” or “at.” Whenever the
|
||
trigger event occurs, the ability is put on the stack the next time a player would receive priority
|
||
and stays there until it’s countered, it resolves, or it otherwise leaves the stack. See rule 603,
|
||
“Handling Triggered Abilities.”
|
||
112.3d Static abilities are written as statements. They’re simply true. Static abilities create
|
||
continuous effects which are active while the permanent with the ability is on the battlefield and
|
||
has the ability, or while the object with the ability is in the appropriate zone. See rule 604,
|
||
“Handling Static Abilities.”
|
||
112.4. Some activated abilities and some triggered abilities are mana abilities. Mana abilities follow
|
||
special rules: They don’t use the stack, and, under certain circumstances, a player can activate mana
|
||
abilities even if he or she doesn’t have priority. See rule 605, “Mana Abilities.”
|
||
112.5. Some activated abilities are loyalty abilities. Loyalty abilities follow special rules: A player may
|
||
activate a loyalty ability of a permanent he or she controls any time he or she has priority and the
|
||
stack is empty during a main phase of his or her turn, but only if no player has previously activated
|
||
a loyalty ability of that permanent that turn. See rule 606, “Loyalty Abilities.”
|
||
112.6. Abilities of an instant or sorcery spell usually function only while that object is on the stack.
|
||
Abilities of all other objects usually function only while that object is on the battlefield. The
|
||
exceptions are as follows:
|
||
112.6a Characteristic-defining abilities function everywhere, even outside the game. (See rule
|
||
604.3.)
|
||
112.6b An ability that states which zones it functions in functions only from those zones.
|
||
112.6c An object’s ability that allows a player to pay an alternative cost rather than its mana cost
|
||
functions in any zone in which its mana cost can be paid (which, in general, means it functions
|
||
on the stack). An object’s ability that otherwise modifies what that particular object costs to cast
|
||
functions on the stack.
|
||
112.6d An object’s ability that restricts or modifies how that particular object can be played or cast
|
||
functions in any zone from which it could be played or cast.
|
||
112.6e An object’s ability that restricts or modifies what zones that particular object can be played
|
||
or cast from functions everywhere, even outside the game.
|
||
112.6f An object’s ability that states it can’t be countered or can’t be countered by spells and
|
||
abilities functions on the stack.
|
||
112.6g An object’s ability that modifies how that particular object enters the battlefield functions as
|
||
that object is entering the battlefield. See rule 614.12.
|
||
|
||
112.6h An object’s ability that states counters can’t be placed on that object functions as that object
|
||
is entering the battlefield in addition to functioning while that object is on the battlefield.
|
||
112.6i An object’s activated ability that has a cost that can’t be paid while the object is on the
|
||
battlefield functions from any zone in which its cost can be paid.
|
||
112.6j A trigger condition that can’t trigger from the battlefield functions in all zones it can trigger
|
||
from. Other trigger conditions of the same triggered ability may function in different zones.
|
||
Example: Absolver Thrull has the ability “When Absolver Thrull enters the battlefield
|
||
or the creature it haunts is put into a graveyard, destroy target enchantment.” The first
|
||
trigger condition functions from the battlefield and the second trigger condition
|
||
functions from the exile zone. (See rule 702.53, “Haunt.”)
|
||
112.6k An ability whose cost or effect specifies that it moves the object it’s on out of a particular
|
||
zone functions only in that zone, unless that ability’s trigger condition, or a previous part of that
|
||
ability’s cost or effect, specifies that the object is put into that zone.
|
||
Example: Necrosavant says “{3}{B}{B}, Sacrifice a creature: Return Necrosavant from
|
||
your graveyard to the battlefield. Activate this ability only during your upkeep.” A
|
||
player may activate this ability only if Necrosavant is in his or her graveyard.
|
||
112.6m An ability that modifies the rules for deck construction functions before the game begins.
|
||
Such an ability modifies not just the Comprehensive Rules, but also the Magic: The Gathering
|
||
Tournament Rules and any other documents that set the deck construction rules for a specific
|
||
Constructed format. However, such an ability can’t affect the format legality of a card, including
|
||
whether it’s banned or restricted. The current Magic: The Gathering Tournament Rules can be
|
||
found at www.wizards.com/wpn/Events/Rules.aspx.
|
||
112.6n Abilities of emblems, plane cards, vanguard cards, and scheme cards function in the
|
||
command zone. See rule 113, “Emblems”; rule 901, “Planar Magic”; rule 902, “Vanguard”; and
|
||
rule 904, “Archenemy.”
|
||
112.7. The source of an ability is the object that generated it. The source of an activated ability on the
|
||
stack is the object whose ability was activated. The source of a triggered ability (other than a
|
||
delayed triggered ability) on the stack, or one that has triggered and is waiting to be put on the
|
||
stack, is the object whose ability triggered. To determine the source of a delayed triggered ability,
|
||
see rules 603.7d–f.
|
||
112.7a Once activated or triggered, an ability exists on the stack independently of its source.
|
||
Destruction or removal of the source after that time won’t affect the ability. Note that some
|
||
abilities cause a source to do something (for example, “Prodigal Sorcerer deals 1 damage to
|
||
target creature or player”) rather than the ability doing anything directly. In these cases, any
|
||
activated or triggered ability that references information about the source because the effect
|
||
needs to be divided checks that information when the ability is put onto the stack. Otherwise, it
|
||
will check that information when it resolves. In both instances, if the source is no longer in the
|
||
zone it’s expected to be in at that time, its last known information is used. The source can still
|
||
perform the action even though it no longer exists.
|
||
112.8. The controller of an activated ability on the stack is the player who activated it. The controller of
|
||
a triggered ability on the stack (other than a delayed triggered ability) is the player who controlled
|
||
the ability’s source when it triggered, or, if it had no controller, the player who owned the ability’s
|
||
source when it triggered. To determine the controller of a delayed triggered ability, see rules
|
||
603.7d–f.
|
||
112.9. Activated and triggered abilities on the stack aren’t spells, and therefore can’t be countered by
|
||
anything that counters only spells. Activated and triggered abilities on the stack can be countered by
|
||
|
||
effects that specifically counter abilities, as well as by the rules (for example, an ability with one or
|
||
more targets is countered if all its targets become illegal). Static abilities don’t use the stack and
|
||
thus can’t be countered at all.
|
||
112.10. Effects can add or remove abilities of objects. An effect that adds an ability will state that the
|
||
object “gains” or “has” that ability. An effect that removes an ability will state that the object
|
||
“loses” that ability. Effects that remove an ability remove all instances of it. If two or more effects
|
||
add and remove the same ability, in general the most recent one prevails. (See rule 613, “Interaction
|
||
of Continuous Effects.”)
|
||
112.11. An effect that sets an object’s characteristic, or simply states a quality of that object, is different
|
||
from an ability granted by an effect. When an object “gains” or “has” an ability, that ability can be
|
||
removed by another effect. If an effect defines a characteristic of the object (“[permanent] is
|
||
[characteristic value]”), it’s not granting an ability. (See rule 604.3.) Similarly, if an effect states a
|
||
quality of that object (“[permanent]” is indestructible” or “[creature] is unblockable,” for example),
|
||
it’s neither granting an ability nor setting a characteristic. (See rules 700.4 and 700.5.)
|
||
Example: Muraganda Petroglyphs reads, “Creatures with no abilities get +2/+2.” A
|
||
Runeclaw Bear (a creature with no abilities) enchanted by an Aura that says “Enchanted
|
||
creature has flying” would not get +2/+2. A Runeclaw Bear enchanted by an Aura that says
|
||
“Enchanted creature is red” or “Enchanted creature is indestructible” would get +2/+2.
|
||
113. Emblems
|
||
113.1. Some effects put emblems into the command zone. An emblem is a marker used to represent an
|
||
object that has one or more abilities, but no other characteristics.
|
||
113.2. An effect that creates an emblem is written “[Player] gets an emblem with [ability].” This means
|
||
that [player] puts an emblem with [ability] into the command zone. The emblem is both owned and
|
||
controlled by that player.
|
||
113.3. An emblem has no characteristics other than the abilities defined by the effect that created it. In
|
||
particular, an emblem has no name, no types, no mana cost, no color, and no expansion symbol.
|
||
113.4. Abilities of emblems function in the command zone.
|
||
113.5. An emblem is neither a card nor a permanent. Emblem isn’t a card type.
|
||
114. Targets
|
||
114.1. Some spells and abilities require their controller to choose one or more targets for them. The
|
||
targets are object(s), player(s), and/or zone(s) the spell or ability will affect. These targets are
|
||
declared as part of the process of putting the spell or ability on the stack. The targets can’t be
|
||
changed except by another spell or ability that explicitly says it can do so.
|
||
114.1a An instant or sorcery spell is targeted if its spell ability identifies something it will affect by
|
||
using the phrase “target [something],” where the “something” is a phrase that describes an
|
||
object, player, or zone. The target(s) are chosen as the spell is cast; see rule 601.2c. (If an
|
||
activated or triggered ability of an instant or sorcery uses the word target, that ability is targeted,
|
||
but the spell is not.)
|
||
Example: A sorcery card has the ability “When you cycle this card, target creature gets
|
||
-1/-1 until end of turn.” This triggered ability is targeted, but that doesn’t make the card
|
||
it’s on targeted.
|
||
114.1b Aura spells are always targeted. These are the only permanent spells with targets. An Aura’s
|
||
target is specified by its enchant keyword ability (see rule 702.5, “Enchant”). The target(s) are
|
||
|
||
chosen as the spell is cast; see rule 601.2c. An Aura permanent doesn’t target anything; only the
|
||
spell is targeted. (An activated or triggered ability of an Aura permanent can also be targeted.)
|
||
114.1c An activated ability is targeted if it identifies something it will affect by using the phrase
|
||
“target [something],” where the “something” is a phrase that describes an object, player, or
|
||
zone. The target(s) are chosen as the ability is activated; see rule 602.2b.
|
||
114.1d A triggered ability is targeted if it identifies something it will affect by using the phrase
|
||
“target [something],” where the “something” is a phrase that describes an object, player, or
|
||
zone. The target(s) are chosen as the ability is put on the stack; see rule 603.3d.
|
||
114.1e Some keyword abilities, such as equip and provoke, represent targeted activated or triggered
|
||
abilities. In those cases, the phrase “target [something]” appears in the rule for that keyword
|
||
ability rather than in the ability itself. (The keyword’s reminder text will often contain the word
|
||
“target.”) See rule 702, “Keyword Abilities.”
|
||
114.2. Only permanents are legal targets for spells and abilities, unless a spell or ability (a) specifies
|
||
that it can target an object in another zone or a player, (b) targets an object that can’t exist on the
|
||
battlefield, such as a spell or ability, or (c) targets a zone.
|
||
114.3. The same target can’t be chosen multiple times for any one instance of the word “target” on a
|
||
spell or ability. If the spell or ability uses the word “target” in multiple places, the same object,
|
||
player, or zone can be chosen once for each instance of the word “target” (as long as it fits the
|
||
targeting criteria). This rule applies both when choosing targets for a spell or ability and when
|
||
changing targets or choosing new targets for a spell or ability (see rule 114.6).
|
||
114.4. A spell or ability on the stack is an illegal target for itself.
|
||
114.5. Spells and abilities that can have zero or more targets are targeted only if one or more targets
|
||
have been chosen for them.
|
||
114.6. Some effects allow a player to change the target(s) of a spell or ability, and other effects allow a
|
||
player to choose new targets for a spell or ability.
|
||
114.6a If an effect allows a player to “change the target(s)” of a spell or ability, each target can be
|
||
changed only to another legal target. If a target can’t be changed to another legal target, the
|
||
original target is unchanged, even if the original target is itself illegal by then. If all the targets
|
||
aren’t changed to other legal targets, none of them are changed.
|
||
114.6b If an effect allows a player to “change a target” of a spell or ability, the process described in
|
||
rule 114.6a is followed, except that only one of those targets may be changed (rather than all of
|
||
them or none of them).
|
||
114.6c If an effect allows a player to “change any targets” of a spell or ability, the process described
|
||
in rule 114.6a is followed, except that any number of those targets may be changed (rather than
|
||
all of them or none of them).
|
||
114.6d If an effect allows a player to “choose new targets” for a spell or ability, the player may
|
||
leave any number of the targets unchanged, even if those targets would be illegal. If the player
|
||
chooses to change some or all of the targets, the new targets must be legal and must not cause
|
||
any unchanged targets to become illegal.
|
||
114.6e When changing targets or choosing new targets for a spell or ability, only the final set of
|
||
targets is evaluated to determine whether the change is effective.
|
||
Example: Arc Trail is an instant that reads “Arc Trail deals 2 damage to target creature
|
||
or player and 1 damage to another target creature or player.” The current targets of
|
||
|
||
Arc Trail are Runeclaw Bear and Llanowar Elves, in that order. You cast Redirect, an
|
||
instant that reads “You may choose new targets for target spell,” targeting Arc Trail.
|
||
You can change the first target to Llanowar Elves and change the second target to
|
||
Runeclaw Bear.
|
||
114.7. Modal spells and abilities may have different targeting requirements for each mode. An effect
|
||
that allows a player to change the target(s) of a modal spell or ability, or to choose new targets for a
|
||
modal spell or ability, doesn’t allow that player to change its mode. (See rule 700.2.)
|
||
114.8. Some objects check what another spell or ability is targeting. Depending on the wording, these
|
||
may check the current state of the targets, the state of the targets at the time they were selected, or
|
||
both.
|
||
114.8a An object that looks for a “[spell or ability] with a single target” checks the number of times
|
||
any objects, players, or zones became the target of that spell or ability when it was put on the
|
||
stack, not the number of its targets that are currently legal. If the same object, player, or zone
|
||
became a target more than once, each of those instances is counted separately.
|
||
114.8b An object that looks for a “[spell or ability] that targets [something]” checks the current state
|
||
of that spell or ability’s targets. If an object it targets is still in the zone it’s expected to be in or a
|
||
player it targets is still in the game, that target’s current information is used, even if it’s not
|
||
currently legal for that spell or ability. If an object it targets is no longer in the zone it’s
|
||
expected to be in or a player it targets is no longer in the game, that target is ignored; its last
|
||
known information is not used.
|
||
114.8c An object that looks for a “[spell or ability] that targets only [something]” checks the
|
||
number of different objects or players that became the target of that spell or ability when it was
|
||
put on the stack (as modified by effects that changed those targets), not the number of those
|
||
objects or players that are currently legal targets. If that number is one (even if the spell or
|
||
ability targets that object or player multiple times), the current state of that spell or ability’s
|
||
target is checked as described in rule 114.8b.
|
||
114.9. Spells and abilities can affect objects and players they don’t target. In general, those objects and
|
||
players aren’t chosen until the spell or ability resolves. See rule 608, “Resolving Spells and
|
||
Abilities.”
|
||
114.9a Just because an object or player is being affected by a spell or ability doesn’t make that
|
||
object or player a target of that spell or ability. Unless that object or player is identified by the
|
||
word “target” in the text of that spell or ability, or the rule for that keyword ability, it’s not a
|
||
target.
|
||
114.9b In particular, the word “you” in an object’s text doesn’t indicate a target.
|
||
115. Special Actions
|
||
115.1. Special actions are actions a player may take when he or she has priority that don’t use the stack.
|
||
These are not to be confused with turn-based actions and state-based actions, which the game
|
||
generates automatically. (See rule 703, “Turn-Based Actions,” and rule 704, “State-Based
|
||
Actions.”)
|
||
115.2. There are six special actions:
|
||
115.2a Playing a land is a special action. To play a land, a player puts that land onto the battlefield
|
||
from the zone it was in (usually that player’s hand). A player can take this action any time he or
|
||
she has priority and the stack is empty during a main phase of his or her turn, but only if he or
|
||
she hasn’t yet played a land that turn. See rule 305, “Lands.”
|
||
|
||
115.2b Turning a face-down creature face up is a special action. A player can take this action any
|
||
time he or she has priority. See rule 707, “Face-Down Spells and Permanents.”
|
||
115.2c Some effects allow a player to take an action at a later time, usually to end a continuous
|
||
effect or to stop a delayed triggered ability from triggering. Doing so is a special action. A
|
||
player can take such an action any time he or she has priority, but only if the ability or effect
|
||
allows it.
|
||
115.2d Some effects from static abilities allow a player to take an action to ignore the effect from
|
||
that ability for a duration. Doing so is a special action. A player can take such an action any time
|
||
he or she has priority.
|
||
115.2e A player who has a card with suspend in his or her hand may exile that card. This is a special
|
||
action. A player can take this action any time he or she has priority, but only if he or she could
|
||
begin to cast that card by putting it onto the stack. See rule 702.60, “Suspend.”
|
||
115.2f In a Planar Magic game, rolling the planar die is a special action. A player can take this
|
||
action any time he or she has priority and the stack is empty during a main phase of his or her
|
||
turn. Taking this action costs a player an amount of mana equal to the number of times he or she
|
||
has previously taken this action on that turn. See rule 901, “Planar Magic.”
|
||
115.3. If a player takes a special action, that player receives priority afterward.
|
||
116. Timing and Priority
|
||
116.1. Unless a spell or ability is instructing a player to take an action, which player can take actions at
|
||
any given time is determined by a system of priority. The player with priority may cast spells,
|
||
activate abilities, and take special actions.
|
||
116.1a A player may cast an instant spell any time he or she has priority. A player may cast a
|
||
noninstant spell during his or her main phase any time he or she has priority and the stack is
|
||
empty.
|
||
116.1b A player may activate an activated ability any time he or she has priority.
|
||
116.1c A player may take some special actions any time he or she has priority. A player may take
|
||
other special actions during his or her main phase any time he or she has priority and the stack is
|
||
empty. See rule 115, “Special Actions.”
|
||
116.1d A player may activate a mana ability whenever he or she has priority, whenever he or she is
|
||
casting a spell or activating an ability that requires a mana payment, or whenever a rule or effect
|
||
asks for a mana payment (even in the middle of casting or resolving a spell or activating or
|
||
resolving an ability).
|
||
116.2. Other kinds of abilities and actions are automatically generated or performed by the game rules,
|
||
or are performed by players without receiving priority.
|
||
116.2a Triggered abilities can trigger at any time, including while a spell is being cast, an ability is
|
||
being activated, or a spell or ability is resolving. (See rule 603, “Handling Triggered Abilities.”)
|
||
However, nothing actually happens at the time an ability triggers. Each time a player would
|
||
receive priority, each ability that has triggered but hasn’t yet been put on the stack is put on the
|
||
stack. See rule 116.5.
|
||
116.2b Static abilities continuously affect the game. Priority doesn’t apply to them. (See rule 604,
|
||
“Handling Static Abilities,” and rule 611, “Continuous Effects.”)
|
||
|
||
116.2c Turn-based actions happen automatically when certain steps or phases begin. They’re dealt
|
||
with before a player would receive priority. See rule 116.3a. Turn-based actions also happen
|
||
automatically when each step and phase ends; no player receives priority afterward. See rule
|
||
703, “Turn-Based Actions.”
|
||
116.2d State-based actions happen automatically when certain conditions are met. See rule 704.
|
||
They’re dealt with before a player would receive priority. See rule 116.5.
|
||
116.2e Resolving spells and abilities may instruct players to make choices or take actions, or may
|
||
allow players to activate mana abilities. Even if a player is doing so, no player has priority while
|
||
a spell or ability is resolving. See rule 608, “Resolving Spells and Abilities.”
|
||
116.3. Which player has priority is determined by the following rules:
|
||
116.3a The active player receives priority at the beginning of most steps and phases, after any turn-
|
||
based actions (such as drawing a card during the draw step; see rule 703) have been dealt with
|
||
and abilities that trigger at the beginning of that phase or step have been put on the stack. No
|
||
player receives priority during the untap step. Players usually don’t get priority during the
|
||
cleanup step (see rule 514.3).
|
||
116.3b The active player receives priority after a spell or ability (other than a mana ability) resolves.
|
||
116.3c If a player has priority when he or she casts a spell, activates an ability, or takes a special
|
||
action, that player receives priority afterward.
|
||
116.3d If a player has priority and chooses not to take any actions, that player passes. If any mana is
|
||
in that player’s mana pool, he or she announces what mana is there. Then the next player in turn
|
||
order receives priority.
|
||
116.4. If all players pass in succession (that is, if all players pass without taking any actions in between
|
||
passing), the spell or ability on top of the stack resolves or, if the stack is empty, the phase or step
|
||
ends.
|
||
116.5. Each time a player would get priority, the game first performs all applicable state-based actions
|
||
as a single event (see rule 704, “State-Based Actions”), then repeats this process until no state-based
|
||
actions are performed. Then triggered abilities are put on the stack (see rule 603, “Handling
|
||
Triggered Abilities”). These steps repeat in order until no further state-based actions are performed
|
||
and no abilities trigger. Then the player who would have received priority does so.
|
||
116.6. In a multiplayer game using the shared team turns option, teams rather than individual players
|
||
have priority. See rule 805, “Shared Team Turns Option.”
|
||
116.7. If a player with priority casts a spell or activates an activated ability while another spell or ability
|
||
is already on the stack, the new spell or ability has been cast or activated “in response to” the earlier
|
||
spell or ability. The new spell or ability will resolve first. See rule 608, “Resolving Spells and
|
||
Abilities.”
|
||
117. Costs
|
||
117.1. A cost is an action or payment necessary to take another action or to stop another action from
|
||
taking place. To pay a cost, a player carries out the instructions specified by the spell, ability, or
|
||
effect that contains that cost.
|
||
|
||
117.2. If a cost includes a mana payment, the player paying the cost has a chance to activate mana
|
||
abilities. Paying the cost to cast a spell or activate an activated ability follows the steps in rules
|
||
601.2e–g.
|
||
117.3. A player can’t pay a cost unless he or she has the necessary resources to pay it fully. For
|
||
example, a player with only 1 life can’t pay a cost of 2 life, and a permanent that’s already tapped
|
||
can’t be tapped to pay a cost. See rule 202, “Mana Cost and Color,” and rule 602, “Activating
|
||
Activated Abilities.”
|
||
117.3a Paying mana is done by removing the indicated mana from a player’s mana pool. (Players
|
||
can always pay 0 mana.) If excess mana remains in that player’s mana pool after making that
|
||
payment, the player announces what mana is still there.
|
||
117.3b Paying life is done by subtracting the indicated amount of life from a player’s life total.
|
||
(Players can always pay 0 life.)
|
||
117.3c Activating mana abilities is not mandatory, even if paying a cost is.
|
||
Example: A player controls Thorn of Amethyst, which says “Noncreature spells cost {1}
|
||
more to cast.” Another player removes the last time counter from a suspended sorcery
|
||
card. That player must cast that spell if able, but doing so costs {1}. The player is forced
|
||
to spend {1} if enough mana is in his or her mana pool, but the player isn’t forced to
|
||
activate a mana ability to produce that {1}. If he or she doesn’t, the card simply remains
|
||
exiled.
|
||
117.4. Some costs include an {X} or an X. See rule 107.3.
|
||
117.5. Some costs are represented by {0}, or are reduced to {0}. The action necessary for a player to
|
||
pay such a cost is the player’s acknowledgment that he or she is paying it. Even though such a cost
|
||
requires no resources, it’s not automatically paid.
|
||
117.5a A spell whose mana cost is {0} must still be cast the same way as one with a cost greater
|
||
than zero; it won’t cast itself automatically. The same is true for an activated ability whose cost
|
||
is {0}.
|
||
117.6. Some mana costs contain no mana symbols. This represents an unpayable cost. An ability can
|
||
also have an unpayable cost if its cost is based on the mana cost of an object with no mana cost.
|
||
Attempting to cast a spell or activate an ability that has an unpayable cost is a legal action.
|
||
However, attempting to pay an unpayable cost is an illegal action.
|
||
117.6a If an unpayable cost is increased by an effect or an additional cost is imposed, the cost is still
|
||
unpayable. If an alternative cost is applied to an unpayable cost, including an effect that allows a
|
||
player to cast a spell without paying its mana cost, the alternative cost may be paid.
|
||
117.7. What a player actually needs to do to pay a cost may be changed or reduced by effects. If the
|
||
mana component of a cost is reduced to nothing by cost reduction effects, it’s considered to be {0}.
|
||
Paying a cost changed or reduced by an effect counts as paying the original cost.
|
||
117.7a If a cost is reduced by an amount of colored mana, but its colored mana component doesn’t
|
||
contain mana of that color, the cost is reduced by that amount of generic mana.
|
||
117.7b If a cost is reduced by an amount of colored mana that exceeds its mana component of that
|
||
color, the cost’s mana component of that color is reduced to nothing and the cost’s generic mana
|
||
component is reduced by the difference.
|
||
117.7c If a cost is reduced by an amount of mana represented by a hybrid mana symbol, the player
|
||
paying that cost chooses one half of that symbol at the time the cost reduction is applied (see
|
||
|
||
rule 601.2e). If a colored half is chosen, the cost is reduced by one mana of that color. If a
|
||
colorless half is chosen, the cost is reduced by an amount of generic mana equal to that half’s
|
||
number.
|
||
117.7d If a cost is reduced by an amount of mana represented by a Phyrexian mana symbol, the cost
|
||
is reduced by one mana of that symbol’s color.
|
||
117.8. Some spells and abilities have additional costs. An additional cost is a cost listed in a spell’s
|
||
rules text, or applied to a spell or ability from another effect, that its controller must pay at the same
|
||
time that player pays the spell’s mana cost or the ability’s activation cost. A cost is an additional
|
||
cost only if it’s phrased using the word “additional.” Note that some additional costs are listed in
|
||
keywords; see rule 702.
|
||
117.8a Any number of additional costs may be applied to a spell as it’s being cast or to an ability as
|
||
it’s being activated. The controller of the spell or ability announces his or her intentions to pay
|
||
any or all of those costs as described in rule 601.2b.
|
||
117.8b Some additional costs are optional.
|
||
117.8c Additional costs don’t change a spell’s mana cost, only what its controller has to pay to cast
|
||
it. Spells and abilities that ask for that spell’s mana cost still see the original value.
|
||
117.8d Some effects increase the cost to cast a spell or activate an ability without using the word
|
||
“additional.” Those are not additional costs, and are not considered until determining the total
|
||
cost of a spell or ability as described in rule 601.2e.
|
||
117.9. Some spells have alternative costs. An alternative cost is a cost listed in a spell’s text, or applied
|
||
to it from another effect, that its controller may pay rather than paying the spell’s mana cost.
|
||
Alternative costs are usually phrased, “You may [action] rather than pay [this object’s] mana cost,”
|
||
or “You may cast [this object] without paying its mana cost.” Note that some alternative costs are
|
||
listed in keywords; see rule 702.
|
||
117.9a Only one alternative cost can be applied to any one spell as it’s being cast. The controller of
|
||
the spell announces his or her intentions to pay that cost as described in rule 601.2b.
|
||
117.9b Alternative costs are always optional.
|
||
117.9c An alternative cost doesn’t change a spell’s mana cost, only what its controller has to pay to
|
||
cast it. Spells and abilities that ask for that spell’s mana cost still see the original value.
|
||
117.9d If an alternative cost is being paid to cast a spell, any additional costs, cost increases, and
|
||
cost reductions that affect that spell are applied to that alternative cost. (See rule 601.2e.)
|
||
117.10. Each payment of a cost applies to only one spell, ability, or effect. For example, a player can’t
|
||
sacrifice just one creature to activate the activated abilities of two permanents that each require
|
||
sacrificing a creature as a cost. Also, the resolution of a spell or ability doesn’t pay another spell or
|
||
ability’s cost, even if part of its effect is doing the same thing the other cost asks for.
|
||
117.11. The actions performed when paying a cost may be modified by effects. Even if they are,
|
||
meaning the actions that are performed don’t match the actions that are called for, the cost has still
|
||
been paid.
|
||
Example: A player controls Psychic Vortex, an enchantment with a cumulative upkeep cost
|
||
of “Draw a card,” and Obstinate Familiar, a creature that says “If you would draw a card,
|
||
you may skip that draw instead.” The player may decide to pay Psychic Vortex’s cumulative
|
||
upkeep cost and then draw no cards instead of drawing the appropriate amount. The
|
||
cumulative upkeep cost has still been paid.
|
||
|
||
117.12. Some spells, activated abilities, and triggered abilities read, “[Do something]. If [a player]
|
||
[does or doesn’t], [effect].” or “[A player] may [do something]. If [that player] [does or doesn’t],
|
||
[effect].” The action [do something] is a cost, paid when the spell or ability resolves. The “If [a
|
||
player] [does or doesn’t]” clause checks whether the player chose to pay an optional cost or started
|
||
to pay a mandatory cost, regardless of what events actually occurred.
|
||
Example: You control Hesitation, an enchantment that says “When a player casts a spell,
|
||
sacrifice Hesitation. If you do, counter that spell.” A spell is cast, causing Hesitation’s
|
||
ability to trigger. Then an ability is activated that exiles Hesitation. When Hesitation’s
|
||
ability resolves, you’re unable to pay the “sacrifice Hesitation” cost. The spell is not
|
||
countered.
|
||
Example: Your opponent has cast Gather Specimens, a spell that says “If a creature would
|
||
enter the battlefield under an opponent’s control this turn, it enters the battlefield under
|
||
your control instead.” You control a face-down Dermoplasm, a creature with morph that
|
||
says “When Dermoplasm is turned face up, you may put a creature card with morph from
|
||
your hand onto the battlefield face up. If you do, return Dermoplasm to its owner’s hand.”
|
||
You turn Dermoplasm face up, and you choose to put a creature card with morph from your
|
||
hand onto the battlefield. Due to Gather Specimens, it enters the battlefield under your
|
||
opponent’s control instead of yours. However, since you chose to pay the cost, Dermoplasm
|
||
is still returned to its owner’s hand.
|
||
117.12a Some spells, activated abilities, and triggered abilities read, “[Do something] unless you
|
||
[do something else].” This means the same thing as “You may [do something else]. If you don’t,
|
||
[do something].”
|
||
118. Life
|
||
118.1. Each player begins the game with a life total of 20.
|
||
118.1a In a Two-Headed Giant game, each team begins the game with a shared life total of 30
|
||
instead; see rule 810, “Two-Headed Giant Variant.”
|
||
118.1b In a Vanguard game, each player begins the game with a starting life total of 20, as modified
|
||
by his or her vanguard card’s life modifier. See rule 902, “Vanguard.”
|
||
118.1c In a Commander game, each player begins the game with a starting life total of 40 instead;
|
||
see rule 903, “Commander.”
|
||
118.1d In an Archenemy game, the archenemy begins the game with a starting life total of 40
|
||
instead; see rule 904, “Archenemy.”
|
||
118.2. Damage dealt to a player normally causes that player to lose that much life. See rule 119.3.
|
||
118.3. If an effect causes a player to gain life or lose life, that player’s life total is adjusted accordingly.
|
||
118.4. If a cost or effect allows a player to pay an amount of life greater than 0, the player may do so
|
||
only if his or her life total is greater than or equal to the amount of the payment. If a player pays
|
||
life, the payment is subtracted from his or her life total; in other words, the player loses that much
|
||
life. (Players can always pay 0 life.)
|
||
118.4a If a cost or effect allows a player to pay an amount of life greater than 0 in a Two-Headed
|
||
Giant game, the player may do so only if his or her team’s life total is greater than or equal to
|
||
the total amount of life both team members are paying for that cost or effect. If a player pays
|
||
life, the payment is subtracted from his or her team’s life total. (Players can always pay 0 life.)
|
||
|
||
118.5. If an effect sets a player’s life total to a specific number, the player gains or loses the necessary
|
||
amount of life to end up with the new total.
|
||
118.6. If a player has 0 or less life, that player loses the game as a state-based action. See rule 704.
|
||
118.7. If an effect says that a player can’t gain life, that player can’t exchange life totals with a player
|
||
who has a higher life total; in that case, the exchange won’t happen. In addition, a cost that involves
|
||
having that player gain life can’t be paid, and a replacement effect that would replace a life gain
|
||
event affecting that player won’t do anything.
|
||
118.8. If an effect says that a player can’t lose life, that player can’t exchange life totals with a player
|
||
who has a lower life total; in that case, the exchange won’t happen. In addition, a cost that involves
|
||
having that player pay life can’t be paid.
|
||
118.9. Some triggered abilities are written, “Whenever [a player] gains life, . . . .” Such abilities are
|
||
treated as though they are written, “Whenever a source causes [a player] to gain life, . . . .”
|
||
Example: A player controls Ajani’s Pridemate, which reads “Whenever you gain life, you
|
||
may put a +1/+1 counter on Ajani’s Pridemate,” and two creatures with lifelink. The
|
||
creatures with lifelink deal combat damage simultaneously. Ajani’s Pridemate’s ability
|
||
triggers twice.
|
||
119. Damage
|
||
119.1. Objects can deal damage to creatures, planeswalkers, and players. This is generally detrimental
|
||
to the object or player that receives that damage. An object that deals damage is the source of that
|
||
damage.
|
||
119.1a Damage can’t be dealt to an object that’s neither a creature nor a planeswalker.
|
||
119.2. Any object can deal damage.
|
||
119.2a Damage may be dealt as a result of combat. Each attacking and blocking creature deals
|
||
combat damage equal to its power during the combat damage step.
|
||
119.2b Damage may be dealt as an effect of a spell or ability. The spell or ability will specify which
|
||
object deals that damage.
|
||
119.3. Damage may have one or more of the following results, depending on whether the recipient of
|
||
the damage is a player or permanent, the characteristics of the damage’s source, and the
|
||
characteristics of the damage’s recipient (if it’s a permanent).
|
||
119.3a Damage dealt to a player by a source without infect causes that player to lose that much life.
|
||
119.3b Damage dealt to a player by a source with infect causes that player to get that many poison
|
||
counters.
|
||
119.3c Damage dealt to a planeswalker causes that many loyalty counters to be removed from that
|
||
planeswalker.
|
||
119.3d Damage dealt to a creature by a source with wither and/or infect causes that many -1/-1
|
||
counters to be put on that creature.
|
||
119.3e Damage dealt to a creature by a source with neither wither nor infect causes that much
|
||
damage to be marked on that creature.
|
||
|
||
119.3f Damage dealt by a source with lifelink causes that source’s controller to gain that much life,
|
||
in addition to the damage’s other results.
|
||
119.4. Damage is processed in a three-part sequence.
|
||
119.4a First, damage is dealt, as modified by replacement and prevention effects that interact with
|
||
damage. (See rule 614, “Replacement Effects,” and rule 615, “Prevention Effects.”) Abilities
|
||
that trigger when damage is dealt trigger now and wait to be put on the stack.
|
||
119.4b Next, damage that’s been dealt is transformed into its results, as modified by replacement
|
||
effects that interact with those results (such as life loss or counters).
|
||
119.4c Finally, the damage event occurs.
|
||
Example: A player who controls Boon Reflection, an enchantment that says “If you
|
||
would gain life, you gain twice that much life instead,” attacks with a 3/3 creature with
|
||
wither and lifelink. It’s blocked by a 2/2 creature, and the defending player casts a spell
|
||
that prevents the next 2 damage that would be dealt to the blocking creature. The
|
||
damage event starts out as [3 damage is dealt to the 2/2 creature, 2 damage is dealt to
|
||
the 3/3 creature]. The prevention effect is applied, so the damage event becomes [1
|
||
damage is dealt to the 2/2 creature, 2 damage is dealt to the 3/3 creature]. That’s
|
||
transformed into its results, so the damage event is now [one -1/-1 counter is put on the
|
||
2/2 creature, the active player gains 1 life, 2 damage is marked on the 3/3 creature].
|
||
Boon Reflection’s effect is applied, so the damage event becomes [one -1/-1 counter is
|
||
put on the 2/2 creature, the active player gains 2 life, 2 damage is marked on the 3/3
|
||
creature]. Then the damage event occurs.
|
||
Example: The defending player controls a creature and Worship, an enchantment that
|
||
says “If you control a creature, damage that would reduce your life total to less than 1
|
||
reduces it to 1 instead.” That player is at 2 life, and is being attacked by two unblocked
|
||
5/5 creatures. The player casts Awe Strike, which says “The next time target creature
|
||
would deal damage this turn, prevent that damage. You gain life equal to the damage
|
||
prevented this way,” targeting one of the attackers. The damage event starts out as [10
|
||
damage is dealt to the defending player]. Awe Strike’s effect is applied, so the damage
|
||
event becomes [5 damage is dealt to the defending player, the defending player gains 5
|
||
life]. That’s transformed into its results, so the damage event is now [the defending
|
||
player loses 5 life, the defending player gains 5 life]. Worship’s effect sees that the
|
||
damage event would not reduce the player’s life total to less than 1, so Worship’s effect
|
||
is not applied. Then the damage event occurs.
|
||
119.5. Damage dealt to a creature or planeswalker doesn’t destroy it. Likewise, the source of that
|
||
damage doesn’t destroy it. Rather, state-based actions may destroy a creature or planeswalker, or
|
||
otherwise put it into its owner’s graveyard, due to the results of the damage dealt to that permanent.
|
||
See rule 704.
|
||
Example: A player casts Lightning Bolt, an instant that says “Lightning Bolt deals 3
|
||
damage to target creature or player,” targeting a 2/2 creature. After Lightning Bolt deals 3
|
||
damage to that creature, the creature is destroyed as a state-based action. Neither Lightning
|
||
Bolt nor the damage dealt by Lightning Bolt destroyed that creature.
|
||
119.6. Damage marked on a creature remains until the cleanup step, even if that permanent stops being
|
||
a creature. If the total damage marked on a creature is greater than or equal to its toughness, that
|
||
creature has been dealt lethal damage and is destroyed as a state-based action (see rule 704). All
|
||
damage marked on a permanent is removed when it regenerates (see rule 701.11, “Regenerate”) and
|
||
during the cleanup step (see rule 514.2).
|
||
119.7. The source of damage is the object that dealt it. If an effect requires a player to choose a source
|
||
of damage, he or she may choose a permanent; a spell on the stack (including a permanent spell);
|
||
any object referred to by an object on the stack, by a prevention or replacement effect that’s waiting
|
||
|
||
to apply, or by a delayed triggered ability that’s waiting to trigger (even if that object is no longer in
|
||
the zone it used to be in); or, in certain casual variant games, a face-up card in the command zone.
|
||
A source doesn’t need to be capable of dealing damage to be a legal choice. See rule 609.7,
|
||
“Sources of Damage.”
|
||
119.8. If a source would deal 0 damage, it does not deal damage at all. That means abilities that trigger
|
||
on damage being dealt won’t trigger. It also means that replacement effects that would increase the
|
||
damage dealt by that source, or would have that source deal that damage to a different object or
|
||
player, have no event to replace, so they have no effect.
|
||
120. Drawing a Card
|
||
120.1. A player draws a card by putting the top card of his or her library into his or her hand. This is
|
||
done as a turn-based action during each player’s draw step. It may also be done as part of a cost or
|
||
effect of a spell or ability.
|
||
120.2. Cards may only be drawn one at a time. If a player is instructed to draw multiple cards, that
|
||
player performs that many individual card draws.
|
||
120.2a If an effect instructs more than one player to draw cards, the active player performs all of his
|
||
or her draws first, then each other player in turn order does the same.
|
||
120.2b If an effect instructs more than one player to draw cards in a game that’s using the shared
|
||
team turns option (such as a Two-Headed Giant game), first each player on the active team, in
|
||
whatever order that team likes, performs his or her draws, then each player on each nonactive
|
||
team in turn order does the same.
|
||
120.3. If there are no cards in a player’s library and an effect offers that player the choice to draw a
|
||
card, that player can choose to do so. However, if an effect says that a player can’t draw cards and
|
||
another effect offers that player the choice to draw a card, that player can’t choose to do so.
|
||
120.3a The same principles apply if the player who’s making the choice is not the player who
|
||
would draw the card. If the latter player has no cards in his or her library, the choice can be
|
||
taken. If an effect says that the latter player can’t draw a card, the choice can’t be taken.
|
||
120.4. A player who attempts to draw a card from a library with no cards in it loses the game the next
|
||
time a player would receive priority. (This is a state-based action. See rule 704.)
|
||
120.5. If an effect moves cards from a player’s library to that player’s hand without using the word
|
||
“draw,” the player has not drawn those cards. This makes a difference for abilities that trigger on
|
||
drawing cards and effects that replace card draws, as well as if the player’s library is empty.
|
||
120.6. Some effects replace card draws.
|
||
120.6a An effect that replaces a card draw is applied even if no cards could be drawn because there
|
||
are no cards in the affected player’s library.
|
||
120.6b If an effect replaces a draw within a sequence of card draws, the replacement effect is
|
||
completed before resuming the sequence.
|
||
120.6c Some effects perform additional actions on a card after it’s drawn. If the draw is replaced,
|
||
the additional action is not performed on any cards that are drawn as a result of that replacement
|
||
effect or any subsequent replacement effects.
|
||
|
||
120.7. Some replacement effects and prevention effects result in multiple card draws. In such a case,
|
||
any parts of the original event that haven’t been replaced by the effect occur first, then the card
|
||
draws happen one at a time.
|
||
121. Counters
|
||
121.1. A counter is a marker placed on an object or player that modifies its characteristics and/or
|
||
interacts with a rule, ability, or effect. Counters are not objects and have no characteristics. Notably,
|
||
a counter is not a token, and a token is not a counter. Counters with the same name or description
|
||
are interchangeable.
|
||
121.1a A +X/+Y counter on a creature or on a creature card in a zone other than the battlefield,
|
||
where X and Y are numbers, adds X to that object’s power and Y to that object’s toughness.
|
||
Similarly, -X/-Y counters subtract from power and toughness. See rule 613.3.
|
||
121.1b The number of loyalty counters on a planeswalker on the battlefield indicates how much
|
||
loyalty it has. A planeswalker with 0 loyalty is put into its owner’s graveyard as a state-based
|
||
action. See rule 704.
|
||
121.1c. If a player has ten or more poison counters, he or she loses the game as a state-based action.
|
||
See rule 704. A player is “poisoned” if he or she has one or more poison counters. (See rule 810
|
||
for additional rules for Two-Headed Giant games.)
|
||
121.2. Counters on an object are not retained if that object moves from one zone to another. The
|
||
counters are not “removed”; they simply cease to exist. See rule 400.7.
|
||
121.3. If a permanent has both a +1/+1 counter and a -1/-1 counter on it, N +1/+1 and N -1/-1 counters
|
||
are removed from it as a state-based action, where N is the smaller of the number of +1/+1 and -1/-1
|
||
counters on it. See rule 704.
|
||
121.4. If a permanent with an ability that says it can’t have more than N counters of a certain kind on it
|
||
has more than N counters of that kind on it, all but N of those counters are removed from it as a
|
||
state-based action. See rule 704.
|
||
121.5. If an effect says to “move” a counter, it means to take that counter from the object it’s currently
|
||
on and put it onto a second object. If the first and second objects are the same object, nothing
|
||
happens. If the first object has no counters, nothing happens; the second object doesn’t get a counter
|
||
put on it. If the second object (or any possible second objects) is no longer in the correct zone when
|
||
the effect would move the counter, nothing happens; a counter isn’t removed from the first object.
|
||
121.6. If a spell or ability refers to a counter being “placed” on a permanent, it means putting a counter
|
||
on that permanent while it’s on the battlefield, or that permanent entering the battlefield with a
|
||
counter on it as the result of a replacement effect (see rule 614.1c).
|
||
|
||
2. Parts of a Card
|
||
200. General
|
||
200.1. The parts of a card are name, mana cost, illustration, type line, expansion symbol, text box,
|
||
power and toughness, loyalty, hand modifier, life modifier, illustration credit, legal text, and
|
||
collector number. Some cards may have more than one of any or all of these parts.
|
||
200.2. Some parts of a card are also characteristics of the object that has them. See rule 109.3.
|
||
200.3. Some objects that aren’t cards (tokens, copies of cards, and copies of spells) have some of the
|
||
parts of a card, but only the ones that are also characteristics. See rule 110.5 and rule 706.
|
||
201. Name
|
||
201.1. The name of a card is printed on its upper left corner.
|
||
201.2. Two objects have the same name if the English versions of their names are identical.
|
||
201.3. If an effect instructs a player to name a card, the player must choose the name of a card that
|
||
exists in the Oracle card reference (see rule 108.1) and is legal in the format of the game the player
|
||
is playing. (See rule 100.6.) If the player wants to name a split card, the player must name both
|
||
halves of the split card. (See rule 708.) If the player wants to name a flip card’s alternative name,
|
||
the player may do so. (See rule 709.) A player may not choose the name of a token unless it’s also
|
||
the name of a card.
|
||
201.4. Text that refers to the object it’s on by name means just that particular object and not any other
|
||
objects with that name, regardless of any name changes caused by game effects.
|
||
201.4a If an ability’s effect grants another ability to an object, and that second ability refers to that
|
||
first ability’s source by name, the name refers only to the specific object that is that first
|
||
ability’s source, not to any other object with the same name.
|
||
Example: Saproling Burst has an ability that reads “Remove a fade counter from
|
||
Saproling Burst: Put a green Saproling creature token onto the battlefield. It has ‘This
|
||
creature’s power and toughness are each equal to the number of fade counters on
|
||
Saproling Burst.’” The ability granted to the token only looks at the Saproling Burst that
|
||
created the token, not at any other Saproling Burst on the battlefield.
|
||
201.4b If an ability of an object refers to that object by name, and an object with a different name
|
||
gains that ability, all instances of the first name in the gained ability should be treated as the
|
||
second name.
|
||
Example: Quicksilver Elemental says, in part, “{U}: Quicksilver Elemental gains all
|
||
activated abilities of target creature until end of turn.” If it gains an ability that says
|
||
“{B}: Regenerate Drudge Skeletons,” activating that ability will regenerate Quicksilver
|
||
Elemental, not the Drudge Skeletons it gained the ability from.
|
||
Example: Glacial Ray is an instant with “splice onto Arcane” that says “Glacial Ray
|
||
deals 2 damage to target creature or player.” If it’s spliced onto a Kodama’s Reach,
|
||
that Kodama’s Reach deals 2 damage to the target creature or player.
|
||
Example: Dimir Doppelganger says “{1}{U}{B}: Exile target creature card from a
|
||
graveyard. Dimir Doppelganger becomes a copy of that card and gains this ability.”
|
||
Dimir Doppelganger’s ability is activated targeting a Runeclaw Bear card. The
|
||
Doppelganger becomes a copy of Runeclaw Bear and gains an ability that should be
|
||
treated as saying “{1}{U}{B}: Exile target creature card from a graveyard. Runeclaw
|
||
Bear becomes a copy of that card and gains this ability.”
|
||
|
||
201.4c Text printed on some legendary cards refers to that card by a shortened version of its name.
|
||
This occurs only on a second reference or later; first references always use the card’s full name.
|
||
Instances of a card’s shortened name used in this manner are treated as though they used the
|
||
card’s full name.
|
||
201.5. If an ability of an object uses a phrase such as “this [something]” to identify an object, where
|
||
[something] is a characteristic, it is referring to that particular object, even if it isn’t the appropriate
|
||
characteristic at the time.
|
||
Example: An ability reads “Target creature gets +2/+2 until end of turn. Destroy that
|
||
creature at the beginning of the next end step.” The ability will destroy the object it gave
|
||
+2/+2 to even if that object isn’t a creature at the beginning of the next end step.
|
||
202. Mana Cost and Color
|
||
202.1. A card’s mana cost is indicated by mana symbols near the top of the card. (See rule 107.4.) On
|
||
most cards, these symbols are printed in the upper right corner. Some cards from the Future Sight
|
||
set have alternate frames in which the mana symbols appear to the left of the illustration.
|
||
202.1a The mana cost of an object represents what a player must spend from his or her mana pool to
|
||
cast that card. Unless an object’s mana cost includes Phyrexian mana symbols (see rule 107.4f),
|
||
paying that mana cost requires matching the color of any colored mana symbols as well as
|
||
paying the generic mana indicated in the cost.
|
||
202.1b Some objects have no mana cost. This normally includes all land cards, any other cards that
|
||
have no mana symbols where their mana cost would appear, tokens (unless the effect that
|
||
creates them specifies otherwise), and nontraditional Magic cards. Having no mana cost
|
||
represents an unpayable cost (see rule 117.6). Note that lands are played without paying any
|
||
costs (see rule 305, “Lands”).
|
||
202.2. An object is the color or colors of the mana symbols in its mana cost, regardless of the color of
|
||
its frame.
|
||
202.2a The five colors are white, blue, black, red, and green. The white mana symbol is represented
|
||
by {W}, blue by {U}, black by {B}, red by {R}, and green by {G}.
|
||
Example: An object with a mana cost of {2}{W} is white, an object with a mana cost of {2}
|
||
is colorless, and one with a mana cost of {2}{W}{B} is both white and black.
|
||
202.2b Objects with no colored mana symbols in their mana costs are colorless.
|
||
202.2c An object with two or more different colored mana symbols in its mana cost is each of the
|
||
colors of those mana symbols. Most multicolored cards are printed with a gold frame, but this is
|
||
not a requirement for a card to be multicolored.
|
||
202.2d An object with one or more hybrid mana symbols and/or Phyrexian mana symbols in its
|
||
mana cost is all of the colors of those mana symbols, in addition to any other colors the object
|
||
might be. (Most cards with hybrid mana symbols in their mana costs are printed in a two-tone
|
||
frame. See rule 107.4e.)
|
||
202.2e Effects may change an object’s color, give a color to a colorless object, or make a colored
|
||
object become colorless; see rule 105.3.
|
||
202.3. The converted mana cost of an object is a number equal to the total amount of mana in its mana
|
||
cost, regardless of color.
|
||
Example: A mana cost of {3}{U}{U} translates to a converted mana cost of 5.
|
||
202.3a The converted mana cost of an object with no mana cost is 0.
|
||
|
||
202.3b When calculating the converted mana cost of an object with an {X} in its mana cost, X is
|
||
treated as 0 while the object is not on the stack, and X is treated as the number chosen for it
|
||
while the object is on the stack.
|
||
202.3c When calculating the converted mana cost of an object with a hybrid mana symbol in its
|
||
mana cost, use the largest component of each hybrid symbol.
|
||
Example: The converted mana cost of a card with mana cost {1}{W/U}{W/U} is 3.
|
||
Example: The converted mana cost of a card with mana cost {2/B}{2/B}{2/B} is 6.
|
||
202.3d Each Phyrexian mana symbol in a card’s mana cost contributes 1 to its converted mana cost.
|
||
Example: The converted mana cost of a card with mana cost {1}{W/P}{W/P} is 3.
|
||
202.4. Any additional cost listed in an object’s rules text or imposed by an effect isn’t part of the mana
|
||
cost. (See rule 601, “Casting Spells.”) Such costs are paid at the same time as the spell’s other costs.
|
||
203. Illustration
|
||
203.1. The illustration is printed on the upper half of a card and has no effect on game play. For
|
||
example, a creature doesn’t have the flying ability unless stated in its rules text, even if it’s depicted
|
||
as flying.
|
||
204. Type Line
|
||
204.1. The type line is printed directly below the illustration. It contains the card’s card type(s). It also
|
||
contains the card’s subtype(s) and supertype(s), if applicable.
|
||
204.1a Some effects set an object’s card type. In such cases, the new card type(s) replaces any
|
||
existing card types. Counters, effects, and damage marked on the object remain with it, even if
|
||
they are meaningless to the new card type. Similarly, when an effect sets one or more of an
|
||
object’s subtypes, the new subtype(s) replaces any existing subtypes from the appropriate set
|
||
(creature types, land types, artifact types, enchantment types, planeswalker types, or spell
|
||
types). If an object’s card type is removed, the subtypes correlated with that card type will
|
||
remain if they are also the subtypes of a card type the object currently has; otherwise, they are
|
||
also removed for the entire time the object’s card type is removed. Removing an object’s
|
||
subtype doesn’t affect its card types at all.
|
||
204.1b Some effects change an object’s card type, supertype, or subtype but specify that the object
|
||
retains a prior card type, supertype, or subtype. In such cases, all the object’s prior card types,
|
||
supertypes, and subtypes are retained. This rule applies to effects that use the phrase “in addition
|
||
to its types” or that state that something is “still a [type, supertype, or subtype].” Some effects
|
||
state that an object becomes an “artifact creature”; these effects also allow the object to retain all
|
||
of its prior card types and subtypes.
|
||
Example: An ability reads, “All lands are 1/1 creatures that are still lands.” The
|
||
affected lands now have two card types: creature and land. If there were any lands that
|
||
were also artifacts before the ability’s effect applied to them, those lands would become
|
||
“artifact land creatures,” not just “creatures,” or “land creatures.” The effect allows
|
||
them to retain both the card type “artifact” and the card type “land.” In addition, each
|
||
land affected by the ability retains any land types and supertypes it had before the ability
|
||
took effect.
|
||
Example: An ability reads, “All artifacts are 1/1 artifact creatures.” If a permanent is
|
||
both an artifact and an enchantment, it will become an “artifact enchantment creature.”
|
||
204.2. Card Types
|
||
|
||
204.2a The card types are artifact, creature, enchantment, instant, land, plane, planeswalker,
|
||
scheme, sorcery, tribal, and vanguard. See section 3, “Card Types.”
|
||
204.2b Some objects have more than one card type (for example, an artifact creature). Such objects
|
||
satisfy the criteria for any effect that applies to any of their card types.
|
||
204.2c Tokens have card types even though they aren’t cards. The same is true of copies of spells
|
||
and copies of cards.
|
||
204.3. Subtypes
|
||
204.3a A card can have one or more subtypes printed on its type line.
|
||
204.3b Subtypes of each card type except plane are always single words and are listed after a long
|
||
dash. Each word after the dash is a separate subtype; such objects may have multiple types.
|
||
Subtypes of planes are also listed after a long dash, but may be multiple words; all words after
|
||
the dash are, collectively, a single subtype.
|
||
Example: “Basic Land — Mountain” means the card is a land with the subtype
|
||
Mountain. “Creature — Goblin Wizard” means the card is a creature with the subtypes
|
||
Goblin and Wizard. “Artifact — Equipment” means the card is an artifact with the
|
||
subtype Equipment.
|
||
204.3c If a card with multiple card types has one or more subtypes, each subtype is correlated to its
|
||
appropriate card type.
|
||
Example: Dryad Arbor’s type line says “Land Creature — Forest Dryad.” Forest is a
|
||
land type, and Dryad is a creature type.
|
||
204.3d If an effect instructs a player to choose a subtype, that player must choose one, and only one,
|
||
existing subtype, and the subtype he or she chooses must be for the appropriate card type. For
|
||
example, the player can’t choose a land type if an instruction requires choosing a creature type.
|
||
Example: When choosing a creature type, “Merfolk” or “Wizard” is acceptable, but
|
||
“Merfolk Wizard” is not. Words like “artifact,” “opponent,” “Swamp,” or “truck”
|
||
can’t be chosen because they aren’t creature types.
|
||
204.3e Many cards were printed with subtypes that are now obsolete. Many cards have retroactively
|
||
received subtypes. Use the Oracle card reference to determine what a card’s subtypes are. (See
|
||
rule 108.1.)
|
||
204.3f Artifacts have their own unique set of subtypes; these subtypes are called artifact types. The
|
||
artifact types are Contraption, Equipment (see rule 301.5), and Fortification (see rule 301.6).
|
||
204.3g Enchantments have their own unique set of subtypes; these subtypes are called enchantment
|
||
types. The enchantment types are Aura (see rule 303.4), and Shrine.
|
||
204.3h Lands have their own unique set of subtypes; these subtypes are called land types. The land
|
||
types are Desert, Forest, Island, Lair, Locus, Mine, Mountain, Plains, Power-Plant, Swamp,
|
||
Tower, and Urza’s.
|
||
Of that list, Forest, Island, Mountain, Plains, and Swamp are the basic land types. See rule
|
||
305.6.
|
||
204.3i Planeswalkers have their own unique set of subtypes; these subtypes are called planeswalker
|
||
types. The planeswalker types are Ajani, Bolas, Chandra, Elspeth, Garruk, Gideon, Jace, Karn,
|
||
Koth, Liliana, Nissa, Sarkhan, Sorin, Tezzeret, and Venser.
|
||
If two or more planeswalkers that share a planeswalker type are on the battlefield, all are put
|
||
into their owners’ graveyards. This “planeswalker uniqueness rule” is a state-based action. See
|
||
rule 704.
|
||
|
||
204.3j Instants and sorceries share their lists of subtypes; these subtypes are called spell types. The
|
||
spell types are Arcane and Trap.
|
||
204.3k Creatures and tribals share their lists of subtypes; these subtypes are called creature types.
|
||
The creature types are Advisor, Ally, Angel, Anteater, Antelope, Ape, Archer, Archon,
|
||
Artificer, Assassin, Assembly-Worker, Atog, Aurochs, Avatar, Badger, Barbarian, Basilisk, Bat,
|
||
Bear, Beast, Beeble, Berserker, Bird, Blinkmoth, Boar, Bringer, Brushwagg, Camarid, Camel,
|
||
Caribou, Carrier, Cat, Centaur, Cephalid, Chimera, Citizen, Cleric, Cockatrice, Construct,
|
||
Coward, Crab, Crocodile, Cyclops, Dauthi, Demon, Deserter, Devil, Djinn, Dragon, Drake,
|
||
Dreadnought, Drone, Druid, Dryad, Dwarf, Efreet, Elder, Eldrazi, Elemental, Elephant, Elf, Elk,
|
||
Eye, Faerie, Ferret, Fish, Flagbearer, Fox, Frog, Fungus, Gargoyle, Germ, Giant, Gnome, Goat,
|
||
Goblin, Golem, Gorgon, Graveborn, Gremlin, Griffin, Hag, Harpy, Hellion, Hippo, Hippogriff,
|
||
Homarid, Homunculus, Horror, Horse, Hound, Human, Hydra, Hyena, Illusion, Imp,
|
||
Incarnation, Insect, Jellyfish, Juggernaut, Kavu, Kirin, Kithkin, Knight, Kobold, Kor, Kraken,
|
||
Lammasu, Leech, Leviathan, Lhurgoyf, Licid, Lizard, Manticore, Masticore, Mercenary,
|
||
Merfolk, Metathran, Minion, Minotaur, Monger, Mongoose, Monk, Moonfolk, Mutant, Myr,
|
||
Mystic, Nautilus, Nephilim, Nightmare, Nightstalker, Ninja, Noggle, Nomad, Octopus, Ogre,
|
||
Ooze, Orb, Orc, Orgg, Ouphe, Ox, Oyster, Pegasus, Pentavite, Pest, Phelddagrif, Phoenix,
|
||
Pincher, Pirate, Plant, Praetor, Prism, Rabbit, Rat, Rebel, Reflection, Rhino, Rigger, Rogue,
|
||
Salamander, Samurai, Sand, Saproling, Satyr, Scarecrow, Scorpion, Scout, Serf, Serpent, Shade,
|
||
Shaman, Shapeshifter, Sheep, Siren, Skeleton, Slith, Sliver, Slug, Snake, Soldier, Soltari,
|
||
Spawn, Specter, Spellshaper, Sphinx, Spider, Spike, Spirit, Splinter, Sponge, Squid, Squirrel,
|
||
Starfish, Surrakar, Survivor, Tetravite, Thalakos, Thopter, Thrull, Treefolk, Triskelavite, Troll,
|
||
Turtle, Unicorn, Vampire, Vedalken, Viashino, Volver, Wall, Warrior, Weird, Whale, Wizard,
|
||
Wolf, Wolverine, Wombat, Worm, Wraith, Wurm, Yeti, Zombie, and Zubera.
|
||
204.3m Planes have their own unique set of subtypes; these subtypes are called planar types. The
|
||
planar types are Alara, Arkhos, Bolas’s Meditation Realm, Dominaria, Equilor, Iquatana, Ir,
|
||
Kaldheim, Kamigawa, Karsus, Lorwyn, Luvion, Mercadia, Mirrodin, Moag, Muraganda,
|
||
Phyrexia, Pyrulea, Rabiah, Rath, Ravnica, Segovia, Serra’s Realm, Shadowmoor, Shandalar,
|
||
Ulgrotha, Valla, Wildfire, and Zendikar.
|
||
204.3n Neither vanguard cards nor scheme cards have subtypes.
|
||
204.4. Supertypes
|
||
204.4a A card can also have one or more supertypes. These are printed directly before its card
|
||
types. The supertypes are basic, legendary, ongoing, snow, and world.
|
||
204.4b An object’s supertype is independent of its card type and subtype, even though some
|
||
supertypes are closely identified with specific card types. Changing an object’s card types or
|
||
subtypes won’t change its supertypes. Changing an object’s supertypes won’t change its card
|
||
types or subtypes. When an object gains or loses a supertype, it retains any other supertypes it
|
||
had.
|
||
Example: An ability reads, “All lands are 1/1 creatures that are still lands.” If any of
|
||
the affected lands were legendary, they are still legendary.
|
||
204.4c Any land with the supertype “basic” is a basic land. Any land that doesn’t have this
|
||
supertype is a nonbasic land, even if it has a basic land type.
|
||
Cards printed in sets prior to the Eighth Edition core set didn’t use the word “basic” to
|
||
indicate a basic land. Cards from those sets with the following names are basic lands and have
|
||
received errata in the Oracle card reference accordingly: Forest, Island, Mountain, Plains,
|
||
Swamp, Snow-Covered Forest, Snow-Covered Island, Snow-Covered Mountain, Snow-Covered
|
||
Plains, and Snow-Covered Swamp.
|
||
|
||
204.4d Any permanent with the supertype “legendary” is subject to the state-based action for
|
||
legendary permanents, also called the “legend rule” (see rule 704.5k).
|
||
204.4e Any permanent with the supertype “world” is subject to the state-based action for world
|
||
permanents, also called the “world rule” (see rule 704.5m).
|
||
204.4f Any permanent with the supertype “snow” is a snow permanent. Any permanent that doesn’t
|
||
have this supertype is a nonsnow permanent, regardless of its name.
|
||
204.4g Any scheme card with the supertype “ongoing” is exempt from the state-based action for
|
||
schemes (see rule 704.5w).
|
||
205. Expansion Symbol
|
||
205.1. The expansion symbol indicates which Magic set a card is from. It’s a small icon normally
|
||
printed below the right edge of the illustration.
|
||
205.2. The color of the expansion symbol indicates the rarity of the card within its set. A red-orange
|
||
symbol indicates the card is mythic rare. A gold symbol indicates the card is rare. A silver symbol
|
||
indicates the card is uncommon. A black or white symbol indicates the card is common or is a basic
|
||
land. A purple symbol signifies a special rarity; to date, only the Time Spiral® “timeshifted” cards,
|
||
which were rarer than that set’s rare cards, have had purple expansion symbols. (Prior to the
|
||
Exodus™ set, all expansion symbols were black, regardless of rarity. Also, prior to the Sixth Edition
|
||
core set, with the exception of the Simplified Chinese Fifth Edition core set, Magic core sets didn’t
|
||
have expansion symbols at all.)
|
||
205.3. A spell or ability that affects cards from a particular set checks only for that set’s expansion
|
||
symbol. A card reprinted in the core set or another expansion receives that set’s expansion symbol.
|
||
Any reprinted version of the card no longer counts as part of its original set unless it was reprinted
|
||
with that set’s expansion symbol.
|
||
205.4. Players may include cards from any printing in their constructed decks if those cards appear in
|
||
sets allowed in that format (or those cards are specifically allowed by the Magic Tournament
|
||
Rules). See the Magic Tournament Rules for the current definitions of the constructed formats
|
||
(www.wizards.com/wpn/Events/Rules.aspx).
|
||
205.5. The full list of expansions and expansion symbols can be found in the Magic Products section of
|
||
the Wizards of the Coast website
|
||
(www.wizards.com/Magic/TCG/Article.aspx?x=mtg/tcg/products/allproducts).
|
||
206. Text Box
|
||
206.1. The text box is printed on the lower half of the card. It usually contains rules text defining the
|
||
card’s abilities.
|
||
206.2. The text box may also contain italicized text that has no game function.
|
||
206.2a Reminder text is italicized text within parentheses that summarizes a rule that applies to that
|
||
card. It usually appears on the same line as the ability it’s relevant to, but it may appear on its
|
||
own line if it applies to an aspect of the card other than an ability.
|
||
206.2b Flavor text is italicized text that, like the illustration, adds artistic appeal to the game. It
|
||
appears below the rules text.
|
||
206.2c An ability word appears in italics at the beginning of some abilities on cards. Ability words
|
||
are similar to keywords in that they tie together cards that have similar functionality, but they
|
||
|
||
have no special rules meaning and no individual entries in the Comprehensive Rules. The ability
|
||
words are channel, chroma, domain, grandeur, hellbent, imprint, join forces, kinship, landfall,
|
||
metalcraft, radiance, sweep, and threshold.
|
||
206.3. A guild icon appears in the text box of many Ravnica® block cards. These cards either have the
|
||
specified guild’s exclusive mechanic or somehow relate to the two colors associated with that guild.
|
||
Guild icons have no effect on game play. Similarly, a faction icon appears in the text box of most
|
||
Scars of Mirrodin™ block cards. These faction icons have no effect on game play.
|
||
206.4. The chaos symbol {C} appears in the text box of each plane card to the left of a triggered ability
|
||
that triggers whenever {C} is rolled on the planar die. The symbol itself has no special rules
|
||
meaning.
|
||
207. Power/Toughness
|
||
207.1. A creature card has two numbers separated by a slash printed in its lower right corner. The first
|
||
number is its power (the amount of damage it deals in combat); the second is its toughness (the
|
||
amount of damage needed to destroy it). For example, 2/3 means the object has power 2 and
|
||
toughness 3. Power and toughness can be modified or set to particular values by effects.
|
||
207.2. Rather than a fixed number, some creature cards have power and/or toughness that includes a
|
||
star (*).
|
||
207.2a The card may have a characteristic-defining ability that sets its power and/or toughness
|
||
according to some stated condition. (See rule 604.3.) Such an ability is worded “[This
|
||
creature’s] [power or toughness] is equal to . . .” or “[This creature’s] power and toughness are
|
||
each equal to . . .” This ability functions everywhere, even outside the game. If the ability needs
|
||
to use a number that can’t be determined, including inside a calculation, use 0 instead of that
|
||
number.
|
||
Example: Lost Order of Jarkeld has power and toughness each equal to 1+*. It says
|
||
“As Lost Order of Jarkeld enters the battlefield, choose an opponent” and “Lost Order
|
||
of Jarkeld’s power and toughness are each equal to 1 plus the number of creatures that
|
||
opponent controls.” While Lost Order of Jarkeld isn’t on the battlefield, there won’t be a
|
||
chosen opponent. Its power and toughness will each be equal to 1 plus 0, so it’s 1/1.
|
||
207.2b The card may have a static ability that creates a replacement effect that sets the creature’s
|
||
power and toughness to one of a number of specific choices as it enters the battlefield or is
|
||
turned face up. (See rule 614, “Replacement Effects.”) Such an ability is worded “As [this
|
||
creature] enters the battlefield . . . ,” “As [this creature] is turned face up . . . ,” or “[This
|
||
creature] enters the battlefield as . . .” and lists two or more specific power and toughness values
|
||
(and may also list additional characteristics). The characteristics chosen with these effects affect
|
||
the creature’s copiable values. (See rule 706.2.) While the card isn’t on the battlefield, its power
|
||
and toughness are each considered to be 0.
|
||
207.3. A noncreature permanent has no power or toughness, even if it’s a card with a power and
|
||
toughness printed on it (such as a Licid that’s become an Aura).
|
||
208. Loyalty
|
||
208.1. Each planeswalker card has a loyalty number printed in its lower right corner. This indicates its
|
||
loyalty while it’s not on the battlefield, and it also indicates that the planeswalker enters the
|
||
battlefield with that many loyalty counters on it.
|
||
208.2. An activated ability with a loyalty symbol in its cost is a loyalty ability. Loyalty abilities follow
|
||
special rules: A player may activate a loyalty ability of a permanent he or she controls any time he
|
||
|
||
or she has priority and the stack is empty during a main phase of his or her turn, but only if none of
|
||
that permanent’s loyalty abilities have been activated that turn. See rule 606, “Loyalty Abilities.”
|
||
209. Hand Modifier
|
||
209.1. Each vanguard card has a hand modifier printed in its lower left corner. This is a number
|
||
preceded by a plus sign, a number preceded by a minus sign, or a zero. This modifier is applied to
|
||
the maximum hand size of the vanguard card’s owner (normally seven) to determine both how
|
||
many cards that player draws at the beginning of the game and his or her maximum hand size.
|
||
210. Life Modifier
|
||
210.1. Each vanguard card has a life modifier printed in its lower right corner. This is a number
|
||
preceded by a plus sign, a number preceded by a minus sign, or a zero. This modifier is applied to
|
||
the starting life total of the vanguard card’s owner (normally 20) to determine how much life that
|
||
player begins the game with.
|
||
211. Information Below the Text Box
|
||
211.1. Each card features text printed below the text box that has no effect on game play.
|
||
211.1a The illustration credit for a card is printed on the first line below the text box. It follows the
|
||
paintbrush icon or, on older cards, the abbreviation “Illus.”
|
||
211.1b Legal text (the fine print at the bottom of the card) lists the trademark and copyright
|
||
information.
|
||
211.1c Some card sets feature collector numbers. This information is printed in the form [card
|
||
number]/[total cards in the set], immediately following the legal text.
|
||
|
||
3. Card Types
|
||
300. General
|
||
300.1. The card types are artifact, creature, enchantment, instant, land, plane, planeswalker, scheme,
|
||
sorcery, tribal, and vanguard.
|
||
300.2. Some objects have more than one card type (for example, an artifact creature). Such objects
|
||
combine the aspects of each of those card types, and are subject to spells and abilities that affect
|
||
either or all of those card types.
|
||
300.2a An object that’s both a land and another card type (for example, an artifact land) can only be
|
||
played as a land. It can’t be cast as a spell.
|
||
300.2b Each tribal card has another card type. Casting and resolving a tribal card follow the rules
|
||
for casting and resolving a card of the other card type.
|
||
301. Artifacts
|
||
301.1. A player who has priority may cast an artifact card from his or her hand during a main phase of
|
||
his or her turn when the stack is empty. Casting an artifact as a spell uses the stack. (See rule 601,
|
||
“Casting Spells.”)
|
||
301.2. When an artifact spell resolves, its controller puts it onto the battlefield under his or her control.
|
||
301.3. Artifact subtypes are always a single word and are listed after a long dash: “Artifact —
|
||
Equipment.” Artifact subtypes are also called artifact types. Artifacts may have multiple subtypes.
|
||
See rule 204.3f for the complete list of artifact types.
|
||
301.4. Artifacts have no characteristics specific to their card type. Most artifacts have no colored mana
|
||
symbols in their mana costs, and are therefore colorless. However, there is no correlation between
|
||
being colorless and being an artifact: artifacts may be colored, and colorless objects may be card
|
||
types other than artifact.
|
||
301.5. Some artifacts have the subtype “Equipment.” An Equipment can be attached to a creature. It
|
||
can’t legally be attached to an object that isn’t a creature.
|
||
301.5a The creature an Equipment is attached to is called the “equipped creature.” The Equipment
|
||
is attached to, or “equips,” that creature.
|
||
301.5b An Equipment is cast and enters the battlefield just like any other artifact. An Equipment
|
||
doesn’t enter the battlefield attached to a creature. The equip keyword ability attaches the
|
||
Equipment to a creature you control (see rule 702.6, “Equip”). Control of the creature matters
|
||
only when the equip ability is activated and when it resolves. Spells and other abilities may also
|
||
attach an Equipment to a creature. If an effect attempts to attach an Equipment to an object that
|
||
can’t be equipped by it, the Equipment doesn’t move.
|
||
301.5c An Equipment that’s also a creature can’t equip a creature. An Equipment that loses the
|
||
subtype “Equipment” can’t equip a creature. An Equipment can’t equip itself. An Equipment
|
||
that equips an illegal or nonexistent permanent becomes unattached from that permanent but
|
||
remains on the battlefield. (This is a state-based action. See rule 704.)
|
||
301.5d An Equipment’s controller is separate from the equipped creature’s controller; the two need
|
||
not be the same. Changing control of the creature doesn’t change control of the Equipment, and
|
||
vice versa. Only the Equipment’s controller can activate its abilities. However, if the Equipment
|
||
|
||
grants an ability to the equipped creature (with “gains” or “has”), the equipped creature’s
|
||
controller is the only one who can activate that ability.
|
||
301.6. Some artifacts have the subtype “Fortification.” A Fortification can be attached to a land. It can’t
|
||
legally be attached to an object that isn’t a land. Fortification’s analog to the equip keyword ability
|
||
is the fortify keyword ability. Rules 301.5a–d apply to Fortifications in relation to lands just as they
|
||
apply to Equipment in relation to creatures, with one clarification relating to rule 301.5c: a
|
||
Fortification that’s also a creature (not a land) can’t fortify a land. (See rule 702.65, “Fortify.”)
|
||
301.7. If a non-Equipment permanent has an ability that refers to the “equipped creature,” that phrase
|
||
doesn’t refer to any creature. Similarly, a non-Fortification permanent that has an ability that refers
|
||
to the “fortified land” doesn’t refer to any land.
|
||
302. Creatures
|
||
302.1. A player who has priority may cast a creature card from his or her hand during a main phase of
|
||
his or her turn when the stack is empty. Casting a creature as a spell uses the stack. (See rule 601,
|
||
“Casting Spells.”)
|
||
302.2. When a creature spell resolves, its controller puts it onto the battlefield under his or her control.
|
||
302.3. Creature subtypes are always a single word and are listed after a long dash: “Creature — Human
|
||
Soldier,” “Artifact Creature — Golem,” and so on. Creature subtypes are also called creature types.
|
||
Creatures may have multiple subtypes. See rule 204.3k for the complete list of creature types.
|
||
Example: “Creature — Goblin Wizard” means the card is a creature with the subtypes
|
||
Goblin and Wizard.
|
||
302.4. Power and toughness are characteristics only creatures have.
|
||
302.4a A creature’s power is the amount of damage it deals in combat.
|
||
302.4b A creature’s toughness is the amount of damage needed to destroy it.
|
||
302.4c To determine a creature’s power and toughness, start with the numbers printed in its lower
|
||
right corner, then apply any applicable continuous effects. (See rule 613, “Interaction of
|
||
Continuous Effects.”)
|
||
302.5. Creatures can attack and block. (See rule 508, “Declare Attackers Step,” and rule 509, “Declare
|
||
Blockers Step.”)
|
||
302.6. A creature’s activated ability with the tap symbol or the untap symbol in its activation cost can’t
|
||
be activated unless the creature has been under its controller’s control continuously since his or her
|
||
most recent turn began. A creature can’t attack unless it has been under its controller’s control
|
||
continuously since his or her most recent turn began. This rule is informally called the “summoning
|
||
sickness” rule.
|
||
302.7. Damage dealt to a creature by a source with neither wither nor infect is marked on that creature
|
||
(see rule 119.3). If the total damage marked on that creature is greater than or equal to its toughness,
|
||
that creature has been dealt lethal damage and is destroyed as a state-based action (see rule 704). All
|
||
damage marked on a creature is removed when it regenerates (see rule 701.11, “Regenerate”) and
|
||
during the cleanup step (see rule 514.2).
|
||
303. Enchantments
|
||
|
||
303.1. A player who has priority may cast an enchantment card from his or her hand during a main
|
||
phase of his or her turn when the stack is empty. Casting an enchantment as a spell uses the stack.
|
||
(See rule 601, “Casting Spells.”)
|
||
303.2. When an enchantment spell resolves, its controller puts it onto the battlefield under his or her
|
||
control.
|
||
303.3. Enchantment subtypes are always a single word and are listed after a long dash: “Enchantment
|
||
— Shrine.” Each word after the dash is a separate subtype. Enchantment subtypes are also called
|
||
enchantment types. Enchantments may have multiple subtypes. See rule 204.3g for the complete list
|
||
of enchantment types.
|
||
303.4. Some enchantments have the subtype “Aura.” An Aura enters the battlefield attached to an
|
||
object or player. What an Aura can be attached to is restricted by its enchant keyword ability (see
|
||
rule 702.5, “Enchant”). Other effects can limit what a permanent can be enchanted by.
|
||
303.4a An Aura spell requires a target, which is restricted by its enchant ability.
|
||
303.4b The object or player an Aura is attached to is called enchanted. The Aura is attached to, or
|
||
“enchants,” that object or player.
|
||
303.4c If an Aura is enchanting an illegal object or player, the object it was attached to no longer
|
||
exists, or the player it was attached to has left the game, the Aura is put into its owner’s
|
||
graveyard. (This is a state-based action. See rule 704.)
|
||
303.4d An Aura can’t enchant itself. If this occurs somehow, the Aura is put into its owner’s
|
||
graveyard. An Aura that’s also a creature can’t enchant anything. If this occurs somehow, the
|
||
Aura becomes unattached, then is put into its owner’s graveyard. (These are state-based actions.
|
||
See rule 704.)
|
||
303.4e An Aura’s controller is separate from the enchanted object’s controller or the enchanted
|
||
player; the two need not be the same. If an Aura enchants an object, changing control of the
|
||
object doesn’t change control of the Aura, and vice versa. Only the Aura’s controller can
|
||
activate its abilities. However, if the Aura grants an ability to the enchanted object (with “gains”
|
||
or “has”), the enchanted object’s controller is the only one who can activate that ability.
|
||
303.4f If an Aura is entering the battlefield under a player’s control by any means other than by
|
||
resolving as an Aura spell, and the effect putting it onto the battlefield doesn’t specify the object
|
||
or player the Aura will enchant, that player chooses what it will enchant as the Aura enters the
|
||
battlefield. The player must choose a legal object or player according to the Aura’s enchant
|
||
ability and any other applicable effects.
|
||
303.4g If an Aura is entering the battlefield and there is no legal object or player for it to enchant,
|
||
the Aura remains in its current zone, unless that zone is the stack. In that case, the Aura is put
|
||
into its owner’s graveyard instead of entering the battlefield.
|
||
303.4h If an effect attempts to attach an Aura on the battlefield to an object or player, that object or
|
||
player must be able to be enchanted by it. If the object or player can’t be, the Aura doesn’t
|
||
move.
|
||
303.4i If a non-Aura permanent has an ability that refers to the “enchanted [object or player]” that
|
||
phrase doesn’t refer to any object or player.
|
||
304. Instants
|
||
|
||
304.1. A player who has priority may cast an instant card from his or her hand. Casting an instant as a
|
||
spell uses the stack. (See rule 601, “Casting Spells.”)
|
||
304.2. When an instant spell resolves, the actions stated in its rules text are followed. Then it’s put into
|
||
its owner’s graveyard.
|
||
304.3. Instant subtypes are always a single word and are listed after a long dash: “Instant — Arcane.”
|
||
Each word after the dash is a separate subtype. The set of instant subtypes is the same as the set of
|
||
sorcery subtypes; these subtypes are called spell types. Instants may have multiple subtypes. See
|
||
rule 204.3j for the complete list of spell types.
|
||
304.4. Instants can’t enter the battlefield. If an instant would enter the battlefield, it remains in its
|
||
previous zone instead.
|
||
304.5. If text states that a player may do something “any time he or she could cast an instant,” it means
|
||
only that the player must have priority. The player doesn’t need to have an instant he or she could
|
||
actually cast. Effects that would prevent that player from casting a spell or casting an instant don’t
|
||
affect the player’s capability to perform that action (unless the action is actually casting a spell or
|
||
casting an instant).
|
||
305. Lands
|
||
305.1. A player who has priority may play a land card from his or her hand during a main phase of his
|
||
or her turn when the stack is empty. Playing a land is a special action; it doesn’t use the stack (see
|
||
rule 115). Rather, the player simply puts the land onto the battlefield. Since the land doesn’t go on
|
||
the stack, it is never a spell, and players can’t respond to it with instants or activated abilities.
|
||
305.2. A player may normally play only one land during his or her turn; however, continuous effects
|
||
may increase this number. If any such effects exist, the player announces which effect, or this rule,
|
||
applies to each land play as it happens.
|
||
305.3. A player can’t play a land, for any reason, if it isn’t his or her turn. Ignore any part of an effect
|
||
that instructs a player to do so. Similarly, a player can’t play a land, for any reason, if that player
|
||
has used all of his or her land plays for that turn. Ignore any part of an effect that instructs a player
|
||
to do so.
|
||
305.4. Effects may also allow players to “put” lands onto the battlefield. This isn’t the same as “playing
|
||
a land” and doesn’t count as a player’s one land played during his or her turn.
|
||
305.5. Land subtypes are always a single word and are listed after a long dash. Land subtypes are also
|
||
called land types. Lands may have multiple subtypes. See rule 204.3h for the complete list of land
|
||
types.
|
||
Example: “Basic Land — Mountain” means the card is a land with the subtype Mountain.
|
||
305.6. The basic land types are Plains, Island, Swamp, Mountain, and Forest. If an object uses the
|
||
words “basic land type,” it’s referring to one of these subtypes. A land with a basic land type has the
|
||
intrinsic ability “{T}: Add [mana symbol] to your mana pool,” even if the text box doesn’t actually
|
||
contain that text or the object has no text box. For Plains, [mana symbol] is {W}; for Islands, {U};
|
||
for Swamps, {B}; for Mountains, {R}; and for Forests, {G}. See rule 107.4a. Also see rule 605,
|
||
“Mana Abilities.”
|
||
305.7. If an effect sets a land’s subtype to one or more of the basic land types, the land no longer has its
|
||
old land type. It loses all abilities generated from its rules text and its old land types, and it gains the
|
||
appropriate mana ability for each new basic land type. Note that this doesn’t remove any abilities
|
||
that were granted to the land by other effects. Setting a land’s subtype doesn’t add or remove any
|
||
card types (such as creature) or supertypes (such as basic, legendary, and snow) the land may have.
|
||
|
||
If a land gains one or more land types in addition to its own, it keeps its land types and rules text,
|
||
and it gains the new land types and mana abilities.
|
||
305.8. Any land with the supertype “basic” is a basic land. Any land that doesn’t have this supertype is
|
||
a nonbasic land, even if it has a basic land type.
|
||
305.9. If an object is both a land and another card type, it can be played only as a land. It can’t be cast
|
||
as a spell.
|
||
306. Planeswalkers
|
||
306.1. A player who has priority may cast a planeswalker card from his or her hand during a main
|
||
phase of his or her turn when the stack is empty. Casting a planeswalker as a spell uses the stack.
|
||
(See rule 601, “Casting Spells.”)
|
||
306.2. When a planeswalker spell resolves, its controller puts it onto the battlefield under his or her
|
||
control.
|
||
306.3. Planeswalker subtypes are always a single word and are listed after a long dash: “Planeswalker
|
||
— Jace.” Each word after the dash is a separate subtype. Planeswalker subtypes are also called
|
||
planeswalker types. Planeswalkers may have multiple subtypes. See rule 204.3i for the complete list
|
||
of planeswalker types.
|
||
306.4. If two or more planeswalkers that share a planeswalker type are on the battlefield, all are put into
|
||
their owners’ graveyards as a state-based action. This is called the “planeswalker uniqueness rule.”
|
||
See rule 704.
|
||
306.5. Loyalty is a characteristic only planeswalkers have.
|
||
306.5a The loyalty of a planeswalker not on the battlefield is equal to the number printed in its
|
||
lower right corner.
|
||
306.5b A planeswalker is treated as if its text box included, “This permanent enters the battlefield
|
||
with a number of loyalty counters on it equal to its printed loyalty number.” This ability creates
|
||
a replacement effect (see rule 614.1c).
|
||
306.5c The loyalty of a planeswalker on the battlefield is equal to the number of loyalty counters on
|
||
it.
|
||
306.5d Each planeswalker has a number of loyalty abilities, which are activated abilities with
|
||
loyalty symbols in their costs. Loyalty abilities follow special rules: A player may activate a
|
||
loyalty ability of a permanent he or she controls any time he or she has priority and the stack is
|
||
empty during a main phase of his or her turn, but only if none of that permanent’s loyalty
|
||
abilities have been activated that turn. See rule 606, “Loyalty Abilities.”
|
||
306.6. Planeswalkers can be attacked. (See rule 508, “Declare Attackers Step.”)
|
||
306.7. If noncombat damage would be dealt to a player by a source controlled by an opponent, that
|
||
opponent may have that source deal that damage to a planeswalker the first player controls instead.
|
||
This is a redirection effect (see rule 614.9) and is subject to the normal rules for ordering
|
||
replacement effects (see rule 616). The opponent chooses whether to redirect the damage as the
|
||
redirection effect is applied.
|
||
306.8. Damage dealt to a planeswalker results in that many loyalty counters being removed from it.
|
||
|
||
306.9. If a planeswalker’s loyalty is 0, it’s put into its owner’s graveyard. (This is a state-based action.
|
||
See rule 704.)
|
||
307. Sorceries
|
||
307.1. A player who has priority may cast a sorcery card from his or her hand during a main phase of
|
||
his or her turn when the stack is empty. Casting a sorcery as a spell uses the stack. (See rule 601,
|
||
“Casting Spells.”)
|
||
307.2. When a sorcery spell resolves, the actions stated in its rules text are followed. Then it’s put into
|
||
its owner’s graveyard.
|
||
307.3. Sorcery subtypes are always a single word and are listed after a long dash: “Sorcery — Arcane.”
|
||
Each word after the dash is a separate subtype. The set of sorcery subtypes is the same as the set of
|
||
instant subtypes; these subtypes are called spell types. Sorceries may have multiple subtypes. See
|
||
rule 204.3j for the complete list of spell types.
|
||
307.4. Sorceries can’t enter the battlefield. If a sorcery would enter the battlefield, it remains in its
|
||
previous zone instead.
|
||
307.5. If a spell, ability, or effect states that a player can do something only “any time he or she could
|
||
cast a sorcery,” it means only that the player must have priority, it must be during the main phase of
|
||
his or her turn, and the stack must be empty. The player doesn’t need to have a sorcery he or she
|
||
could actually cast. Effects that would prevent that player from casting a spell or casting a sorcery
|
||
don’t affect the player’s capability to perform that action (unless the action is actually casting a
|
||
spell or casting a sorcery).
|
||
307.5a Similarly, if an effect checks to see if a spell was cast “any time a sorcery couldn’t have
|
||
been cast,” it’s checking only whether the spell’s controller cast it without having priority,
|
||
during a phase other than his or her main phase, or while another object was on the stack.
|
||
308. Tribals
|
||
308.1. Each tribal card has another card type. Casting and resolving a tribal card follows the rules for
|
||
casting and resolving a card of the other card type.
|
||
308.2. Tribal subtypes are always a single word and are listed after a long dash: “Tribal Enchantment
|
||
— Merfolk.” The set of tribal subtypes is the same as the set of creature subtypes; these subtypes
|
||
are called creature types. Tribals may have multiple subtypes. See rule 204.3k for the complete list
|
||
of creature types.
|
||
309. Planes
|
||
309.1. Plane is a card type seen only on nontraditional Magic cards. Only the Planar Magic casual
|
||
variant uses plane cards. See rule 901, “Planar Magic.”
|
||
309.2. Plane cards remain in the command zone throughout the game, both while they’re part of a
|
||
planar deck and while they’re face up. They’re not permanents. They can’t be cast. If a plane card
|
||
would leave the command zone, it remains in the command zone.
|
||
309.3. Plane subtypes are listed after a long dash, and may be multiple words: “Plane — Serra’s
|
||
Realm.” All words after the dash are, collectively, a single subtype. Planar subtypes are called
|
||
planar types. A plane can have only one subtype. See rule 204.3m for the complete list of planar
|
||
types.
|
||
|
||
309.4. A plane card may have any number of static, triggered, and/or activated abilities. As long as a
|
||
plane card is face up in the command zone, its static abilities affect the game, its triggered abilities
|
||
may trigger, and its activated abilities may be activated.
|
||
309.5. The controller of a face-up plane card is the player designated as the planar controller.
|
||
Normally, the planar controller is whoever the active player is. However, if the current planar
|
||
controller would leave the game, instead the next player in turn order that wouldn’t leave the game
|
||
becomes the planar controller, then the old planar controller leaves the game. The new planar
|
||
controller retains that designation until he or she leaves the game or a different player becomes the
|
||
active player, whichever comes first.
|
||
309.6. A plane card is treated as if its text box included “When you roll {PW}, put this card on the
|
||
bottom of its owner’s planar deck face down, then move the top card of your planar deck face up.”
|
||
This is called the “planeswalking ability.” A face-up plane card that’s turned face down becomes a
|
||
new object.
|
||
309.7. Each plane card has a triggered ability that triggers “Whenever you roll {C}.” These are called
|
||
“chaos abilities.” Each one is indicated by a {C} to its left, though the symbol itself has no special
|
||
rules meaning.
|
||
310. Vanguards
|
||
310.1. Vanguard is a card type seen only on nontraditional Magic cards. Only the Vanguard casual
|
||
variant uses vanguard cards. See rule 902, “Vanguard.”
|
||
310.2. Vanguard cards remain in the command zone throughout the game. They’re not permanents.
|
||
They can’t be cast. If a vanguard card would leave the command zone, it remains in the command
|
||
zone.
|
||
310.3. Vanguard cards have no subtypes.
|
||
310.4. A vanguard card may have any number of static, triggered, and/or activated abilities. As long as
|
||
a vanguard card is in the command zone, its static abilities affect the game, its triggered abilities
|
||
may trigger, and its activated abilities may be activated.
|
||
310.5. The owner of a vanguard card is the player who started the game with it in the command zone.
|
||
The controller of a face-up vanguard card is its owner.
|
||
310.6. Each vanguard card has a hand modifier printed in its lower left corner. This is a number
|
||
preceded by a plus sign, a number preceded by a minus sign, or a zero. This modifier is applied to
|
||
the maximum hand size of the vanguard card’s owner (normally seven) to determine both how
|
||
many cards that player draws at the beginning of the game and his or her maximum hand size.
|
||
310.7. Each vanguard card has a life modifier printed in its lower right corner. This is a number
|
||
preceded by a plus sign, a number preceded by a minus sign, or a zero. This modifier is applied to
|
||
the starting life total of the vanguard card’s owner (normally 20) to determine how much life that
|
||
player begins the game with.
|
||
311. Schemes
|
||
311.1. Scheme is a card type seen only on nontraditional Magic cards. Only the Archenemy casual
|
||
variant uses scheme cards. See rule 904, “Archenemy.”
|
||
311.2. Scheme cards remain in the command zone throughout the game, both while they’re part of a
|
||
scheme deck and while they’re face up. They’re not permanents. They can’t be cast. If a scheme
|
||
card would leave the command zone, it remains in the command zone.
|
||
|
||
311.3. Scheme cards have no subtypes.
|
||
311.4. A scheme card may have any number of static, triggered, and/or activated abilities. As long as a
|
||
scheme card is face up in the command zone, its static abilities affect the game, its triggered
|
||
abilities may trigger, and its activated abilities may be activated.
|
||
311.5. The owner of a scheme card is the player who started the game with it in the command zone. The
|
||
controller of a face-up scheme card is its owner.
|
||
311.6. If a non-ongoing scheme card is face up in the command zone, and it isn’t the source of a
|
||
triggered ability that has triggered but not yet left the stack, that scheme card is turned face down
|
||
and put on the bottom of its owner’s scheme deck the next time a player would receive priority.
|
||
(This is a state-based action. See rule 704.)
|
||
311.7. If an ability of a scheme card includes the text “this scheme,” it means the scheme card in the
|
||
command zone that’s the source of that ability. This is an exception to rule 109.2.
|
||
|
||
4. Zones
|
||
400. General
|
||
400.1. A zone is a place where objects can be during a game. There are normally seven zones: library,
|
||
hand, battlefield, graveyard, stack, exile, and command. Some older cards also use the ante zone.
|
||
Each player has his or her own library, hand, and graveyard. The other zones are shared by all
|
||
players.
|
||
400.2. Public zones are zones in which all players can see the cards’ faces, except for those cards that
|
||
some rule or effect specifically allow to be face down. Graveyard, battlefield, stack, exile, ante, and
|
||
command are public zones. Hidden zones are zones in which not all players can be expected to see
|
||
the cards’ faces. Library and hand are hidden zones, even if all the cards in one such zone happen to
|
||
be revealed.
|
||
400.3. If an object would go to any library, graveyard, or hand other than its owner’s, it goes to its
|
||
owner’s corresponding zone.
|
||
400.4. Cards with certain card types can’t enter certain zones.
|
||
400.4a If an instant or sorcery card would enter the battlefield, it remains in its previous zone.
|
||
400.4b If a plane, vanguard, or scheme card would leave the command zone, it remains in the
|
||
command zone.
|
||
400.5. The order of objects in a library, in a graveyard, or on the stack can’t be changed except when
|
||
effects or rules allow it. The same is true for objects arranged in face-down piles in other zones.
|
||
Other objects in other zones can be arranged however their owners wish, although who controls
|
||
those objects, whether they’re tapped or flipped, and what other objects are attached to them must
|
||
remain clear to all players.
|
||
400.6. If an object would move from one zone to another, determine what event is moving the object. If
|
||
the object is moving to a public zone, all players look at it to see if it has any abilities that would
|
||
affect the move. Then any appropriate replacement effects, whether they come from that object or
|
||
from elsewhere, are applied to that event. If any effects or rules try to do two or more contradictory
|
||
or mutually exclusive things to a particular object, that object’s controller—or its owner if it has no
|
||
controller—chooses which effect to apply, and what that effect does. (Note that multiple instances
|
||
of the same thing may be mutually exclusive; for example, two simultaneous “destroy” effects.)
|
||
Then the event moves the object.
|
||
400.7. An object that moves from one zone to another becomes a new object with no memory of, or
|
||
relation to, its previous existence. There are six exceptions to this rule:
|
||
400.7a Effects from spells, activated abilities, and triggered abilities that change the characteristics
|
||
of a permanent spell on the stack continue to apply to the permanent that spell becomes.
|
||
400.7b Prevention effects that apply to damage from a permanent spell on the stack continue to
|
||
apply to damage from the permanent that spell becomes.
|
||
400.7c If an ability of a permanent requires information about choices made as that permanent was
|
||
cast as a spell, including what mana was spent to cast that spell, it uses information about the
|
||
spell that became that permanent as it resolved.
|
||
400.7d Abilities that trigger when an object moves from one zone to another (for example, “When
|
||
Rancor is put into a graveyard from the battlefield”) can find the new object that it became in
|
||
the zone it moved to when the ability triggered, if that zone is a public zone.
|
||
|
||
400.7e Abilities of Auras that trigger when the enchanted permanent leaves the battlefield can find
|
||
the new object that Aura became in its owner’s graveyard if it was put into that graveyard at the
|
||
same time the enchanted permanent left the battlefield. It can also find the new object that Aura
|
||
became in its owner’s graveyard as a result of being put there as a state-based action for not
|
||
being attached to a permanent. (See rule 704.5n.)
|
||
400.7f If an effect grants a nonland card an ability that allows it to be cast, that ability will continue
|
||
to apply to the new object that card became after it moved to the stack as a result of being cast
|
||
this way.
|
||
400.8. If an object in the exile zone is exiled, it doesn’t change zones, but it becomes a new object that
|
||
has just been exiled.
|
||
400.9. If a face-up object in the command zone is turned face down, it becomes a new object.
|
||
400.10. An object is outside the game if it isn’t in any of the game’s zones. Outside the game is not a
|
||
zone.
|
||
400.10a Cards in a player’s sideboard are outside the game. See rule 100.4.
|
||
400.10b Some effects bring cards into a game from outside of it. Those cards remain in the game
|
||
until it ends.
|
||
400.10c Cards outside the game can’t be affected by spells or abilities, except for characteristic-
|
||
defining abilities printed on them (see rule 604.3) and spells and abilities that allow those cards
|
||
to be brought into the game.
|
||
400.11. Some effects instruct a player to do something to a zone (such as “Shuffle your hand into your
|
||
library”). That action is performed on all cards in that zone. The zone itself is not affected.
|
||
401. Library
|
||
401.1. When a game begins, each player’s deck becomes his or her library.
|
||
401.2. Each library must be kept in a single face-down pile. Players can’t look at or change the order of
|
||
cards in a library.
|
||
401.3. Any player may count the number of cards remaining in any player’s library at any time.
|
||
401.4. If an effect puts two or more cards 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.
|
||
401.5. If a spell or ability causes a card to be drawn while another spell is being cast, the drawn card is
|
||
kept face down until that spell becomes cast (see rule 601.2h). The same is true with relation to
|
||
another ability being activated.
|
||
401.6. Some effects tell a player to play with the top card of his or her library revealed, or say that a
|
||
player may look at the top card of his or her library. If the top card of the player’s library changes
|
||
while a spell is being cast, the new top card won’t be revealed and can’t be looked at until the spell
|
||
becomes cast (see rule 601.2h). The same is true with relation to an ability being activated.
|
||
401.7. If an effect causes a player to play with the top card of his or her library revealed, and that
|
||
particular card stops being revealed for any length of time before being revealed again, it becomes a
|
||
new object.
|
||
|
||
401.8. If an effect causes a player to put a card into a library “Nth from the top,” and that library has
|
||
fewer than N cards in it, the player puts that card on the bottom of that library.
|
||
402. Hand
|
||
402.1. The hand is where a player holds cards that have been drawn. Cards can be put into a player’s
|
||
hand by other effects as well. At the beginning of the game, each player draws a hand of seven
|
||
cards. (See rule 103, “Starting the Game.”)
|
||
402.2. Each player has a maximum hand size, which is normally seven cards. A player may have any
|
||
number of cards in 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.
|
||
402.3. A player may arrange his or her hand in any convenient fashion and look at it as much as he or
|
||
she wishes. A player can’t look at the cards in another player’s hand but may count those cards at
|
||
any time.
|
||
403. Battlefield
|
||
403.1. Most of the area between the players represents the battlefield. The battlefield starts out empty.
|
||
Permanents a player controls are normally kept in front of him or her on the battlefield, though there
|
||
are some cases (such as an Aura attached to another player’s permanent) when a permanent one
|
||
player controls is kept closer to a different player.
|
||
403.2. A spell or ability affects and checks only the battlefield unless it specifically mentions a player
|
||
or another zone.
|
||
403.3. Permanents exist only on the battlefield. Every object on the battlefield is a permanent. See rule
|
||
110, “Permanents.”
|
||
403.4. Whenever a permanent enters the battlefield, it becomes a new object and has no relationship to
|
||
any previous permanent represented by the same card, except for the cases listed in rule 400.7. (This
|
||
is also true for any objects entering any zone.)
|
||
403.5. Previously, the battlefield was called the “in-play zone.” Cards that were printed with text that
|
||
contains the phrases “in play,” “from play,” “into play,” or the like are referring to the battlefield.
|
||
Cards that were printed with that text have received errata in the Oracle card reference.
|
||
404. Graveyard
|
||
404.1. A player’s graveyard is his or her discard pile. Any object that’s countered, discarded, destroyed,
|
||
or sacrificed is put on top of its owner’s graveyard, as is any instant or sorcery spell that’s finished
|
||
resolving. Each player’s graveyard starts out empty.
|
||
404.2. Each graveyard is kept in a single face-up pile. A player can examine the cards in any graveyard
|
||
at any time but normally can’t change their order. Additional rules applying to sanctioned
|
||
tournaments may allow a player to change the order of cards in his or her graveyard.
|
||
404.3. If an effect or rule puts two or more cards into the same graveyard at the same time, the owner of
|
||
those cards may arrange them in any order.
|
||
405. Stack
|
||
|
||
405.1. When a spell is cast, the physical card is put on the stack (see rule 601.2a). When an ability is
|
||
activated or triggers, it goes on top of the stack without any card associated with it (see rules 602.2a
|
||
and 603.3).
|
||
405.2. The stack keeps track of the order that spells and/or abilities were added to it. Each time an
|
||
object is put on the stack, it’s put on top of all objects already there.
|
||
405.3. If an effect puts two or more objects on the stack at the same time, those controlled by the active
|
||
player are put on lowest, followed by each other player’s objects in APNAP order (see rule 101.4).
|
||
If a player controls more than one of these objects, that player chooses their relative order on the
|
||
stack.
|
||
405.4. Each spell has all the characteristics of the card associated with it. Each activated or triggered
|
||
ability that’s on the stack has the text of the ability that created it and no other characteristics. The
|
||
controller of a spell is the person who cast it. The controller of an activated ability is the player who
|
||
activated it. The controller of a triggered ability is the player who controlled the ability’s source
|
||
when it triggered, unless it’s a delayed triggered ability. To determine the controller of a delayed
|
||
triggered ability, see rules 603.7d–f.
|
||
405.5. When all players pass in succession, the top (last-added) spell or ability on the stack resolves. If
|
||
the stack is empty when all players pass, the current step or phase ends and the next begins.
|
||
405.6. Some things that happen during the game don’t use the stack.
|
||
405.6a Effects don’t go on the stack; they’re the result of spells and abilities resolving. Effects may
|
||
create delayed triggered abilities, however, and these may go on the stack when they trigger (see
|
||
rule 603.7).
|
||
405.6b Static abilities continuously generate effects and don’t go on the stack. (See rule 604,
|
||
“Handling Static Abilities.”) This includes characteristic-defining abilities such as “[This object]
|
||
is red” (see rule 604.3).
|
||
405.6c Mana abilities resolve immediately. If a mana ability both produces mana and has another
|
||
effect, the mana is produced and the other effect happens immediately. If a player had priority
|
||
before a mana ability was activated, that player gets priority after it resolves. (See rule 605,
|
||
“Mana Abilities.”)
|
||
405.6d Special actions don’t use the stack; they happen immediately. See rule 115, “Special
|
||
Actions.”
|
||
405.6e Turn-based actions don’t use the stack; they happen automatically when certain steps or
|
||
phases begin. They’re dealt with before a player would receive priority (see rule 116.3a). Turn-
|
||
based actions also happen automatically when each step and phase ends; no player receives
|
||
priority afterward. See rule 703.
|
||
405.6f State-based actions don’t use the stack; they happen automatically when certain conditions
|
||
are met. See rule 704. They are dealt with before a player would receive priority. See rule 116.5.
|
||
405.6g A player may concede the game at any time. That player leaves the game immediately. See
|
||
rule 104.3a.
|
||
405.6h If a player leaves a multiplayer game, objects may leave the game, cease to exist, change
|
||
control, or be exiled as a result. These actions happen immediately. See rule 800.4a.
|
||
406. Exile
|
||
|
||
406.1. The exile zone is essentially a holding area for objects. Some spells and abilities exile an object
|
||
without any way to return that object to another zone. Other spells and abilities exile an object only
|
||
temporarily.
|
||
406.2. To exile an object is to put it into the exile zone from whatever zone it’s currently in. An exiled
|
||
card is a card that’s been put into the exile zone.
|
||
406.3. Exiled cards are, by default, kept face up and may be examined by any player at any time. Cards
|
||
“exiled face down” can’t be examined by any player except when instructions allow it.
|
||
406.4. Exiled cards that might return to the battlefield or any other zone should be kept in separate piles
|
||
to keep track of their respective ways of returning. Exiled cards that may have an impact on the
|
||
game due to their own abilities (such as cards with haunt) or the abilities of the cards that exiled
|
||
them should likewise be kept in separate piles.
|
||
406.5. An object may have one ability printed on it that causes one or more cards to be exiled, and
|
||
another ability that refers either to “the exiled cards” or to cards “exiled with [this object].” These
|
||
abilities are linked: the second refers only to cards that have been exiled due to the first. See rule
|
||
607, “Linked Abilities.”
|
||
406.6. If an object in the exile zone becomes exiled, it doesn’t change zones, but it becomes a new
|
||
object that has just been exiled.
|
||
406.7. Previously, the exile zone was called the “removed-from-the-game zone.” Cards that were
|
||
printed with text that “removes [an object] from the game” exiles that object. The same is true for
|
||
cards printed with text that “sets [an object] aside.” Cards that were printed with that text have
|
||
received errata in the Oracle card reference.
|
||
407. Ante
|
||
407.1. Earlier versions of the Magic rules included an ante rule as a way of playing “for keeps.”
|
||
Playing Magic games for ante is now considered an optional variation on the game, and it’s allowed
|
||
only where it’s not forbidden by law or by other rules. Playing for ante is strictly forbidden under
|
||
the Magic: The Gathering Tournament Rules (www.wizards.com/WPN/Events/Rules.aspx).
|
||
407.2. When playing for ante, each player puts one random card from his or her deck into the ante zone
|
||
after determining which player goes first but before players draw any cards. Cards in the ante zone
|
||
may be examined by any player at any time. At the end of the game, the winner becomes the owner
|
||
of all the cards in the ante zone.
|
||
407.3. A few cards have the text “Remove [this card] from your deck before playing if you’re not
|
||
playing for ante.” These are the only cards that can add or remove cards from the ante zone or
|
||
change a card’s owner.
|
||
407.4. To ante an object is to put that object into the ante zone from whichever zone it’s currently in.
|
||
The owner of an object is the only person who can ante that object.
|
||
408. Command
|
||
408.1. The command zone is a game area reserved for certain specialized objects that have an
|
||
overarching effect on the game, yet are not permanents and cannot be destroyed.
|
||
408.2. Emblems may be created in the command zone. See rule 113, “Emblems.”
|
||
|
||
408.3. In the Planar Magic, Vanguard, Commander, and Archenemy casual variants, nontraditional
|
||
Magic cards and/or specially designated cards start the game in the command zone. Each variant
|
||
has its own rules regarding such cards. See section 9, “Casual Variants.”
|
||
|
||
5. Turn Structure
|
||
500. General
|
||
500.1. A turn consists of five phases, in this order: beginning, precombat main, combat, postcombat
|
||
main, and ending. Each of these phases takes place every turn, even if nothing happens during the
|
||
phase. The beginning, combat, and ending phases are further broken down into steps, which
|
||
proceed in order.
|
||
500.2. A phase or step in which players receive priority ends when the stack is empty and all players
|
||
pass in succession. Simply having the stack become empty doesn’t cause such a phase or step to
|
||
end; all players have to pass in succession with the stack empty. Because of this, each player gets a
|
||
chance to add new things to the stack before that phase or step ends.
|
||
500.3. A step in which no players receive priority ends when all specified actions that take place during
|
||
that step are completed. The only such steps are the untap step (see rule 502) and certain cleanup
|
||
steps (see rule 514).
|
||
500.4. When a step or phase ends, any unused mana left in a player’s mana pool empties. This turn-
|
||
based action doesn’t use the stack.
|
||
500.5. When a phase or step ends, any effects scheduled to last “until end of” that phase or step expire.
|
||
When a phase or step begins, any effects scheduled to last “until” that phase or step expire. Effects
|
||
that last “until end of combat” expire at the end of the combat phase, not at the beginning of the end
|
||
of combat step. Effects that last “until end of turn” are subject to special rules; see rule 514.2.
|
||
500.6. When a phase or step begins, any abilities that trigger “at the beginning of” that phase or step are
|
||
added to the stack.
|
||
500.7. Some effects 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 multiple 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.
|
||
500.8. Some effects can add phases to a turn. They do this by adding the phases directly after the
|
||
specified phase. If multiple extra phases are created after the same phase, the most recently created
|
||
phase will occur first.
|
||
500.9. Some effects can add steps to a phase. They do this by adding the steps directly after a specified
|
||
step or directly before a specified step. If multiple extra steps are created after the same step, the
|
||
most recently created step will occur first.
|
||
500.10. Some effects can cause a step, phase, or turn to be skipped. To skip a step, phase, or turn is to
|
||
proceed past it as though it didn’t exist. See rule 614.10.
|
||
500.11. No game events can occur between turns, phases, or steps.
|
||
501. Beginning Phase
|
||
501.1. The beginning phase consists of three steps, in this order: untap, upkeep, and draw.
|
||
502. Untap Step
|
||
502.1. First, all phased-in permanents with phasing that the active player controls phase out, and all
|
||
phased-out permanents that the active player controlled when they phased out phase in. This all
|
||
happens simultaneously. This turn-based action doesn’t use the stack. See rule 702.24, “Phasing.”
|
||
|
||
502.2. Second, the active player determines which permanents he or she controls will untap. Then he or
|
||
she untaps them all simultaneously. This turn-based action doesn’t use the stack. Normally, all of a
|
||
player’s permanents untap, but effects can keep one or more of a player’s permanents from
|
||
untapping.
|
||
502.3. No player receives priority during the untap step, so no spells can be cast or resolve and no
|
||
abilities can be activated or resolve. Any ability that triggers during this step will be held until the
|
||
next time a player would receive priority, which is usually during the upkeep step. (See rule 503,
|
||
“Upkeep Step.”)
|
||
503. Upkeep Step
|
||
503.1. First, any abilities that trigger at the beginning of the upkeep step and any abilities that triggered
|
||
during the turn’s untap step go on the stack. (See rule 603, “Handling Triggered Abilities.”)
|
||
503.2. Second, the active player gets priority. Players may cast spells and activate abilities.
|
||
504. Draw Step
|
||
504.1. First, the active player draws a card. This turn-based action doesn’t use the stack.
|
||
504.2. Second, any abilities that trigger at the beginning of the draw step and any other abilities that
|
||
have triggered go on the stack.
|
||
504.3. Third, the active player gets priority. Players may cast spells and activate abilities.
|
||
505. Main Phase
|
||
505.1. There are two main phases in a turn. In each turn, the first main phase (also known as the
|
||
precombat main phase) and the second main phase (also known as the postcombat main phase) are
|
||
separated by the combat phase (see rule 506, “Combat Phase”). The precombat and postcombat
|
||
main phases are individually and collectively known as the main phase.
|
||
505.1a Only the first main phase of the turn is a precombat main phase. All other main phases are
|
||
postcombat main phases. This includes the second main phase of a turn in which the combat
|
||
phase has been skipped. It is also true of a turn in which an effect has caused an additional
|
||
combat phase and an additional main phase to be created.
|
||
505.2. The main phase has no steps, so a main phase ends when all players pass in succession while the
|
||
stack is empty. (See rule 500.2.)
|
||
505.3. First, but only if the players are playing an Archenemy game (see rule 904), the active player is
|
||
the archenemy, and it’s the active player’s precombat main phase, the active player sets the top card
|
||
of his or her scheme deck in motion (see rule 701.21). This turn-based action doesn’t use the stack.
|
||
505.4. Second, any abilities that trigger at the beginning of the main phase go on the stack. (See rule
|
||
603, “Handling Triggered Abilities.”)
|
||
505.5. Third, the active player gets priority. Players may cast spells and activate abilities. The active
|
||
player may play a land.
|
||
505.5a The main phase is the only phase in which a player can normally cast artifact, creature,
|
||
enchantment, planeswalker, and sorcery spells. Only the active player may cast these spells.
|
||
505.5b During either main phase, the active player may play one land card from his or her hand if
|
||
the stack is empty, if the player has priority, and if he or she hasn’t yet taken this special action
|
||
|
||
this turn. (See rule 305, “Lands.”) This action doesn’t use the stack. Neither the land nor the
|
||
action of playing the land is a spell or ability, so it can’t be countered, and players can’t respond
|
||
to it with instants or activated abilities.
|
||
506. Combat Phase
|
||
506.1. The combat phase has five steps, which proceed in order: beginning of combat, declare attackers,
|
||
declare blockers, combat damage, and end of combat. The declare blockers and combat damage
|
||
steps are skipped if no creatures are declared as attackers or put onto the battlefield attacking (see
|
||
rule 508.4). There are two combat damage steps if any attacking or blocking creature has first strike
|
||
(see rule 702.7) or double strike (see rule 702.4).
|
||
506.2. During the combat phase, the active player is the attacking player; creatures that player controls
|
||
may attack. During the combat phase of a two-player game, the nonactive player is the defending
|
||
player; that player and planeswalkers he or she controls may be attacked.
|
||
506.2a During the combat phase of a multiplayer game, there may be one or more defending
|
||
players, depending on the variant being played and the options chosen for it. Unless all the
|
||
attacking player’s opponents automatically become defending players during the combat phase,
|
||
the attacking player chooses one of his or her opponents as a turn-based action during the
|
||
beginning of combat step. (Note that the choice may be dictated by the variant being played or
|
||
the options chosen for it.) That player becomes the defending player. See rule 802, “Attack
|
||
Multiple Players Option,” rule 803, “Attack Left and Attack Right Options,” and rule 809,
|
||
“Emperor Variant.”
|
||
506.2b In the Two-Headed Giant multiplayer variant, the nonactive team is the defending team. See
|
||
rule 810, “Two-Headed Giant Variant.”
|
||
506.3. Only a creature can attack or block. Only a player or a planeswalker can be attacked.
|
||
506.3a If an effect would put a noncreature permanent onto the battlefield attacking or blocking, the
|
||
permanent does enter the battlefield but it’s never considered to be an attacking or blocking
|
||
permanent.
|
||
506.3b If an effect would put a creature onto the battlefield attacking under the control of any player
|
||
except an attacking player, that creature does enter the battlefield, but it’s never considered to be
|
||
an attacking creature.
|
||
506.3c If an effect would put a creature onto the battlefield attacking either a player not in the game
|
||
or a planeswalker no longer on the battlefield or no longer a planeswalker, that creature does
|
||
enter the battlefield, but it’s never considered to be an attacking creature.
|
||
506.3d If an effect would put a creature onto the battlefield blocking but the creature it would block
|
||
isn’t attacking either the first creature’s controller or a planeswalker that player controls, that
|
||
creature does enter the battlefield, but it’s never considered to be a blocking creature.
|
||
506.4. A permanent is removed from combat if it leaves the battlefield, if its controller changes, if it
|
||
phases out, if an effect specifically removes it from combat, if it’s a planeswalker that’s being
|
||
attacked and stops being a planeswalker, or if it’s an attacking or blocking creature that regenerates
|
||
(see rule 701.11) or stops being a creature. A creature that’s removed from combat stops being an
|
||
attacking, blocking, blocked, and/or unblocked creature. A planeswalker that’s removed from
|
||
combat stops being attacked.
|
||
506.4a Once a creature has been declared as an attacking or blocking creature, spells or abilities that
|
||
would have kept that creature from attacking or blocking don’t remove the creature from
|
||
combat.
|
||
|
||
506.4b Tapping or untapping a creature that’s already been declared as an attacker or blocker
|
||
doesn’t remove it from combat and doesn’t prevent its combat damage.
|
||
506.4c If a creature is attacking a planeswalker, removing that planeswalker from combat doesn’t
|
||
remove that creature from combat. It continues to be an attacking creature, although it is
|
||
attacking neither a player nor a planeswalker. It may be blocked. If it is unblocked, it will deal
|
||
no combat damage.
|
||
506.4d A permanent that’s both a blocking creature and a planeswalker that’s being attacked is
|
||
removed from combat only if it stops being both a creature and a planeswalker. If it stops being
|
||
one of those card types but continues to be the other, it continues to be either a blocking creature
|
||
or a planeswalker that’s being attacked, whichever is appropriate.
|
||
506.5. A creature attacks alone if it’s the only creature declared as an attacker during the declare
|
||
attackers step. A creature is attacking alone if it’s attacking but no other creatures are. A creature
|
||
blocks alone if it’s the only creature declared as a blocker during the declare blockers step. A
|
||
creature is blocking alone if it’s blocking but no other creatures are.
|
||
506.6. Some spells state that they may be cast “only [before/after] [a particular point in the combat
|
||
phase],” in which that point may be “attackers are declared,” “blockers are declared,” “the combat
|
||
damage step,” “the end of combat step,” “the combat phase,” or “combat.”
|
||
506.6a A spell that states it may be cast “only before (or after) attackers are declared” is referring to
|
||
the turn-based action of declaring attackers. It may be cast only before (or after) the declare
|
||
attackers step begins, regardless of whether any attackers are actually declared. (See rule 508.)
|
||
506.6b A spell that states it may be cast “only before (or after) blockers are declared” is referring to
|
||
the turn-based action of declaring blockers. It may be cast only before (or after) the declare
|
||
blockers step begins, regardless of whether any blockers are actually declared. (See rule 509.)
|
||
506.6c Some spells state that they may be cast only “during combat” or “during a certain player’s
|
||
combat phase” in addition to the criteria described in rule 506.6. If a turn has multiple combat
|
||
phases, such spells may be cast at an appropriate time during any of them.
|
||
506.6d Some spells state that they may be cast “only before (or after) [a particular point in the
|
||
combat phase],” but don’t meet the additional criteria described in rule 506.6c. If a turn has
|
||
multiple combat phases, such spells may be cast that turn only before (or after) the stated point
|
||
of the first combat phase.
|
||
506.6e If a spell states that it may be cast “only before [a particular point in the combat phase],” but
|
||
the stated point doesn’t exist within the relevant combat phase because the declare blockers step
|
||
and the combat damage step are skipped (see rule 508.6), then the spell may be cast only before
|
||
the declare attackers step ends. If the stated point doesn’t exist because the relevant combat
|
||
phase has been skipped, then the spell may be cast only before the precombat main phase ends.
|
||
506.6f If a spell states that it may be cast “only during combat after blockers are declared,” but the
|
||
declare blockers step is skipped that combat phase (see rule 508.6), then the spell may not be
|
||
cast during that combat phase.
|
||
506.6g Rules 506.6 and 506.6a–f apply to abilities that state that they may be activated only at
|
||
certain times with respect to combat just as they apply to spells that state that they may be cast
|
||
only at certain times with respect to combat.
|
||
507. Beginning of Combat Step
|
||
|
||
507.1. First, if the game being played is a multiplayer game in which the active player’s opponent’s
|
||
don’t all automatically become defending players, the active player chooses one of his or her
|
||
opponents. That player becomes the defending player. This turn-based action doesn’t use the stack.
|
||
(See rule 506.2.)
|
||
507.2. Second, any abilities that trigger at the beginning of combat go on the stack. (See rule 603,
|
||
“Handling Triggered Abilities.”)
|
||
507.3. Third, the active player gets priority. Players may cast spells and activate abilities.
|
||
508. Declare Attackers Step
|
||
508.1. First, the active player declares attackers. This turn-based action doesn’t use the stack. To
|
||
declare attackers, the active player follows the steps below, in order. If at any point during the
|
||
declaration of attackers, the active player is unable to comply with any of the steps listed below, the
|
||
declaration is illegal; the game returns to the moment before the declaration (see rule 716,
|
||
“Handling Illegal Actions”).
|
||
508.1a The active player chooses which creatures that he or she controls, if any, will attack. The
|
||
chosen creatures must be untapped, and each one must either have haste or have been controlled
|
||
by the active player continuously since the turn began.
|
||
508.1b If the defending player controls any planeswalkers, or the game allows the active player to
|
||
attack multiple other players, the active player announces which player or planeswalker each of
|
||
the chosen creatures is attacking.
|
||
508.1c The active player checks each creature he or she controls to see whether it’s affected by any
|
||
restrictions (effects that say a creature can’t attack, or that it can’t attack unless some condition
|
||
is met). If any restrictions are being disobeyed, the declaration of attackers is illegal.
|
||
Example: A player controls two creatures, each with a restriction that states “[This
|
||
creature] can’t attack alone.” It’s legal to declare both as attackers.
|
||
508.1d The active player checks each creature he or she controls to see whether it’s affected by any
|
||
requirements (effects that say a creature must attack, or that it must attack if some condition is
|
||
met). If the number of requirements that are being obeyed is fewer than the maximum possible
|
||
number of requirements that could be obeyed without disobeying any restrictions, the
|
||
declaration of attackers is illegal. If a creature can’t attack unless a player pays a cost, that
|
||
player is not required to pay that cost, even if attacking with that creature would increase the
|
||
number of requirements being obeyed.
|
||
Example: A player controls two creatures: one that “attacks if able” and one with no
|
||
abilities. An effect states “No more than one creature can attack each turn.” The only
|
||
legal attack is for just the creature that “attacks if able” to attack. It’s illegal to attack
|
||
with the other creature, attack with both, or attack with neither.
|
||
508.1e If any of the chosen creatures have banding or a “bands with other” ability, the active player
|
||
announces which creatures, if any, are banded with which. (See rule 702.20, “Banding.”)
|
||
508.1f The active player taps the chosen creatures. Tapping a creature when it’s declared as an
|
||
attacker isn’t a cost; attacking simply causes creatures to become tapped.
|
||
508.1g If any of the chosen creatures require paying costs to attack, the active player determines the
|
||
total cost to attack. Costs may include paying mana, tapping permanents, sacrificing
|
||
permanents, discarding cards, and so on. Once the total cost is determined, it becomes “locked
|
||
in.” If effects would change the total cost after this time, ignore this change.
|
||
|
||
508.1h If any of the costs require mana, the active player then has a chance to activate mana
|
||
abilities (see rule 605, “Mana Abilities”).
|
||
508.1i 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.
|
||
508.1j Each chosen creature still controlled by the active player becomes an attacking creature. It
|
||
remains an attacking creature until it’s removed from combat or the combat phase ends,
|
||
whichever comes first. See rule 506.4.
|
||
508.2. Second, any abilities that triggered on attackers being declared go on the stack. (See rule 603,
|
||
“Handling Triggered Abilities.”)
|
||
508.2a Abilities that trigger on a creature attacking trigger only at the point the creature is declared
|
||
as an attacker. They will not trigger if a creature attacks and then that creature’s characteristics
|
||
change to match the ability’s trigger condition.
|
||
Example: A permanent has the ability “Whenever a green creature attacks, destroy that
|
||
creature at end of combat.” If a blue creature attacks and is later turned green, the
|
||
ability will not trigger.
|
||
508.3. Third, the active player gets priority. Players may cast spells and activate abilities.
|
||
508.4. If a creature is put onto the battlefield attacking, its controller chooses which defending player or
|
||
which planeswalker a defending player controls it’s attacking as it enters the battlefield (unless the
|
||
effect that put it onto the battlefield specifies what it’s attacking). Such creatures are “attacking”
|
||
but, for the purposes of trigger events and effects, they never “attacked.”
|
||
508.4a If the effect that put a creature onto the battlefield attacking specifies it’s attacking a certain
|
||
player, and that player is no longer in the game when the effect resolves, the creature is put onto
|
||
the battlefield but is never considered an attacking creature. The same is true if the effect
|
||
specifies a creature is put onto the battlefield attacking a planeswalker and that planeswalker is
|
||
no longer on the battlefield or is no longer a planeswalker when the effect resolves.
|
||
508.5. If an ability of an attacking creature refers to a defending player, or a spell or ability refers to
|
||
both an attacking creature and a defending player, then unless otherwise specified, the defending
|
||
player it’s referring to is the player that creature was attacking at the time it became an attacking
|
||
creature that combat, or the controller of the planeswalker that creature was attacking at the time it
|
||
became an attacking creature that combat.
|
||
508.5a In a multiplayer game, any rule, object, or effect that refers to a “defending player” refers to
|
||
one specific defending player, not to all of the defending players. If a spell or ability could apply
|
||
to multiple attacking creatures, the appropriate defending player is individually determined for
|
||
each of those attacking creatures. If there are multiple defending players that could be chosen,
|
||
the controller of the spell or ability chooses one.
|
||
508.6. If no creatures are declared as attackers or put onto the battlefield attacking, skip the declare
|
||
blockers and combat damage steps.
|
||
509. Declare Blockers Step
|
||
509.1. First, the defending player declares blockers. This turn-based action doesn’t use the stack. To
|
||
declare blockers, the defending player follows the steps below, in order. If at any point during the
|
||
declaration of blockers, the defending player is unable to comply with any of the steps listed below,
|
||
the declaration is illegal; the game returns to the moment before the declaration (see rule 716,
|
||
“Handling Illegal Actions”).
|
||
|
||
509.1a The defending player chooses which creatures that he or she controls, if any, will block. The
|
||
chosen creatures must be untapped. For each of the chosen creatures, the defending player
|
||
chooses one creature for it to block that’s attacking him, her, or a planeswalker he or she
|
||
controls.
|
||
509.1b The defending player checks each creature he or she controls to see whether it’s affected by
|
||
any restrictions (effects that say a creature can’t block, or that it can’t block unless some
|
||
condition is met). If any restrictions are being disobeyed, the declaration of blockers is illegal.
|
||
A restriction may be created by an evasion ability (a static ability an attacking creature has
|
||
that restricts what can block it). If an attacking creature gains or loses an evasion ability after a
|
||
legal block has been declared, it doesn’t affect that block. Different evasion abilities are
|
||
cumulative.
|
||
Example: An attacking creature with flying and shadow can’t be blocked by a creature
|
||
with flying but without shadow.
|
||
509.1c The defending player checks each creature he or she controls to see whether it’s affected by
|
||
any requirements (effects that say a creature must block, or that it must block if some condition
|
||
is met). If the number of requirements that are being obeyed is fewer than the maximum
|
||
possible number of requirements that could be obeyed without disobeying any restrictions, the
|
||
declaration of blockers is illegal. If a creature can’t block unless a player pays a cost, that player
|
||
is not required to pay that cost, even if blocking with that creature would increase the number of
|
||
requirements being obeyed.
|
||
Example: A player controls one creature that “blocks if able” and another creature
|
||
with no abilities. An effect states “Creatures can’t be blocked except by two or more
|
||
creatures.” Having only the first creature block violates the restriction. Having neither
|
||
creature block fulfills the restriction but not the requirement. Having both creatures
|
||
block the same attacking creature fulfills both the restriction and the requirement, so
|
||
that’s the only option.
|
||
509.1d If any of the chosen creatures require paying costs to block, the defending player determines
|
||
the total cost to block. Costs may include paying mana, tapping permanents, sacrificing
|
||
permanents, discarding cards, and so on. Once the total cost is determined, it becomes “locked
|
||
in.” If effects would change the total cost after this time, ignore this change.
|
||
509.1e If any of the costs require mana, the defending player then has a chance to activate mana
|
||
abilities (see rule 605, “Mana Abilities”).
|
||
509.1f Once the player has enough mana in his or her mana pool, he or she pays all costs in any
|
||
order. Partial payments are not allowed.
|
||
509.1g Each chosen creature still controlled by the defending player becomes a blocking creature.
|
||
Each one is blocking the attacking creatures chosen for it. It remains a blocking creature until
|
||
it’s removed from combat or the combat phase ends, whichever comes first. See rule 506.4.
|
||
509.1h An attacking creature with one or more creatures declared as blockers for it becomes a
|
||
blocked creature; one with no creatures declared as blockers for it becomes an unblocked
|
||
creature. This remains unchanged until the creature is removed from combat, an effect says that
|
||
it becomes blocked or unblocked, or the combat phase ends, whichever comes first. A creature
|
||
remains blocked even if all the creatures blocking it are removed from combat.
|
||
509.2. Second, for each attacking creature that’s become blocked, the active player announces that
|
||
creature’s damage assignment order, which consists of the creatures blocking it in an order of that
|
||
player’s choice. (During the combat damage step, an attacking creature can’t assign combat damage
|
||
to a creature that’s blocking it unless each creature ahead of that blocking creature in its order is
|
||
assigned lethal damage.) This turn-based action doesn’t use the stack.
|
||
|
||
Example: Craw Wurm is blocked by Llanowar Elves, Runeclaw Bear, and Serra Angel. The
|
||
Craw Wurm’s controller announces the Craw Wurm’s damage assignment order as Serra
|
||
Angel, then Runeclaw Bear, then Llanowar Elves.
|
||
509.2a During the declare blockers step, if a blocking creature is removed from combat or a spell or
|
||
ability causes it to stop blocking an attacking creature, the blocking creature is removed from all
|
||
relevant damage assignment orders. The relative order among the remaining blocking creatures
|
||
is unchanged.
|
||
509.3. Third, for each blocking creature, the defending player announces that creature’s damage
|
||
assignment order, which consists of the creatures it’s blocking in an order of that player’s choice.
|
||
(During the combat damage step, a blocking creature can’t assign combat damage to a creature it’s
|
||
blocking unless each creature ahead of that blocked creature in its order is assigned lethal damage.)
|
||
This turn-based action doesn’t use the stack.
|
||
509.3a During the declare blockers step, if an attacking creature is removed from combat or a spell
|
||
or ability causes it to stop being blocked by a blocking creature, the attacking creature is
|
||
removed from all relevant damage assignment orders. The relative order among the remaining
|
||
attacking creatures is unchanged.
|
||
509.4. Fourth, any abilities that triggered on blockers being declared go on the stack. (See rule 603,
|
||
“Handling Triggered Abilities.”)
|
||
509.4a An ability that reads “Whenever [this creature] blocks, . . .” generally triggers only once
|
||
each combat for that creature, even if it blocks multiple creatures. It triggers if the creature is
|
||
declared as a blocker. It will also trigger if that creature becomes a blocker as the result of an
|
||
effect, but only if it wasn’t a blocking creature at that time. (See rule 509.1g.) It won’t trigger if
|
||
the creature is put onto the battlefield blocking.
|
||
509.4b An ability that reads “Whenever [this creature] blocks a creature, . . .” triggers once for each
|
||
attacking creature the creature with the ability blocks. It triggers if the creature is declared as a
|
||
blocker. It will also trigger if an effect causes that creature to block an attacking creature, but
|
||
only if it wasn’t already blocking that attacking creature at that time. It won’t trigger if the
|
||
creature is put onto the battlefield blocking.
|
||
509.4c An ability that reads “Whenever [this creature] becomes blocked, . . .” generally triggers
|
||
only once each combat for that creature, even if it’s blocked by multiple creatures. It will trigger
|
||
if that creature becomes blocked by at least one creature declared as a blocker. It will also
|
||
trigger if that creature becomes blocked by an effect or by a creature that’s put onto the
|
||
battlefield as a blocker, but only if the attacking creature was an unblocked creature at that time.
|
||
(See rule 509.1h.)
|
||
509.4d An ability that reads “Whenever [this creature] becomes blocked by a creature, . . .” triggers
|
||
once for each creature that blocks the named creature. It triggers if a creature is declared as a
|
||
blocker for the attacking creature. It will also trigger if an effect causes a creature to block the
|
||
attacking creature, but only if it wasn’t already blocking that attacking creature at that time. In
|
||
addition, it will trigger if a creature is put onto the battlefield blocking that creature. It won’t
|
||
trigger if the creature becomes blocked by an effect rather than a creature.
|
||
509.4e If an ability triggers when a creature blocks or becomes blocked by a particular number of
|
||
creatures, the ability triggers if the creature blocks or is blocked by that many creatures when
|
||
blockers are declared. Effects that add or remove blockers can also cause such abilities to
|
||
trigger. This applies to abilities that trigger on a creature blocking or being blocked by at least a
|
||
certain number of creatures as well.
|
||
|
||
509.4f If an ability triggers when a creature with certain characteristics blocks, it will trigger only if
|
||
the creature has those characteristics at the point blockers are declared, or at the point an effect
|
||
causes it to block. If an ability triggers when a creature with certain characteristics becomes
|
||
blocked, it will trigger only if the creature has those characteristics at the point it becomes a
|
||
blocked creature. If an ability triggers when a creature becomes blocked by a creature with
|
||
certain characteristics, it will trigger only if the latter creature has those characteristics at the
|
||
point it becomes a blocking creature. None of those abilities will trigger if the relevant
|
||
creature’s characteristics change to match the ability’s trigger condition later on.
|
||
Example: A creature has the ability “Whenever this creature becomes blocked by a
|
||
white creature, destroy that creature at end of combat.” If the creature becomes blocked
|
||
by a black creature that is later turned white, the ability will not trigger.
|
||
509.4g An ability that reads “Whenever [this creature] attacks and isn’t blocked, . . .” triggers if no
|
||
creatures are declared as blockers for that creature. It won’t trigger if the attacking creature is
|
||
blocked and then all its blockers are removed from combat.
|
||
509.5. Fifth, the active player gets priority. Players may cast spells and activate abilities.
|
||
509.6. If a spell or ability causes a creature on the battlefield to block an attacking creature, the active
|
||
player announces the blocking creature’s placement in the attacking creature’s damage assignment
|
||
order. The relative order among the remaining blocking creatures is unchanged. Then the defending
|
||
player announces the attacking creature’s placement in the blocking creature’s damage assignment
|
||
order. The relative order among the remaining attacking creatures is unchanged. This is done as part
|
||
of the blocking effect.
|
||
509.7. If a creature is put onto the battlefield blocking, its controller chooses which attacking creature
|
||
it’s blocking as it enters the battlefield (unless the effect that put it onto the battlefield specifies
|
||
what it’s blocking), then the active player announces the new creature’s placement in the blocked
|
||
creature’s damage assignment order. The relative order among the remaining blocking creatures is
|
||
unchanged. A creature put onto the battlefield this way is “blocking” but, for the purposes of trigger
|
||
events and effects, it never “blocked.”
|
||
Example: Lumengrid Warden is blocked by Runeclaw Bear. The defending player casts
|
||
Flash Foliage, which puts a Saproling token onto the battlefield blocking the Lumengrid
|
||
Warden. Lumengrid Warden’s controller announces the Lumengrid Warden’s damage
|
||
assignment order as the Saproling token, then Runeclaw Bear.
|
||
510. Combat Damage Step
|
||
510.1. First, the active player announces how each attacking creature assigns its combat damage, then
|
||
the defending player announces how each blocking creature assigns its combat damage. This turn-
|
||
based action doesn’t use the stack. A player assigns a creature’s combat damage according to the
|
||
following rules:
|
||
510.1a Each attacking creature and each blocking creature assigns combat damage equal to its
|
||
power. Creatures that would assign 0 or less damage this way don’t assign combat damage at
|
||
all.
|
||
510.1b An unblocked creature assigns its combat damage to the player or planeswalker it’s
|
||
attacking. If it isn’t currently attacking anything (if, for example, it was attacking a planeswalker
|
||
that has left the battlefield), it assigns no combat damage.
|
||
510.1c A blocked creature assigns its combat damage to the creatures blocking it. If no creatures are
|
||
currently blocking it (if, for example, they were destroyed or removed from combat), it assigns
|
||
no combat damage. If exactly one creature is blocking it, it assigns all its combat damage to that
|
||
creature. If two or more creatures are blocking it, it assigns its combat damage to those creatures
|
||
according to the damage assignment order announced for it. This may allow the blocked
|
||
|
||
creature to divide its combat damage. However, it can’t assign combat damage to a creature
|
||
that’s blocking it unless each creature that precedes that blocking creature in its order is
|
||
assigned lethal damage. When checking for assigned lethal damage, take into account damage
|
||
already marked on the creature and damage from other creatures that’s being assigned during
|
||
the same combat damage step, but not any abilities or effects that might change the amount of
|
||
damage that’s actually dealt. An amount of damage that’s greater than a creature’s lethal
|
||
damage may be assigned to it.
|
||
Example: The damage assignment order of an attacking Craw Wurm (a 6/4 creature) is
|
||
Wall of Wood (a 0/3 creature) then Eager Cadet (a 1/1 creature). Craw Wurm can
|
||
assign 3 damage to the Wall and 3 damage to the Cadet, 4 damage to the Wall and 2
|
||
damage to the Cadet, 5 damage to the Wall and 1 damage to the Cadet, or 6 damage to
|
||
the Wall.
|
||
Example: The damage assignment order of an attacking Craw Wurm (a 6/4 creature) is
|
||
Wall of Wood (a 0/3 creature) then Eager Cadet (a 1/1 creature). During the declare
|
||
blockers step, the defending player casts Giant Growth targeting Wall of Wood, which
|
||
gives it +3/+3 until end of turn. Craw Wurm must assign its 6 damage to the Wall.
|
||
Example: The damage assignment order of an attacking Craw Wurm (a 6/4 creature) is
|
||
Wall of Wood (a 0/3 creature) then Eager Cadet (a 1/1 creature). During the declare
|
||
blockers step, the defending player casts Mending Hands targeting Wall of Wood, which
|
||
prevents the next 4 damage that would be dealt to it. Craw Wurm can assign 3 damage
|
||
to the Wall and 3 damage to the Cadet, 4 damage to the Wall and 2 damage to the
|
||
Cadet, 5 damage to the Wall and 1 damage to the Cadet, or 6 damage to the Wall.
|
||
Example: The damage assignment order of an attacking Enormous Baloth (a 7/7
|
||
creature) is Trained Armodon (a 3/3 creature) that already has 2 damage marked on it,
|
||
then Foriysian Brigade (a 2/4 creature that can block an additional creature), then
|
||
Silverback Ape (a 5/5 creature). The damage assignment order of an attacking
|
||
Durkwood Boars (a 4/4 creature) is the same Foriysian Brigade, then Goblin Piker (a
|
||
2/1 creature). Among other possibilities, the active player may have the Baloth assign 1
|
||
damage to the Armodon, 1 damage to the Brigade, and 5 damage to the Ape, and have
|
||
the Boars assign 3 damage to the Brigade and 1 damage to the Piker.
|
||
510.1d A blocking creature assigns combat damage to the creatures it’s blocking. If it isn’t currently
|
||
blocking any creatures (if, for example, they were destroyed or removed from combat), it
|
||
assigns no combat damage. If it’s blocking exactly one creature, it assigns all its combat damage
|
||
to that creature. If it’s blocking two or more creatures, it assigns its combat damage to those
|
||
creatures according to the damage assignment order announced for it. This may allow the
|
||
blocking creature to divide its combat damage. However, it can’t assign combat damage to a
|
||
creature that it’s blocking unless each creature that precedes that blocked creature is assigned
|
||
lethal damage. When checking for assigned lethal damage, take into account damage already
|
||
marked on the creature and damage from other creatures that’s being assigned during the same
|
||
combat damage step, but not any abilities or effects that might change the amount of damage
|
||
that’s actually dealt. An amount of damage that’s greater than a creature’s lethal damage may be
|
||
assigned to it.
|
||
510.1e Each creature’s damage must be assigned fully before another creature’s damage may be
|
||
assigned.
|
||
510.1f Once a player has assigned combat damage from each attacking or blocking creature he or
|
||
she controls, the total damage assignment is checked to see if it complies with the above rules. If
|
||
it doesn’t, the combat damage assignment is illegal; the game returns to the moment before that
|
||
player began to assign combat damage. (See rule 716, “Handling Illegal Actions”).
|
||
510.2. Second, all combat damage that’s been assigned is dealt simultaneously. This turn-based action
|
||
doesn’t use the stack. No player has the chance to cast spells or activate abilities between the time
|
||
combat damage is assigned and the time it’s dealt. This is a change from previous rules.
|
||
|
||
Example: Suntail Hawk (a 1/1 creature with flying) and Goblin Piker (a 2/1 creature) are
|
||
attacking. Mogg Fanatic (a 1/1 creature with the ability “Sacrifice Mogg Fanatic: Mogg
|
||
Fanatic deals 1 damage to target creature or player) blocks the Goblin Piker. The defending
|
||
player sacrifices Mogg Fanatic during the declare blockers step to deal 1 damage to the
|
||
Suntail Hawk. The Hawk is destroyed. The Piker deals and is dealt no combat damage this
|
||
turn. If the defending player instead left Mogg Fanatic on the battlefield, the Fanatic and the
|
||
Piker would have dealt lethal damage to one another, but the Suntail Hawk couldn’t have
|
||
been dealt damage.
|
||
510.3. Third, any abilities that triggered on damage being assigned or dealt go on the stack. (See rule
|
||
603, “Handling Triggered Abilities.”)
|
||
510.4. Fourth, the active player gets priority. Players may cast spells and activate abilities.
|
||
510.5. If at least one attacking or blocking creature has first strike (see rule 702.7) or double strike (see
|
||
rule 702.4) as the combat damage step begins, the only creatures that assign combat damage in that
|
||
step are those with first strike or double strike. After that step, instead of proceeding to the end of
|
||
combat step, the phase gets a second combat damage step. The only creatures that assign combat
|
||
damage in that step are the remaining attackers and blockers that had neither first strike nor double
|
||
strike as the first combat damage step began, as well as the remaining attackers and blockers that
|
||
currently have double strike. After that step, the phase proceeds to the end of combat step.
|
||
511. End of Combat Step
|
||
511.1. First, all “at end of combat” abilities trigger and go on the stack. (See rule 603, “Handling
|
||
Triggered Abilities.”)
|
||
511.2. Second, the active player gets priority. Players may cast spells and activate abilities.
|
||
511.3. As soon as the end of combat step ends, all creatures and planeswalkers are removed from
|
||
combat. After the end of combat step ends, the combat phase is over and the postcombat main phase
|
||
begins (see rule 505).
|
||
512. Ending Phase
|
||
512.1. The ending phase consists of two steps: end and cleanup.
|
||
513. End Step
|
||
513.1. First, all abilities that trigger “at the beginning of the end step” or “at the beginning of the next
|
||
end step” go on the stack. (See rule 603, “Handling Triggered Abilities.”)
|
||
513.1a Previously, abilities that trigger at the beginning of the end step were printed with the trigger
|
||
condition “at end of turn.” Cards that were printed with that text have received errata in the
|
||
Oracle card reference to say “at the beginning of the end step” or “at the beginning of the next
|
||
end step.”
|
||
513.2. Second, the active player gets priority. Players may cast spells and activate abilities.
|
||
513.3. If a permanent with an ability that triggers “at the beginning of the end step” enters the
|
||
battlefield during this step, that ability won’t trigger until the next turn’s end step. Likewise, if a
|
||
delayed triggered ability that triggers “at the beginning of the next end step” is created during this
|
||
step, that ability won’t trigger until the next turn’s end step. In other words, the step doesn’t “back
|
||
up” so those abilities can go on the stack. This rule applies only to triggered abilities; it doesn’t
|
||
apply to continuous effects whose durations say “until end of turn” or “this turn.” (See rule 514,
|
||
“Cleanup Step.”)
|
||
|
||
514. Cleanup Step
|
||
514.1. First, if the active player’s hand contains more cards than his or her maximum hand size
|
||
(normally seven), he or she discards enough cards to reduce his or her hand size to that number.
|
||
This turn-based action doesn’t use the stack.
|
||
514.2. Second, the following actions happen simultaneously: all damage marked on permanents
|
||
(including phased-out permanents) is removed and all “until end of turn” and “this turn” effects end.
|
||
This turn-based action doesn’t use the stack.
|
||
514.3. Normally, no player receives priority during the cleanup step, so no spells can be cast and no
|
||
abilities can be activated. However, this rule is subject to the following exception:
|
||
514.3a At this point, the game checks to see if any state-based actions would be performed and/or
|
||
any triggered abilities are waiting to be put onto the stack (including those that trigger “at the
|
||
beginning of the next cleanup step”). If so, those state-based actions are performed, then those
|
||
triggered abilities are put on the stack, then the active player gets priority. Players may cast
|
||
spells and activate abilities. Once the stack is empty and all players pass in succession, another
|
||
cleanup step begins.
|
||
|
||
6. Spells, Abilities, and Effects
|
||
600. General
|
||
601. Casting Spells
|
||
601.1. Previously, the action of casting a spell, or casting a card as a spell, was referred to on cards as
|
||
“playing” that spell or that card. Cards that were printed with that text have received errata in the
|
||
Oracle card reference so they now refer to “casting” that spell or that card.
|
||
601.1a Some effects still refer to “playing” a card. “Playing a card” means playing that card as a
|
||
land or casting that card as a spell, whichever is appropriate.
|
||
601.2. To cast a spell is to take it from where it is (usually the hand), put it on the stack, and pay its
|
||
costs, so that it will eventually resolve and have its effect. Casting a spell follows the steps listed
|
||
below, in order. If, at any point during the casting of a spell, a player is unable to comply with any
|
||
of the steps listed below, the casting of the spell is illegal; the game returns to the moment before
|
||
that spell started to be cast (see rule 716, “Handling Illegal Actions”). Announcements and
|
||
payments can’t be altered after they’ve been made.
|
||
601.2a The player announces that he or she is casting the spell. That card (or that copy of a card)
|
||
moves from where it is to the stack. It becomes the topmost object on the stack. It has all the
|
||
characteristics of the card (or the copy of a card) associated with it, and that player becomes its
|
||
controller. The spell remains on the stack until it’s countered, it resolves, or an effect moves it
|
||
elsewhere.
|
||
601.2b If the spell is modal the player announces the mode choice (see rule 700.2). If the player
|
||
wishes to splice any cards onto the spell (see rule 702.45), he or she reveals those cards in his or
|
||
her hand. If the spell has alternative or additional costs that will be paid as it’s being cast such as
|
||
buyback, kicker, or convoke costs (see rules 117.8 and 117.9), the player announces his or her
|
||
intentions to pay any or all of those costs (see rule 601.2e). A player can’t apply two alternative
|
||
methods of casting or two alternative costs to a single spell. If the spell has a variable cost that
|
||
will be paid as it’s being cast (such as an {X} in its mana cost; see rule 107.3), the player
|
||
announces the value of that variable. If a cost that will be paid as the spell is being cast includes
|
||
hybrid mana symbols, the player announces the nonhybrid equivalent cost he or she intends to
|
||
pay. If a cost that will be paid as the spell is being cast includes Phyrexian mana symbols, the
|
||
player announces whether he or she intends to pay 2 life or the corresponding colored mana cost
|
||
for each of those symbols. Previously made choices (such as choosing to cast a spell with
|
||
flashback from a graveyard or choosing to cast a creature with morph face down) may restrict
|
||
the player’s options when making these choices.
|
||
601.2c The player announces his or her choice of an appropriate player, object, or zone for each
|
||
target the spell requires. A spell may require some targets only if an alternative or additional
|
||
cost (such as a buyback or kicker cost), or a particular mode, was chosen for it; otherwise, the
|
||
spell is cast as though it did not require those targets. If the spell has a variable number of
|
||
targets, the player announces how many targets he or she will choose before he or she
|
||
announces those targets. The same target can’t be chosen multiple times for any one instance of
|
||
the word “target” on the spell. However, if the spell uses the word “target” in multiple places,
|
||
the same object, player, or zone can be chosen once for each instance of the word “target” (as
|
||
long as it fits the targeting criteria). If any effects say that an object or player must be chosen as
|
||
a target, the player chooses targets so that he or she obeys the maximum possible number of
|
||
such effects without violating any rules or effects that say that an object or player can’t be
|
||
chosen as a target. The chosen players, objects, and/or zones each become a target of that spell.
|
||
(Any abilities that trigger when those players, objects, and/or zones become the target of a spell
|
||
trigger at this point; they’ll wait to be put on the stack until the spell has finished being cast.)
|
||
|
||
Example: If a spell says “Tap two target creatures,” then the same creature can’t be
|
||
chosen twice; the spell requires two different legal targets. A spell that says “Destroy
|
||
target artifact and target land,” however, can target the same artifact land twice
|
||
because it uses the word “target” in multiple places.
|
||
601.2d If the spell requires the player to divide or distribute an effect (such as damage or counters)
|
||
among one or more targets, the player announces the division. Each of these targets must
|
||
receive at least one of whatever is being divided.
|
||
601.2e The player determines the total cost of the spell. Usually this is just the mana cost. Some
|
||
spells have additional or alternative costs. Some effects may increase or reduce the cost to pay,
|
||
or may provide other alternative costs. Costs may include paying mana, tapping permanents,
|
||
sacrificing permanents, discarding cards, and so on. The total cost is the mana cost or alternative
|
||
cost (as determined in rule 601.2b), plus all additional costs and cost increases, and minus all
|
||
cost reductions. If the mana component of the total cost is reduced to nothing by cost reduction
|
||
effects, it is considered to be {0}. It can’t be reduced to less than {0}. Once the total cost is
|
||
determined, any effects that directly affect the total cost are applied. Then the resulting total cost
|
||
becomes “locked in.” If effects would change the total cost after this time, they have no effect.
|
||
601.2f If the total cost includes a mana payment, the player then has a chance to activate mana
|
||
abilities (see rule 605, “Mana Abilities”). Mana abilities must be activated before costs are paid.
|
||
601.2g The player pays the total cost in any order. Partial payments are not allowed. Unpayable
|
||
costs can’t be paid.
|
||
Example: You cast Death Bomb, which costs {3}{B} and has an additional cost of
|
||
sacrificing a creature. You sacrifice Thunderscape Familiar, whose effect makes your
|
||
black spells cost {1} less to cast. Because a spell’s total cost is “locked in” before
|
||
payments are actually made, you pay {2}{B}, not {3}{B}, even though you’re sacrificing
|
||
the Familiar.
|
||
601.2h Once the steps described in 601.2a–g are completed, the spell becomes cast. Any abilities
|
||
that trigger when a spell is cast or put onto the stack trigger at this time. If the spell’s controller
|
||
had priority before casting it, he or she gets priority.
|
||
601.3. Some spells specify that one of their controller’s opponents does something the controller would
|
||
normally do while it’s being cast, such as choose a mode or choose targets. In these cases, the
|
||
opponent does so when the spell’s controller normally would do so.
|
||
601.3a If there is more than one opponent who could make such a choice, the spell’s controller
|
||
decides which of those opponents will make the choice.
|
||
601.3b If the spell instructs its controller and another player to do something at the same time as the
|
||
spell is being cast, the spell’s controller goes first, then the other player. This is an exception to
|
||
rule 101.4.
|
||
601.4. Casting a spell that alters costs won’t affect spells and abilities that are already on the stack.
|
||
601.5. A player can’t begin to cast a spell that’s prohibited from being cast.
|
||
601.5a If an effect allows a card that’s prohibited from being cast to be cast face down, and the
|
||
face-down spell would not be prohibited, that spell can be cast face down. See rule 707, “Face-
|
||
Down Spells and Permanents.”
|
||
602. Activating Activated Abilities
|
||
|
||
602.1. Activated abilities have a cost and an effect. They are written as “[Cost]: [Effect.] [Activation
|
||
instructions (if any).]”
|
||
602.1a The activation cost is everything before the colon (:). An ability’s activation cost must be
|
||
paid by the player who is activating it.
|
||
Example: The activation cost of an ability that reads “{2}, {T}: You gain 1 life” is two
|
||
mana of any type plus tapping the permanent that has the ability.
|
||
602.1b Some text after the colon of an activated ability states instructions that must be followed
|
||
while activating that ability. Such text may state which players can activate that ability, may
|
||
restrict when a player can activate the ability, or may define some aspect of the activation cost.
|
||
This text is not part of the ability’s effect. It functions at all times. If an activated ability has any
|
||
activation instructions, they appear last, after the ability’s effect.
|
||
602.1c An activated ability is the only kind of ability that can be activated. If an object or rule refers
|
||
to activating an ability without specifying what kind, it must be referring to an activated ability.
|
||
602.1d Previously, the action of using an activated ability was referred to on cards as “playing” that
|
||
ability. Cards that were printed with that text have received errata in the Oracle card reference
|
||
so they now refer to “activating” that ability.
|
||
602.2. To activate an ability is to put it onto the stack and pay its costs, so that it will eventually resolve
|
||
and have its effect. Only an object’s controller (or its owner, if it doesn’t have a controller) can
|
||
activate its activated ability unless the object specifically says otherwise. Activating an ability
|
||
follows the steps listed below, in order. If, at any point during the activation of an ability, a player is
|
||
unable to comply with any of those steps, the activation is illegal; the game returns to the moment
|
||
before that ability started to be activated (see rule 716, “Handling Illegal Actions”). Announcements
|
||
and payments can’t be altered after they’ve been made.
|
||
602.2a The player announces that he or she is activating the ability. If an activated ability is being
|
||
activated from a hidden zone, the card that has that ability is revealed. That ability is created on
|
||
the stack as an object that’s not a card. It becomes the topmost object on the stack. It has the text
|
||
of the ability that created it, and no other characteristics. Its controller is the player who
|
||
activated the ability. The ability remains on the stack until it’s countered, it resolves, or an effect
|
||
moves it elsewhere.
|
||
602.2b The remainder of the process for activating an ability is identical to the process for casting a
|
||
spell listed in rules 601.2b–h. Those rules apply to activating an ability just as they apply to
|
||
casting a spell. An activated ability’s analog to a spell’s mana cost (as referenced in rule 601.2e)
|
||
is its activation cost.
|
||
602.3. Some abilities specify that one of their controller’s opponents does something the controller
|
||
would normally do while it’s being activated, such as choose a mode or choose targets. In these
|
||
cases, the opponent does so when the ability’s controller normally would do so.
|
||
602.3a If there is more than one opponent who could make such a choice, the ability’s controller
|
||
decides which of those opponents will make the choice.
|
||
602.3b If the ability instructs its controller and another player to do something at the same time as
|
||
the ability is being activated, the ability’s controller goes first, then the other player. This is an
|
||
exception to rule 101.4.
|
||
602.4. Activating an ability that alters costs won’t affect spells and abilities that are already on the
|
||
stack.
|
||
602.5. A player can’t begin to activate an ability that’s prohibited from being activated.
|
||
|
||
602.5a A creature’s activated ability with the tap symbol ({T}) or the untap symbol ({Q}) in its
|
||
activation cost can’t be activated unless the creature has been under its controller’s control since
|
||
the start of his or her most recent turn. Ignore this rule for creatures with haste (see rule 702.10).
|
||
602.5b If an activated ability has a restriction on its use (for example, “Activate this ability only
|
||
once each turn”), the restriction continues to apply to that object even if its controller changes.
|
||
602.5c If an object acquires an activated ability with a restriction on its use from another object, that
|
||
restriction applies only to that ability as acquired from that object. It doesn’t apply to other,
|
||
identically worded abilities.
|
||
602.5d Activated abilities that read “Activate this ability only any time you could cast a sorcery”
|
||
mean the player must follow the timing rules for casting a sorcery spell, though the ability isn’t
|
||
actually a sorcery. The player doesn’t actually need to have a sorcery card that he or she could
|
||
cast.
|
||
602.5e Activated abilities that read “Activate this ability only any time you could cast an instant”
|
||
mean the player must follow the timing rules for casting an instant spell, though the ability isn’t
|
||
actually an instant. The player doesn’t actually need to have an instant card that he or she could
|
||
cast.
|
||
603. Handling Triggered Abilities
|
||
603.1. Triggered abilities have a trigger condition and an effect. They are written as “[Trigger
|
||
condition], [effect],” and begin with the word “when,” “whenever,” or “at.” They can also be
|
||
expressed as “[When/Whenever/At] [trigger event], [effect].”
|
||
603.2. Whenever a game event or game state matches a triggered ability’s trigger event, that ability
|
||
automatically triggers. The ability doesn’t do anything at this point.
|
||
603.2a Because they aren’t cast or activated, triggered abilities can trigger even when it isn’t legal
|
||
to cast spells and activate abilities. Effects that prevent abilities from being activated don’t
|
||
affect them.
|
||
603.2b When a phase or step begins, all abilities that trigger “at the beginning of” that phase or step
|
||
trigger.
|
||
603.2c 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 509.4.
|
||
Example: A permanent has an ability whose trigger condition reads, “Whenever a land
|
||
is put into a graveyard from the battlefield, . . . .” If someone casts a spell that destroys
|
||
all lands, the ability will trigger once for each land put into the graveyard during the
|
||
spell’s resolution.
|
||
603.2d 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. Similarly, they don’t trigger if an object enters a
|
||
zone in that state.
|
||
Example: An ability that triggers when a permanent “becomes tapped” triggers only
|
||
when the status of a permanent that’s already on the battlefield changes from untapped
|
||
to tapped.
|
||
603.2e If a triggered ability’s trigger condition is met, but the object with that triggered ability is at
|
||
no time visible to all players, the ability does not trigger.
|
||
|
||
603.2f An ability triggers only if its trigger event actually occurs. An event that’s prevented or
|
||
replaced won’t trigger anything.
|
||
Example: An ability that triggers on damage being dealt won’t trigger if all the damage
|
||
is prevented.
|
||
603.3. Once an ability has triggered, its controller puts it on the stack as an object that’s not a card the
|
||
next time a player would receive priority. See rule 116, “Timing and Priority.” The ability becomes
|
||
the topmost object on the stack. It has the text of the ability that created it, and no other
|
||
characteristics. It remains on the stack until it’s countered, it resolves, a rule causes it to be removed
|
||
from the stack, or an effect moves it elsewhere.
|
||
603.3a A triggered ability is controlled by the player who controlled its source at the time it
|
||
triggered, unless it’s a delayed triggered ability. To determine the controller of a delayed
|
||
triggered ability, see rules 603.7d–f.
|
||
603.3b If multiple abilities have triggered since the last time a player received priority, each player,
|
||
in APNAP order, puts triggered abilities he or she controls on the stack in any order he or she
|
||
chooses. (See rule 101.4.) Then the game once again checks for and resolves state-based actions
|
||
until none are performed, then abilities that triggered during this process go on the stack. This
|
||
process repeats until no new state-based actions are performed and no abilities trigger. Then the
|
||
appropriate player gets priority.
|
||
603.3c If a triggered ability is modal, its controller announces the mode choice when he or she puts
|
||
the ability on the stack. If one of the modes would be illegal (due to an inability to choose legal
|
||
targets, for example), that mode can’t be chosen. If no mode can be chosen, the ability is
|
||
removed from the stack. (See rule 700.2.)
|
||
603.3d The remainder of the process for putting a triggered ability on the stack is identical to the
|
||
process for casting a spell listed in rules 601.2c–d. If a choice is required when the triggered
|
||
ability goes on the stack but no legal choices can be made for it, or if a rule or a continuous
|
||
effect otherwise makes the ability illegal, the ability is simply removed from the stack.
|
||
603.4. A triggered ability may read “When/Whenever/At [trigger event], if [condition], [effect].” When
|
||
the trigger event occurs, the ability checks whether the stated condition is true. The ability triggers
|
||
only if it is; otherwise it does nothing. If the ability triggers, it checks the stated condition again as it
|
||
resolves. If the condition isn’t true at that time, the ability is removed from the stack and does
|
||
nothing. Note that this mirrors the check for legal targets. This rule is referred to as the “intervening
|
||
‘if’ clause” rule. (The word “if” has only its normal English meaning anywhere else in the text of a
|
||
card; this rule only applies to an “if” that immediately follows a trigger condition.)
|
||
Example: Felidar Sovereign reads, “At the beginning of your upkeep, if you have 40 or
|
||
more life, you win the game.” Its controller’s life total is checked as that player’s upkeep
|
||
begins. If that player has 39 or less life, the ability doesn’t trigger at all. If that player has
|
||
40 or more life, the ability triggers and goes on the stack. As the ability resolves, that
|
||
player’s life total is checked again. If that player has 39 or less life at this time, the ability is
|
||
removed from the stack and has no effect. If that player has 40 or more life at this time, the
|
||
ability resolves and that player wins the game.
|
||
603.5. Some triggered abilities’ effects are optional (they contain “may,” as in “At the beginning of
|
||
your upkeep, you may draw a card”). These abilities go on the stack when they trigger, regardless of
|
||
whether their controller intends to exercise the ability’s option or not. The choice is made when the
|
||
ability resolves. Likewise, triggered abilities that have an effect “unless” something is true or a
|
||
player chooses to do something will go on the stack normally; the “unless” part of the ability is
|
||
dealt with when the ability resolves.
|
||
603.6. Trigger events that involve objects changing zones are called “zone-change triggers.” Many
|
||
abilities with zone-change triggers attempt to do something to that object after it changes zones.
|
||
|
||
During resolution, these abilities look for the object in the zone that it moved to. If the object is
|
||
unable to be found in the zone it went to, the part of the ability attempting to do something to the
|
||
object will fail to do anything. The ability could be unable to find the object because the object
|
||
never entered the specified zone, because it left the zone before the ability resolved, or because it is
|
||
in a zone that is hidden from a player, such as a library or an opponent’s hand. (This rule applies
|
||
even if the object leaves the zone and returns again before the ability resolves.) The most common
|
||
zone-change triggers are enters-the-battlefield triggers and leaves-the-battlefield triggers.
|
||
603.6a Enters-the-battlefield abilities trigger when a permanent enters the battlefield. These are
|
||
written, “When [this object] enters the battlefield, . . . ” or “Whenever a [type] enters the
|
||
battlefield, . . .” Each time an event puts one or more permanents onto the battlefield, all
|
||
permanents on the battlefield (including the newcomers) are checked for any enters-the-
|
||
battlefield triggers that match the event.
|
||
603.6b Continuous effects that modify characteristics of a permanent do so the moment the
|
||
permanent is on the battlefield (and not before then). The permanent is never on the battlefield
|
||
with its unmodified characteristics. Continuous effects don’t apply before the permanent is on
|
||
the battlefield, however (see rule 603.6e).
|
||
Example: If an effect reads “All lands are creatures” and a land card is played, the
|
||
effect makes the land card into a creature the moment it enters the battlefield, so it
|
||
would trigger abilities that trigger when a creature enters the battlefield. Conversely, if
|
||
an effect reads “All creatures lose all abilities” and a creature card with an enters-the-
|
||
battlefield triggered ability enters the battlefield, that effect will cause it to lose its
|
||
abilities the moment it enters the battlefield, so the enters-the-battlefield ability won’t
|
||
trigger.
|
||
603.6c Leaves-the-battlefield abilities trigger when a permanent moves from the battlefield to
|
||
another zone, or when a phased-in permanent leaves the game because its owner leaves the
|
||
game. These are written as, but aren’t limited to, “When [this object] leaves the battlefield, . . .”
|
||
or “Whenever [something] is put into a graveyard from the battlefield, . . . .” An ability that
|
||
attempts to do something to the card that left the battlefield checks for it only in the first zone
|
||
that it went to. An ability that triggers when a card is put into a certain zone “from anywhere” is
|
||
never treated as a leaves-the-battlefield ability, even if an object is put into that zone from the
|
||
battlefield.
|
||
603.6d Normally, objects that exist immediately after an event are checked to see if the event
|
||
matched any trigger conditions. Continuous effects that exist at that time are used to determine
|
||
what the trigger conditions are and what the objects involved in the event look like. However,
|
||
some triggered abilities must be treated specially because the object with the ability may no
|
||
longer be on the battlefield, may have moved to a hand or library, or may no longer be
|
||
controlled by the appropriate player. The game has to “look back in time” to determine if these
|
||
abilities trigger. Leaves-the-battlefield abilities, abilities that trigger when a permanent phases
|
||
out, abilities that trigger when an object that all players can see is put into a hand or library,
|
||
abilities that trigger specifically when an object becomes unattached, abilities that trigger when
|
||
a player loses control of an object, and abilities that trigger when a player planeswalks away
|
||
from a plane will trigger based on their existence, and the appearance of objects, prior to the
|
||
event rather than afterward.
|
||
Example: Two creatures are on the battlefield along with an artifact that has the ability
|
||
“Whenever a creature is put into a graveyard from the battlefield, 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.
|
||
603.6e Some permanents have text that reads “[This permanent] enters the battlefield with . . . ,”
|
||
“As [this permanent] enters the battlefield . . . ,” “[This permanent] enters the battlefield as . . .
|
||
,” or “[This permanent] enters the battlefield tapped.” Such text is a static ability—not a
|
||
|
||
triggered ability—whose effect occurs as part of the event that puts the permanent onto the
|
||
battlefield.
|
||
603.6f Some Auras have triggered abilities that trigger on the enchanted permanent leaving the
|
||
battlefield. These triggered abilities can find the new object that permanent card became in the
|
||
zone it moved to; they can also find the new object the Aura card became in its owner’s
|
||
graveyard after state-based actions have been checked. See rule 400.7.
|
||
603.7. An effect may create a delayed triggered ability that can do something at a later time. A delayed
|
||
triggered ability will contain “when,” “whenever,” or “at,” although that word won’t usually begin
|
||
the ability.
|
||
603.7a Delayed triggered abilities come from spells or other abilities that create them on resolution,
|
||
or are created as the result of a replacement effect being applied. 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 creature leaves the battlefield,” but the
|
||
creature in question leaves the battlefield before the spell or ability creating the effect
|
||
resolves. In this case, the delayed ability never triggers.
|
||
Example: If an effect reads “When this creature becomes untapped” and the named
|
||
creature becomes untapped before the effect resolves, the ability waits for the next time
|
||
that creature untaps.
|
||
603.7b A delayed triggered ability will trigger only once—the next time its trigger event occurs—
|
||
unless it has a stated duration, such as “this turn.”
|
||
603.7c A delayed triggered ability that refers to a particular object still affects it even if the object
|
||
changes characteristics. However, if that object is no longer in the zone it’s expected to be in at
|
||
the time the delayed triggered ability resolves, the ability won’t affect it. (Note that if that object
|
||
left that zone and then returned, it’s a new object and thus won’t be affected. See rule 400.7.)
|
||
Example: An ability that reads “Exile this creature at the beginning of the next end
|
||
step” will exile the permanent even if it’s no longer a creature during the next end step.
|
||
However, it won’t do anything if the permanent left the battlefield before then.
|
||
603.7d If a spell creates a delayed triggered ability, the source of that delayed triggered ability is
|
||
that spell. The controller of that delayed triggered ability is the player who controlled that spell
|
||
as it resolved.
|
||
603.7e If an activated or triggered ability creates a delayed triggered ability, the source of that
|
||
delayed triggered ability is the same as the source of that other ability. The controller of that
|
||
delayed triggered ability is the player who controlled that other ability as it resolved.
|
||
603.7f If a static ability generates a replacement effect which causes a delayed triggered ability to
|
||
be created, the source of that delayed triggered ability is the object with that static ability. The
|
||
controller of that delayed triggered ability is the same as the controller of that object at the time
|
||
the replacement effect was applied.
|
||
603.8. Some triggered abilities trigger when a game state (such as a player controlling no permanents of
|
||
a particular card type) is true, rather than triggering when an event occurs. These abilities trigger as
|
||
soon as the game state matches the condition. They’ll go onto the stack at the next available
|
||
opportunity. These are called state triggers. (Note that state triggers aren’t the same as state-based
|
||
actions.) A state-triggered ability doesn’t trigger again until the ability has resolved, has been
|
||
countered, or has otherwise left the stack. Then, if the object with the ability is still in the same zone
|
||
and the game state still matches its trigger condition, the ability will trigger again.
|
||
Example: A permanent’s ability reads, “Whenever you have no cards in hand, draw a
|
||
card.” If its controller plays the last card from his or her hand, the ability will trigger once
|
||
|
||
and won’t trigger again until it has resolved. If its controller casts a spell that reads
|
||
“Discard your hand, then draw that many cards,” the ability will trigger during the spell’s
|
||
resolution because the player’s hand was momentarily empty.
|
||
603.9. Some triggered abilities trigger specifically when a player loses the game. These abilities trigger
|
||
when a player loses or leaves the game, regardless of the reason, unless that player leaves the game
|
||
as the result of a draw. See rule 104.3.
|
||
603.10. Some objects have a static ability that’s linked to a triggered ability. (See rule 607, “Linked
|
||
Abilities.”) These objects combine both abilities into one paragraph, with the static ability first,
|
||
followed by the triggered ability. A very few objects have triggered abilities which are written with
|
||
the trigger condition in the middle of the ability, rather than at the beginning.
|
||
Example: An ability that reads “Reveal the first card you draw each turn. Whenever you
|
||
reveal a basic land card this way, draw a card” is a static ability linked to a triggered
|
||
ability.
|
||
604. Handling Static Abilities
|
||
604.1. Static abilities do something all the time rather than being activated or triggered. They are
|
||
written as statements, and they’re simply true.
|
||
604.2. Static abilities create continuous effects, some of which are prevention effects or replacement
|
||
effects. These effects are active as long as the permanent with the ability remains on the battlefield
|
||
and has the ability, or as long as the object with the ability remains in the appropriate zone, as
|
||
described in rule 112.6.
|
||
604.3. Some static abilities are characteristic-defining abilities. A characteristic-defining ability
|
||
conveys information about an object’s characteristics that would normally be found elsewhere on
|
||
that object (such as in its mana cost, type line, or power/toughness box). Characteristic-defining
|
||
abilities function in all zones. They also function outside the game.
|
||
604.3a A static ability is a characteristic-defining ability if it meets the following criteria: (1) It
|
||
defines an object’s colors, subtypes, power, or toughness; (2) it is printed on the card it affects,
|
||
it was granted to the token it affects by the effect that created the token, or it was acquired by
|
||
the object it affects as the result of a copy effect or text-changing effect; (3) it does not directly
|
||
affect the characteristics of any other objects; (4) it is not an ability that an object grants to
|
||
itself; and (5) it does not set the values of such characteristics only if certain conditions are met.
|
||
604.4. Many Auras, Equipment, and Fortifications have static abilities that modify the object they’re
|
||
attached to, but those abilities don’t target that object. If an Aura, Equipment, or Fortification is
|
||
moved to a different object, the ability stops applying to the original object and starts modifying the
|
||
new one.
|
||
604.5. Some static abilities apply while a spell is on the stack. These are often abilities that refer to
|
||
countering the spell. Also, abilities that say “As an additional cost to cast . . . ,” “You may pay
|
||
[cost] rather than pay [this object]’s mana cost,” and “You may cast [this object] without paying its
|
||
mana cost” work while a spell is on the stack.
|
||
604.6. Some static abilities apply while a card is in any zone that you could cast or play it from (usually
|
||
your hand). These are limited to those that read, “You may [cast/play] [this card] . . . ,” “You can’t
|
||
[cast/play] [this card] . . . ,” and “[Cast/Play] [this card] only . . . .”
|
||
604.7. Unlike spells and other kinds of abilities, static abilities can’t use an object’s last known
|
||
information for purposes of determining how their effects are applied.
|
||
605. Mana Abilities
|
||
|
||
605.1. Some activated abilities and some triggered abilities are mana abilities, which are subject to
|
||
special rules. Only abilities that meet either of the following two sets of criteria are mana abilities,
|
||
regardless of what other effects they may generate or what timing restrictions (such as “Activate
|
||
this ability only any time you could cast an instant”) they may have.
|
||
605.1a An activated ability is a mana ability if it meets three criteria: it doesn’t have a target, it
|
||
could put mana into a player’s mana pool when it resolves, and it’s not a loyalty ability. (See
|
||
rule 606, “Loyalty Abilities.”)
|
||
605.1b A triggered ability without a target that triggers from activating a mana ability and could put
|
||
mana into a player’s mana pool when it resolves is a mana ability.
|
||
605.2. A mana ability remains a mana ability even if the game state doesn’t allow it to produce mana.
|
||
Example: A permanent has an ability that reads “{T}: Add {G} to your mana pool for each
|
||
creature you control.” This is still a mana ability even if you control no creatures or if the
|
||
permanent is already tapped.
|
||
605.3. Activating an activated mana ability follows the rules for activating any other activated ability
|
||
(see rule 602.2), with the following exceptions:
|
||
605.3a A player may activate an activated mana ability whenever he or she has priority, whenever
|
||
he or she is casting a spell or activating an ability that requires a mana payment, or whenever a
|
||
rule or effect asks for a mana payment, even if it’s in the middle of casting or resolving a spell
|
||
or activating or resolving an ability.
|
||
605.3b An activated mana ability doesn’t go on the stack, so it can’t be targeted, countered, or
|
||
otherwise responded to. Rather, it resolves immediately after it is activated. (See rule 405.6c.)
|
||
605.4. Triggered mana abilities follow all the rules for other triggered abilities (see rule 603, “Handling
|
||
Triggered Abilities”), with the following exception:
|
||
605.4a A triggered mana ability doesn’t go on the stack, so it can’t be targeted, countered, or
|
||
otherwise responded to. Rather, it resolves immediately after the mana ability that triggered it,
|
||
without waiting for priority.
|
||
Example: An enchantment reads, “Whenever a player taps a land for mana, that player
|
||
adds one mana of that type to his or her mana pool.” If a player taps lands for mana
|
||
while casting a spell, the additional mana is added to the player’s mana pool
|
||
immediately and can be used to pay for the spell.
|
||
605.5. Abilities that don’t meet the criteria specified in rules 605.1a–b and spells aren’t mana abilities.
|
||
605.5a An ability with a target is not a mana ability, even if it could put mana into a player’s mana
|
||
pool when it resolves. The same is true for a triggered ability that could produce mana but
|
||
triggers from an event other than activating a mana ability, or a triggered ability that triggers
|
||
from activating a mana ability but couldn’t produce mana. These follow the normal rules for
|
||
activated or triggered abilities, as appropriate.
|
||
605.5b A spell can never be a mana ability, even if it could put mana into a player’s mana pool
|
||
when it resolves. It’s cast and resolves just like any other spell. Some older cards were printed
|
||
with the card type “mana source”; these cards have received errata in the Oracle card reference
|
||
and are now instants.
|
||
606. Loyalty Abilities
|
||
606.1. Some activated abilities are loyalty abilities, which are subject to special rules.
|
||
|
||
606.2. An activated ability with a loyalty symbol in its cost is a loyalty ability. Normally, only
|
||
planeswalkers have loyalty abilities.
|
||
606.3. A player may activate a loyalty ability of a permanent he or she controls any time he or she has
|
||
priority and the stack is empty during a main phase of his or her turn, but only if no player has
|
||
previously activated a loyalty ability of that permanent that turn.
|
||
606.4. The cost to activate a loyalty ability of a permanent is to put on or remove from that permanent a
|
||
certain number of loyalty counters, as shown by the loyalty symbol in the ability’s cost.
|
||
606.5. A loyalty ability with a negative loyalty cost can’t be activated unless the permanent has at least
|
||
that many loyalty counters on it.
|
||
607. Linked Abilities
|
||
607.1. An object may have two abilities printed on it such that one of them causes actions to be taken or
|
||
objects to be affected and the other one directly refers to those actions or objects. If so, these two
|
||
abilities are linked: the second refers only to actions that were taken or objects that were affected by
|
||
the first, and not by any other ability.
|
||
607.1a An ability printed on an object within another ability that grants that ability to that object is
|
||
still considered to be “printed on” that object for these purposes.
|
||
607.1b An ability printed on an object that fulfills both criteria described in rule 607.1 is linked to
|
||
itself.
|
||
607.2. There are different kinds of linked abilities.
|
||
607.2a If an object has an activated or triggered ability printed on it that instructs a player to exile
|
||
one or more cards and an ability printed on it that refers either to “the exiled cards” or to cards
|
||
“exiled with [this object],” these abilities are linked. The second ability refers only to cards in
|
||
the exile zone that were put there as a result of an instruction to exile them in the first ability.
|
||
607.2b If an object has an ability printed on it that generates a replacement effect which causes one
|
||
or more cards to be exiled and an ability printed on it that refers either to “the exiled cards” or to
|
||
cards “exiled with [this object],” these abilities are linked. The second ability refers only to
|
||
cards in the exile zone that were put there as a direct result of a replacement event caused by the
|
||
first ability. See rule 614, “Replacement Effects.”
|
||
607.2c If an object has an activated or triggered ability printed on it that puts one or more objects
|
||
onto the battlefield and an ability printed on it that refers to objects “put onto the battlefield with
|
||
[this object],” those abilities are linked. The second can refer only to objects put onto the
|
||
battlefield as a result of the first.
|
||
607.2d If an object has an ability printed on it that causes a player to “choose a [value]” or “name a
|
||
card” and an ability printed on it that refers to “the chosen [value],” “the last chosen [value],” or
|
||
“the named card,” those abilities are linked. The second ability refers only to a choice made as a
|
||
result of the first ability.
|
||
607.2e If an object has an ability printed on it that causes a player to choose from between two or
|
||
more words that otherwise have no rules meaning and an ability printed on it that refers to a
|
||
choice involving one or more of those words, those abilities are linked. The second can refer
|
||
only to a choice made as a result of the first ability.
|
||
|
||
607.2f If an object has an ability printed on it that causes a player to pay a cost as it enters the
|
||
battlefield and an ability printed on it that refers to the cost paid “as [this object] entered the
|
||
battlefield,” these abilities are linked. The second ability refers only to a cost paid as a result of
|
||
the first ability.
|
||
607.2g If an object has both a static ability and a triggered ability printed on it in the same
|
||
paragraph, those abilities are linked. The triggered ability refers only to actions taken as a result
|
||
of the static ability. See rule 603.10.
|
||
607.2h If an object has a kicker ability printed on it and an ability printed on it that refers to whether
|
||
that object was kicked, those abilities are linked. The second refers only to whether the intent to
|
||
pay the kicker cost listed in the first was declared as the object was cast as a spell. If a kicker
|
||
ability lists multiple costs, it will have multiple abilities linked to it. Each of those abilities will
|
||
specify which kicker cost it refers to. See rule 702.31, “Kicker.”
|
||
607.2i If an object has an ability printed on it that causes a player to pay a variable additional cost as
|
||
it’s cast and an ability printed on it that refers to the cost paid “as [this object] was cast,” these
|
||
abilities are linked. The second refers only to the value chosen for the cost listed in the first as
|
||
the object was cast as a spell. See rule 601.2b.
|
||
607.2j The two abilities represented by the champion keyword are linked abilities. See rule 702.70,
|
||
“Champion.”
|
||
607.3. An ability may be part of more than one pair of linked abilities.
|
||
Example: Paradise Plume has the following three abilities: “As Paradise Plume enters the
|
||
battlefield, choose a color,” “Whenever a player casts a spell of the chosen color, you may
|
||
gain 1 life,” and “{T}: Add one mana of the chosen color to your mana pool.” The first and
|
||
second abilities are linked. The first and third abilities are linked.
|
||
607.4. If an object acquires a pair of linked abilities as part of the same effect, the abilities will be
|
||
similarly linked to one another on that object even though they weren’t printed on that object. They
|
||
can’t be linked to any other ability, regardless of what other abilities the object may currently have
|
||
or may have had in the past.
|
||
Example: Arc-Slogger has the ability “{R}, Exile the top ten cards of your library: Arc-
|
||
Slogger deals 2 damage to target creature or player.” Sisters of Stone Death has the ability
|
||
“{B}{G}: Exile target creature blocking or blocked by Sisters of Stone Death” and the
|
||
ability “{2}{B}: Put a creature card exiled with Sisters of Stone Death onto the battlefield
|
||
under your control.” Quicksilver Elemental has the ability “{U}: Quicksilver Elemental
|
||
gains all activated abilities of target creature until end of turn.” If a player has Quicksilver
|
||
Elemental gain Arc-Slogger’s ability, activates it, then has Quicksilver Elemental gain
|
||
Sisters of Stone Death’s abilities, activates the exile ability, and then activates the return-to-
|
||
the-battlefield ability, only the creature card Quicksilver Elemental exiled with Sisters of
|
||
Stone Death’s ability can be returned to the battlefield. Creature cards Quicksilver
|
||
Elemental exiled with Arc-Slogger’s ability can’t be returned.
|
||
608. Resolving Spells and Abilities
|
||
608.1. Each time all players pass in succession, the spell or ability on top of the stack resolves. (See rule
|
||
609, “Effects.”)
|
||
608.2. If the object that’s resolving is an instant spell, a sorcery spell, or an ability, its resolution may
|
||
involve several steps. The steps described in rules 608.2a and 608.2b are followed first. The steps
|
||
described in rules 608.2c–j are then followed as appropriate, in no specific order. The step described
|
||
in rule 608.2k is followed last.
|
||
|
||
608.2a If a triggered ability has an intervening “if” clause, it checks whether the clause’s condition
|
||
is true. If it isn’t, the ability is removed from the stack and does nothing. Otherwise, it continues
|
||
to resolve. See rule 603.4.
|
||
608.2b If the spell or ability specifies targets, it checks whether the targets are still legal. A target
|
||
that’s no longer in the zone it was in when it was targeted is illegal. Other changes to the game
|
||
state may cause a target to no longer be legal; for example, its characteristics may have changed
|
||
or an effect may have changed the text of the spell. If the source of an ability has left the zone it
|
||
was in, its last known information is used during this process. The spell or ability is countered if
|
||
all its targets, for every instance of the word “target,” are now illegal. If the spell or ability is not
|
||
countered, it will resolve normally. However, if any of its targets are illegal, the part of the spell
|
||
or ability’s effect for which it is an illegal target can’t perform any actions on that target or
|
||
make that target perform any actions. The effect may still determine information about illegal
|
||
targets, though, and other parts of the effect for which those targets are not illegal may still
|
||
affect them.
|
||
Example: Aura Blast is a white instant that reads, “Destroy target enchantment. Draw a
|
||
card.” If the enchantment isn’t a legal target during Aura Blast’s resolution (say, if it
|
||
has gained protection from white or left the battlefield), then Aura Blast is countered. Its
|
||
controller doesn’t draw a card.
|
||
Example: Plague Spores reads, “Destroy target nonblack creature and target land.
|
||
They can’t be regenerated.” Suppose the same animated land is chosen both as the
|
||
nonblack creature and as the land, and the color of the creature land is changed to black
|
||
before Plague Spores resolves. Plagues Spores isn’t countered because the black
|
||
creature land is still a legal target for the “target land” part of the spell. The “destroy
|
||
target nonblack creature” part of the spell won’t affect that permanent, but the “destroy
|
||
target land” part of the spell will still destroy it. It can’t be regenerated.
|
||
608.2c The controller of the spell or ability follows its instructions in the order written. However,
|
||
replacement effects may modify these actions. In some cases, later text on the card may modify
|
||
the meaning of earlier text (for example, “Destroy target creature. It can’t be regenerated” or
|
||
“Counter target spell. If that spell is countered this way, put it on top of its owner’s library
|
||
instead of into its owner’s graveyard.”) Don’t just apply effects step by step without thinking in
|
||
these cases—read the whole text and apply the rules of English to the text.
|
||
608.2d If an effect of a spell or ability offers any choices other than choices already made as part of
|
||
casting the spell, activating the ability, or otherwise putting the spell or ability on the stack, the
|
||
player announces these while applying the effect. The player can’t choose an option that’s
|
||
illegal or impossible, with the exception that having library with no cards in it doesn’t make
|
||
drawing a card an impossible action (see rule 120.3). If an effect divides or distributes
|
||
something, such as damage or counters, as a player chooses among any number of untargeted
|
||
players and/or objects, the player chooses the amount and division such that at least one player
|
||
or object is chosen if able, and each chosen player or object receives at least one of whatever is
|
||
being divided. (Note that if an effect divides or distributes something, such as damage or
|
||
counters, as a player chooses among some number of target objects and/or players, the amount
|
||
and division were determined as the spell or ability was put onto the stack rather than at this
|
||
time; see rule 601.2d.)
|
||
Example: A spell’s instruction reads, “You may sacrifice a creature. If you don’t, you
|
||
lose 4 life.” A player who controls no creatures can’t choose the sacrifice option.
|
||
608.2e Some spells and abilities have multiple steps or actions, denoted by separate sentences or
|
||
clauses, that involve multiple players. In these cases, the choices for the first action are made in
|
||
APNAP order, and then the first action is processed simultaneously. Then the choices for the
|
||
second action are made in APNAP order, and then that action is processed simultaneously, and
|
||
so on. See rule 101.4.
|
||
|
||
608.2f If an effect gives a player the option to pay mana, he or she may activate mana abilities
|
||
before taking that action. If an effect specifically instructs or allows a player to cast a spell
|
||
during resolution, he or she does so by putting that spell on top of the stack, then continuing to
|
||
cast it by following the steps in rules 601.2a–h, except no player receives priority after it’s cast.
|
||
The currently resolving spell or ability then continues to resolve, which may include casting
|
||
other spells this way. No other spells can normally be cast and no other abilities can normally be
|
||
activated during resolution.
|
||
608.2g If an effect requires information from the game (such as the number of creatures on the
|
||
battlefield), the answer is determined only once, when the effect is applied. If the effect requires
|
||
information from a specific object, including the source of the ability itself or a target that’s
|
||
become illegal, the effect uses the current information of that object if it’s in the public zone it
|
||
was expected to be in; if it’s no longer in that zone, or if the effect has moved it from a public
|
||
zone to a hidden zone, the effect uses the object’s last known information. See rule 112.7a. If an
|
||
ability states that an object does something, it’s the object as it exists—or as it most recently
|
||
existed—that does it, not the ability.
|
||
608.2h If an effect refers to certain characteristics, it checks only for the value of the specified
|
||
characteristics, regardless of any related ones an object may also have.
|
||
Example: An effect that reads “Destroy all black creatures” destroys a white-and-black
|
||
creature, but one that reads “Destroy all nonblack creatures” doesn’t.
|
||
608.2i If an ability’s effect refers to a specific untargeted object that has been previously referred to
|
||
by that ability’s cost or trigger condition, it still affects that object even if the object has changed
|
||
characteristics.
|
||
Example: Wall of Tears says “Whenever Wall of Tears blocks a creature, return that
|
||
creature to its owner’s hand at end of combat.” If Wall of Tears blocks a creature, then
|
||
that creature ceases to be a creature before the triggered ability resolves, the permanent
|
||
will still be returned to its owner’s hand.
|
||
608.2j If an instant spell, sorcery spell, or ability that can legally resolve leaves the stack once it
|
||
starts to resolve, it will continue to resolve fully.
|
||
608.2k As the final part of an instant or sorcery spell’s resolution, the spell is put into its owner’s
|
||
graveyard. As the final part of an ability’s resolution, the ability is removed from the stack and
|
||
ceases to exist.
|
||
608.3. If the object that’s resolving is a permanent spell, its resolution involves a single step (unless it’s
|
||
an Aura). The spell card becomes a permanent and is put onto the battlefield under the control of the
|
||
spell’s controller.
|
||
608.3a If the object that’s resolving is an Aura spell, its resolution involves two steps. First, it
|
||
checks whether the target specified by its enchant ability is still legal, as described in rule
|
||
608.2b. (See rule 702.5, “Enchant.”) If so, the spell card becomes a permanent and is put onto
|
||
the battlefield under the control of the spell’s controller attached to the object it was targeting.
|
||
608.3b If a permanent spell resolves but its controller can’t put it onto the battlefield, that player
|
||
puts it into its owner’s graveyard.
|
||
Example: Worms of the Earth says “If a land would enter the battlefield, instead it
|
||
doesn’t.” Clone says “You may have Clone enter the battlefield as a copy of any
|
||
creature on the battlefield.” If a player casts Clone and chooses to copy Dryad Arbor (a
|
||
land creature) while Worms of the Earth is on the battlefield, Clone can’t enter the
|
||
battlefield from the stack. It’s put into its owner’s graveyard.
|
||
609. Effects
|
||
|
||
609.1. An effect is something that happens in the game as a result of a spell or ability. When a spell,
|
||
activated ability, or triggered ability resolves, it may create one or more one-shot or continuous
|
||
effects. Static abilities may create one or more continuous effects. Text itself is never an effect.
|
||
609.2. Effects apply only to permanents unless the instruction’s text states otherwise or they clearly can
|
||
apply only to objects in one or more other zones.
|
||
Example: An effect that changes all lands into creatures won’t alter land cards in players’
|
||
graveyards. But an effect that says spells cost more to cast will apply only to spells on the
|
||
stack, since a spell is always on the stack while a player is casting it.
|
||
609.3. If an effect attempts to do something impossible, it does only as much as possible.
|
||
Example: If a player is holding only one card, an effect that reads “Discard two cards”
|
||
causes 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.
|
||
609.4. Some effects state that a player may do something “as though” some condition were true or a
|
||
creature can do something “as though” some condition were true. This applies only to the stated
|
||
effect. For purposes of that effect, treat the game exactly as if the stated condition were true. For all
|
||
other purposes, treat the game normally.
|
||
609.4a If two effects state that a player may (or a creature can) do the same thing “as though”
|
||
different conditions were true, both conditions could apply. If one “as though” effect satisfies
|
||
the requirements for another “as though” effect, then both effects will apply.
|
||
Example: A player controls Vedalken Orrery, an artifact that says “You may cast
|
||
nonland cards as though they had flash.” That player casts Shaman’s Trance, an instant
|
||
that says, in part, “You may play cards from other players’ graveyards as though they
|
||
were in your graveyard.” The player may cast a sorcery with flashback from another
|
||
player’s graveyard as though it were in that player’s graveyard and as though it had
|
||
flash.
|
||
609.5. If an effect could result in a tie, the text of the spell or ability that created the effect will specify
|
||
what to do in the event of a tie. The Magic game has no default for ties.
|
||
609.6. Some continuous effects are replacement effects or prevention effects. See rules 614 and 615.
|
||
609.7. Some effects apply to damage from a source—for example, “The next time a red source of your
|
||
choice would deal damage to you this turn, prevent that damage.”
|
||
609.7a If an effect requires a player to choose a source of damage, he or she may choose a
|
||
permanent; a spell on the stack (including a permanent spell); any object referred to by an object
|
||
on the stack, by a replacement or prevention effect that’s waiting to apply, or by a delayed
|
||
triggered ability that’s waiting to trigger (even if that object is no longer in the zone it used to be
|
||
in); or, for certain casual variant games, a face-up card in the command zone. A source doesn’t
|
||
need to be capable of dealing damage to be a legal choice. The source is chosen when the effect
|
||
is created. If the player chooses a permanent, the effect will apply to the next damage dealt by
|
||
that permanent, regardless of whether it’s combat damage or damage dealt as the result of a
|
||
spell or ability. If the player chooses a permanent spell, the effect will apply to any damage dealt
|
||
by that spell and any damage dealt by the permanent that spell becomes when it resolves.
|
||
609.7b Some effects from resolved spells and abilities prevent or replace damage from sources with
|
||
certain properties, such as a creature or a source of a particular color. When the source would
|
||
deal damage, the “shield” rechecks the source’s properties. If the properties no longer match, the
|
||
damage isn’t prevented or replaced. If for any reason the shield prevents no damage or replaces
|
||
no damage, the shield isn’t used up.
|
||
|
||
609.7c Some effects from static abilities prevent or replace damage from sources with certain
|
||
properties. For these effects, the prevention or replacement applies to sources that are
|
||
permanents with that property and to any sources that aren’t on the battlefield that have that
|
||
property.
|
||
610. One-Shot Effects
|
||
610.1. A one-shot effect does something just once and doesn’t have a duration. Examples include
|
||
dealing damage, destroying a permanent, putting a token onto the battlefield, and moving an object
|
||
from one zone to another.
|
||
610.2. Some one-shot effects create a delayed triggered ability, which instructs a player to do
|
||
something later in the game (usually at a specific time) rather than as the spell or ability that’s
|
||
creating the one-shot effect resolves. See rule 603.7.
|
||
611. Continuous Effects
|
||
611.1. A continuous effect modifies characteristics of objects, modifies control of objects, or affects
|
||
players or the rules of the game, for a fixed or indefinite period.
|
||
611.2. A continuous effect may be generated by the resolution of a spell or ability.
|
||
611.2a A continuous effect generated by the resolution of a spell or ability lasts as long as stated by
|
||
the spell or ability creating it (such as “until end of turn”). If no duration is stated, it lasts until
|
||
the end of the game.
|
||
611.2b Some continuous effects generated by the resolution of a spell or ability have durations
|
||
worded “for as long as . . . .” If the “for as long as” duration never starts, or it ends before the
|
||
moment the effect would first be applied, the effect does nothing. It doesn’t start and
|
||
immediately stop again, and it doesn’t last forever.
|
||
Example: Endoskeleton is an artifact with an activated ability that reads “{2}, {T}:
|
||
Target creature gets +0/+3 for as long as Endoskeleton remains tapped.” If you activate
|
||
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.
|
||
611.2c If a continuous effect generated by the resolution of a spell or ability modifies the
|
||
characteristics or changes the controller of any objects, the set of objects it affects is determined
|
||
when that continuous effect begins. After that point, the set won’t change. (Note that this works
|
||
differently than a continuous effect from a static ability.) A continuous effect generated by the
|
||
resolution of a spell or ability that doesn’t modify the characteristics or change the controller of
|
||
any objects modifies the rules of the game, so it can affect objects that weren’t affected when
|
||
that continuous effect began.
|
||
Example: An effect that reads “All white creatures get +1/+1 until end of turn” gives
|
||
the bonus to all permanents that are white creatures when the spell or ability resolves—
|
||
even if they change color later—and doesn’t affect those that enter the battlefield or turn
|
||
white afterward.
|
||
Example: An effect that reads “Prevent all damage creatures would deal this turn”
|
||
doesn’t modify any object’s characteristics, so it’s modifying the rules of the game. That
|
||
means the effect will apply even to damage from creatures that weren’t on the battlefield
|
||
when the continuous effect began. It also affects damage from permanents that become
|
||
creatures later in the turn.
|
||
611.2d If a resolving spell or ability that creates a continuous effect contains a variable such as X,
|
||
the value of that variable is determined only once, on resolution. See rule 608.2g.
|
||
611.3. A continuous effect may be generated by the static ability of an object.
|
||
|
||
611.3a A continuous effect generated by a static ability isn’t “locked in”; it applies at any given
|
||
moment to whatever its text indicates.
|
||
611.3b The effect applies at all times that the permanent generating it is on the battlefield or the
|
||
object generating it is in the appropriate zone.
|
||
Example: A permanent with the static ability “All white creatures get +1/+1” generates
|
||
an effect that continuously gives +1/+1 to each white creature on the battlefield. If a
|
||
creature becomes white, it gets this bonus; a creature that stops being white loses it.
|
||
611.3c Continuous effects that modify characteristics of permanents do so simultaneously with the
|
||
permanent entering the battlefield. They don’t wait until the permanent is on the battlefield and
|
||
then change it. Because such effects apply as the permanent enters the battlefield, they are
|
||
applied before determining whether the permanent will cause an ability to trigger when it enters
|
||
the battlefield.
|
||
Example: A permanent with the static ability “All white creatures get +1/+1” is on the
|
||
battlefield. A creature spell that would normally create a 1/1 white creature instead
|
||
creates a 2/2 white creature. The creature doesn’t enter the battlefield as 1/1 and then
|
||
change to 2/2.
|
||
612. Text-Changing Effects
|
||
612.1. Some continuous effects change an object’s text. This can apply to any words or symbols printed
|
||
on that object, but generally affects only that object’s rules text (which appears in its text box)
|
||
and/or the text that appears in its type line. Such an effect is a text-changing effect.
|
||
612.2. A text-changing effect changes only those words that are used in the correct way (for example, a
|
||
Magic color word being used as a color word, a land type word used as a land type, or a creature
|
||
type word used as a creature type). An effect that changes a color word or a subtype can’t change a
|
||
card name, even if that name contains a word or a series of letters that is the same as a Magic color
|
||
word, basic land type, or creature type.
|
||
612.2a Most spells and abilities that create creature tokens use creature types to define both the
|
||
creature types and the names of the tokens. A text-changing effect that affects such a spell or an
|
||
object with such an ability can change these words because they’re being used as creature types,
|
||
even though they’re also being used as names.
|
||
612.3. Effects that add or remove abilities don’t change the text of the objects they affect, so any
|
||
abilities that are granted to an object can’t be modified by text-changing effects that affect that
|
||
object.
|
||
612.4. A token’s subtypes and rules text are defined by the spell or ability that created the token. A text-
|
||
changing effect that affects a token can change these characteristics.
|
||
612.5. One card (Volrath’s Shapeshifter) states that an object has the “full text” of another object. This
|
||
changes not just the text that appears in the object’s text box and type line, but also changes the text
|
||
that represents its name, mana cost, expansion symbol, power, and toughness.
|
||
613. Interaction of Continuous Effects
|
||
613.1. The values of an object’s characteristics are determined by starting with the actual object. For a
|
||
card, that means the values of the characteristics printed on that card. For a token or a copy of a
|
||
spell or card, that means the values of the characteristics defined by the effect that created it. Then
|
||
all applicable continuous effects are applied in a series of layers in the following order:
|
||
613.1a Layer 1: Copy effects are applied. See rule 706, “Copying Objects.”
|
||
|
||
613.1b Layer 2: Control-changing effects are applied.
|
||
613.1c Layer 3: Text-changing effects are applied. See rule 612, “Text-Changing Effects.”
|
||
613.1d Layer 4: Type-changing effects are applied. These include effects that change an object’s
|
||
card type, subtype, and/or supertype.
|
||
613.1e Layer 5: Color-changing effects are applied.
|
||
613.1f Layer 6: Ability-adding and ability-removing effects are applied.
|
||
613.1g Layer 7: Power- and/or toughness-changing effects are applied.
|
||
613.2. Within layers 1–6, apply effects from characteristic-defining abilities first (see rule 604.3), then
|
||
all other effects in timestamp order (see rule 613.6). Note that dependency may alter the order in
|
||
which effects are applied within a layer. (See rule 613.7.)
|
||
613.3. Within layer 7, apply effects in a series of sublayers in the order described below. Within each
|
||
sublayer, apply effects in timestamp order. (See rule 613.6.) Note that dependency may alter the
|
||
order in which effects are applied within a sublayer. (See rule 613.7.)
|
||
613.3a Layer 7a: Effects from characteristic-defining abilities are applied. See rule 604.3.
|
||
613.3b Layer 7b: Effects that set power and/or toughness to a specific number or value are applied.
|
||
613.3c Layer 7c: Effects that modify power and/or toughness (but don’t set power and/or toughness
|
||
to a specific number or value) are applied.
|
||
613.3d Layer 7d: Power and/or toughness changes from counters are applied. See rule 121,
|
||
“Counters.”
|
||
613.3e Layer 7e: Effects that switch a creature’s power and toughness are applied. Such effects take
|
||
the value of power and apply it to the creature’s toughness, and take the value of toughness and
|
||
apply it to the creature’s power.
|
||
Example: A 1/3 creature is given +0/+1 by an effect. Then another effect switches the
|
||
creature’s power and toughness. Its new power and toughness is 4/1. A new effect gives
|
||
the creature +5/+0. Its “unswitched” power and toughness would be 6/4, so its actual
|
||
power and toughness is 4/6.
|
||
Example: A 1/3 creature is given +0/+1 by an effect. Then another effect switches the
|
||
creature’s power and toughness. Its new power and toughness is 4/1. If the +0/+1 effect
|
||
ends before the switch effect ends, the creature becomes 3/1.
|
||
613.4. The application of continuous effects as described by the layer system is continually and
|
||
automatically performed by the game. All resulting changes to an object’s characteristics are
|
||
instantaneous.
|
||
Example: Crusade is an enchantment that reads “White creatures get +1/+1.” Crusade and
|
||
a 2/2 black creature are on the battlefield. If an effect then turns the creature white (layer
|
||
5), it gets +1/+1 from Crusade (layer 7c), becoming 3/3. If the creature’s color is later
|
||
changed to red (layer 5), Crusade’s effect stops applying to it, and it will return to being
|
||
2/2.
|
||
Example: Gray Ogre, a 2/2 creature, is on the battlefield. An effect puts a +1/+1 counter on
|
||
it (layer 7d), making it 3/3. A spell targeting it that says “Target creature gets +4/+4 until
|
||
end of turn” resolves (layer 7c), making it 7/7. An enchantment that says “Creatures you
|
||
control get +0/+2” enters the battlefield (layer 7c), making it 7/9. An effect that says
|
||
“Target creature becomes 0/1 until end of turn” is applied to it (layer 7b), making it 5/8
|
||
|
||
(0/1, plus +4/+4 from the resolved spell, plus +0/+2 from the enchantment, plus +1/+1
|
||
from the counter).
|
||
613.5. If an effect should be applied in different layers and/or sublayers, the parts of the effect each
|
||
apply in their appropriate ones. If an effect starts to apply in one layer and/or sublayer, it will
|
||
continue to be applied to the same set of objects in each other applicable layer and/or sublayer, even
|
||
if the ability generating the effect is removed during this process.
|
||
Example: An effect that reads “Wild Mongrel gets +1/+1 and becomes the color of your
|
||
choice until end of turn” is both a power- and toughness-changing effect and a color-
|
||
changing effect. The “becomes the color of your choice” part is applied in layer 5, and then
|
||
the “gets +1/+1” part is applied in layer 7.
|
||
Example: Grab the Reins has an effect that reads “Until end of turn, you gain control of
|
||
target creature and it gains haste.” This is both a control-changing effect and an effect that
|
||
adds an ability to an object. The “you gain control” part is applied in layer 2, and then the
|
||
“it gains haste” part is applied in layer 6.
|
||
Example: An effect that reads “All noncreature artifacts become 2/2 artifact creatures until
|
||
end of turn” is both a type-changing effect and a power- and toughness-setting effect. The
|
||
type-changing effect is applied to all noncreature artifacts in layer 4 and the power- and
|
||
toughness-setting effect is applied to those same permanents in layer 7, even though those
|
||
permanents aren’t noncreature artifacts by then.
|
||
Example: Svogthos, the Restless Tomb, is on the battlefield. An effect that says “Until end of
|
||
turn, target land becomes a 3/3 creature that’s still a land” is applied to it (layers 4 and 7b).
|
||
An effect that says “Target creature gets +1/+1 until end of turn” is applied to it (layer 7c),
|
||
making it a 4/4 land creature. Then while you have ten creature cards in your graveyard,
|
||
you activate Svogthos’s ability: “Until end of turn, Svogthos, the Restless Tomb becomes a
|
||
black and green Plant Zombie creature with ‘This creature’s power and toughness are each
|
||
equal to the number of creature cards in your graveyard.’ It’s still a land.” (layers 4, 5, and
|
||
7b). It becomes an 11/11 land creature. If a creature card enters or leaves your graveyard,
|
||
Svogthos’s power and toughness will be modified accordingly. If the first effect is applied to
|
||
it again, it will become a 4/4 land creature again.
|
||
613.6. Within a layer or sublayer, determining which order effects are applied in is usually done using a
|
||
timestamp system. An effect with an earlier timestamp is applied before an effect with a later
|
||
timestamp.
|
||
613.6a A continuous effect generated by a static ability has the same timestamp as the object the
|
||
static ability is on, or the timestamp of the effect that created the ability, whichever is later.
|
||
613.6b A continuous effect generated by the resolution of a spell or ability receives a timestamp at
|
||
the time it’s created.
|
||
613.6c An object’s timestamp is the time it entered the zone it’s currently in, unless it’s an Aura,
|
||
Equipment, or Fortification that’s attached to another object or player, or it’s a face-up plane
|
||
card.
|
||
613.6d If an Aura, Equipment, or Fortification becomes attached to an object or player, the Aura,
|
||
Equipment, or Fortification receives a new timestamp at that time.
|
||
613.6e A face-up plane card or scheme card receives a timestamp at the time it’s turned face up.
|
||
613.6f A face-up vanguard card receives a timestamp at the beginning of the game.
|
||
613.6g If two or more objects would receive a timestamp simultaneously, such as by entering a
|
||
zone simultaneously or becoming attached simultaneously, the active player determines their
|
||
timestamp order at that time.
|
||
|
||
613.7. Within a layer or sublayer, determining which order effects are applied in is sometimes done
|
||
using a dependency system. If a dependency exists, it will override the timestamp system.
|
||
613.7a An effect is said to “depend on” another if (a) it’s applied in the same layer (and, if
|
||
applicable, sublayer) as the other effect (see rules 613.1 and 613.3); (b) applying the other
|
||
would change the text or the existence of the first effect, what it applies to, or what it does to
|
||
any of the things it applies to; and (c) neither effect is from a characteristic-defining ability.
|
||
Otherwise, the effect is considered to be independent of the other effect.
|
||
613.7b An effect dependent on one or more other effects waits to apply until just after all of those
|
||
effects have been applied. If multiple dependent effects would apply simultaneously in this way,
|
||
they’re applied in timestamp order relative to each other. If several dependent effects form a
|
||
dependency loop, then this rule is ignored and the effects in the dependency loop are applied in
|
||
timestamp order.
|
||
613.7c After each effect is applied, the order of remaining effects is reevaluated and may change if
|
||
an effect that has not yet been applied becomes dependent on or independent of one or more
|
||
other effects that have not yet been applied.
|
||
613.8. One continuous effect can override another. Sometimes the results of one effect determine
|
||
whether another effect applies or what another effect does.
|
||
Example: Two effects are affecting the same creature: one from an Aura that says
|
||
“Enchanted creature gains flying” and one from an Aura that says “Enchanted creature
|
||
loses flying.” Neither of these depends on the other, since nothing changes what they affect
|
||
or what they’re doing to it. Applying them in timestamp order means the one that was
|
||
generated last “wins.” The same process would be followed, and the same result reached, if
|
||
either of the effects had a duration (such as “Target creature loses flying until end of turn”)
|
||
or came from a non-Aura source (such as “All creatures lose flying”).
|
||
Example: One effect reads, “White creatures get +1/+1,” and another reads, “Enchanted
|
||
creature is white.” The enchanted creature gets +1/+1 from the first effect, regardless of its
|
||
previous color.
|
||
613.9. Some continuous effects affect players rather than objects. For example, an effect might give a
|
||
player protection from red. All such effects are applied in timestamp order after the determination
|
||
of objects’ characteristics. See also the rules for timestamp order and dependency (rules 613.6 and
|
||
613.7).
|
||
613.10. Some continuous effects affect game rules rather than objects. For example, effects may modify
|
||
a player’s maximum hand size, or say that a creature is indestructible. These effects are applied
|
||
after all other continuous effects have been applied. Continuous effects that affect the costs of spells
|
||
or abilities are applied according to the order specified in rule 601.2e. All other such effects are
|
||
applied in timestamp order. See also the rules for timestamp order and dependency (rules 613.6 and
|
||
613.7).
|
||
614. Replacement Effects
|
||
614.1. Some continuous effects are replacement effects. Like prevention effects (see rule 615),
|
||
replacement effects apply continuously as events happen—they aren’t locked in ahead of time. Such
|
||
effects watch for a particular event that would happen and completely or partially replace that event
|
||
with a different event. They act like “shields” around whatever they’re affecting.
|
||
614.1a Effects that use the word “instead” are replacement effects. Most replacement effects use the
|
||
word “instead” to indicate what events will be replaced with other events.
|
||
614.1b Effects that use the word “skip” are replacement effects. These replacement effects use the
|
||
word “skip” to indicate what events, steps, phases, or turns will be replaced with nothing.
|
||
|
||
614.1c Effects that read “[This permanent] enters the battlefield with . . . ,” “As [this permanent]
|
||
enters the battlefield . . . ,” or “[This permanent] enters the battlefield as . . . ” are replacement
|
||
effects.
|
||
614.1d Continuous effects that read “[This permanent] enters the battlefield . . .” or “[Objects] enter
|
||
the battlefield . . .” are replacement effects.
|
||
614.1e Effects that read “As [this permanent] is turned face up . . . ,” are replacement effects.
|
||
614.2. Some replacement effects apply to damage from a source. See rule 609.7.
|
||
614.3. There are no special restrictions on casting a spell or activating an ability that generates a
|
||
replacement effect. Such effects last until they’re used up or their duration has expired.
|
||
614.4. Replacement effects must exist before the appropriate event occurs—they can’t “go back in
|
||
time” and change something that’s already happened. Spells or abilities that generate these effects
|
||
are often cast or activated in response to whatever would produce the event and thus resolve before
|
||
that event would occur.
|
||
Example: A player can activate an ability to regenerate a creature in response to a spell
|
||
that would destroy it. Once the spell resolves, though, it’s too late to regenerate the
|
||
creature.
|
||
614.5. A replacement effect doesn’t invoke itself repeatedly; it gets only one opportunity to affect an
|
||
event or any modified events that may replace it.
|
||
Example: A player controls two permanents, each with an ability that reads “If a creature
|
||
you control would deal damage to a creature or player, it deals double that damage to that
|
||
creature or player instead.” A creature that normally deals 2 damage will deal 8 damage—
|
||
not just 4, and not an infinite amount.
|
||
614.6. If an event is replaced, it never happens. A modified event occurs instead, which may in turn
|
||
trigger abilities. Note that the modified event may contain instructions that can’t be carried out, in
|
||
which case the impossible instruction is simply ignored.
|
||
614.7. If a replacement effect would replace an event, but that event never happens, the replacement
|
||
effect simply doesn’t do anything.
|
||
614.7a If a source would deal 0 damage, it does not deal damage at all. Replacement effects that
|
||
would increase the damage dealt by that source, or would have that source deal that damage to a
|
||
different object or player, have no event to replace, so they have no effect.
|
||
614.8. Regeneration is a destruction-replacement effect. The word “instead” doesn’t appear on the card
|
||
but is implicit in the definition of regeneration. “Regenerate [permanent]” means “The next time
|
||
[permanent] would be destroyed this turn, instead remove all damage marked on it and tap it. If it’s
|
||
an attacking or blocking creature, remove it from combat.” Abilities that trigger from damage being
|
||
dealt still trigger even if the permanent regenerates. See rule 701.11.
|
||
614.9. Some effects replace damage dealt to one creature, planeswalker, or player with the same
|
||
damage dealt to another creature, planeswalker, or player; such effects are called redirection effects.
|
||
If either creature or planeswalker is no longer on the battlefield when the damage would be
|
||
redirected, or is no longer a creature or planeswalker when the damage would be redirected, the
|
||
effect does nothing. If damage would be redirected to or from a player who has left the game, the
|
||
effect does nothing.
|
||
|
||
614.10. An effect that causes a player to skip an event, step, phase, or turn is a replacement effect.
|
||
“Skip [something]” is the same as “Instead of doing [something], do nothing.” Once a step, phase,
|
||
or turn has started, it can no longer be skipped—any skip effects will wait until the next occurrence.
|
||
614.10a Anything scheduled for a skipped step, phase, or turn won’t happen. Anything scheduled
|
||
for the “next” occurrence of something waits for the first occurrence that isn’t skipped. If two
|
||
effects each cause a player to skip his or her next occurrence, that player must skip the next two;
|
||
one effect will be satisfied in skipping the first occurrence, while the other will remain until
|
||
another occurrence can be skipped.
|
||
614.10b Some effects cause a player to skip a step, phase, or turn, then take another action. That
|
||
action is considered to be the first thing that happens during the next step, phase, or turn to
|
||
actually occur.
|
||
614.11. Some effects replace card draws. These effects are applied even if no cards could be drawn
|
||
because there are no cards in the affected player’s library.
|
||
614.11a If an effect replaces a draw within a sequence of card draws, all actions required by the
|
||
replacement are completed, if possible, before resuming the sequence.
|
||
614.11b If an effect would have a player both draw a card and perform an additional action on that
|
||
card, and the draw is replaced, the additional action is not performed on any cards that are
|
||
drawn as a result of that replacement effect.
|
||
614.12. Some replacement effects modify how a permanent enters the battlefield. (See rules 614.1c–d.)
|
||
Such effects may come from the permanent itself if they affect only that permanent (as opposed to a
|
||
general subset of permanents that includes it). They may also come from other sources. To
|
||
determine which replacement effects apply and how they apply, check the characteristics of the
|
||
permanent as it would exist on the battlefield, taking into account replacement effects that have
|
||
already modified how it enters the battlefield, continuous effects generated by the resolution of
|
||
spells or abilities that changed the permanent’s characteristics on the stack (see rule 400.7a), and
|
||
continuous effects from the permanent’s own static abilities, but ignoring continuous effects from
|
||
any other source that would affect it.
|
||
Example: Voice of All says “As Voice of All enters the battlefield, choose a color” and
|
||
“Voice of All has protection from the chosen color.” An effect creates a token that’s a copy
|
||
of Voice of All. As that token is put onto the battlefield, its controller chooses a color for it.
|
||
Example: Yixlid Jailer says “Cards in graveyards have no abilities.” Scarwood Treefolk
|
||
says “Scarwood Treefolk enters the battlefield tapped.” A Scarwood Treefolk that’s put onto
|
||
the battlefield from a graveyard enters the battlefield tapped.
|
||
Example: Orb of Dreams is an artifact that says “Permanents enter the battlefield tapped.”
|
||
It won’t affect itself, so Orb of Dreams enters the battlefield untapped.
|
||
614.13. An effect that modifies how a permanent enters the battlefield may cause other objects to
|
||
change zones. Such an effect can’t cause the permanent itself to not enter the battlefield.
|
||
Example: Sutured Ghoul says, in part, “As Sutured Ghoul enters the battlefield, exile any
|
||
number of creature cards from your graveyard.” If Sutured Ghoul enters the battlefield from
|
||
your graveyard, Sutured Ghoul itself can’t be exiled by this replacement effect.
|
||
614.14. An object may have one ability printed on it that generates a replacement effect which causes
|
||
one or more cards to be exiled, and another ability that refers either to “the exiled cards” or to cards
|
||
“exiled with [this object].” These abilities are linked: the second refers only to cards in the exile
|
||
zone that were put there as a direct result of the replacement event caused by the first. If another
|
||
object gains a pair of linked abilities, the abilities will be similarly linked on that object. They can’t
|
||
be linked to any other ability, regardless of what other abilities the object may currently have or
|
||
may have had in the past. See rule 607, “Linked Abilities.”
|
||
|
||
614.15. Some replacement effects are not continuous effects. Rather, they are an effect of a resolving
|
||
spell or ability that replace part or all of that spell or ability’s own effect(s). Such effects are called
|
||
self-replacement effects. When applying replacement effects to an event, self-replacement effects
|
||
are applied before other replacement effects.
|
||
615. Prevention Effects
|
||
615.1. Some continuous effects are prevention effects. Like replacement effects (see rule 614),
|
||
prevention effects apply continuously as events happen—they aren’t locked in ahead of time. Such
|
||
effects watch for a damage event that would happen and completely or partially prevent the damage
|
||
that would be dealt. They act like “shields” around whatever they’re affecting.
|
||
615.1a Effects that use the word “prevent” are prevention effects. Prevention effects use “prevent”
|
||
to indicate what damage will not be dealt.
|
||
615.2. Many preventions effects apply to damage from a source. See rule 609.7.
|
||
615.3. There are no special restrictions on casting a spell or activating an ability that generates a
|
||
prevention effect. Such effects last until they’re used up or their duration has expired.
|
||
615.4. Prevention effects must exist before the appropriate damage event occurs—they can’t “go back
|
||
in time” and change something that’s already happened. Spells or abilities that generate these
|
||
effects are often cast or activated in response to whatever would produce the event and thus resolve
|
||
before that event would occur.
|
||
Example: A player can activate an ability that prevents damage in response to a spell that
|
||
would deal damage. Once the spell resolves, though, it’s too late to prevent the damage.
|
||
615.5. Some prevention effects also include an additional effect, which may refer to the amount of
|
||
damage that was prevented. The prevention takes place at the time the original event would have
|
||
happened; the rest of the effect takes place immediately afterward.
|
||
615.6. If damage that would be dealt is prevented, it never happens. A modified event may occur
|
||
instead, which may in turn trigger abilities. Note that the modified event may contain instructions
|
||
that can’t be carried out, in which case the impossible instruction is simply ignored.
|
||
615.7. Some prevention effects generated by the resolution of a spell or ability refer to a specific
|
||
amount of damage—for example, “Prevent the next 3 damage that would be dealt to target creature
|
||
or player this turn.” These work like shields. Each 1 damage that would be dealt to the “shielded”
|
||
creature or player is prevented. Preventing 1 damage reduces the remaining shield by 1. If damage
|
||
would be dealt to the shielded creature or player by two or more applicable sources at the same
|
||
time, the player or the controller of the creature chooses which damage the shield prevents. Once
|
||
the shield has been reduced to 0, any remaining damage is dealt normally. Such effects count only
|
||
the amount of damage; the number of events or sources dealing it doesn’t matter.
|
||
615.8. Some prevention effects generated by the resolution of a spell or ability refer to the next time a
|
||
specific source would deal damage. These effects prevent the next instance of damage from that
|
||
source, regardless of how much damage that is. Once an instance of damage from that source has
|
||
been prevented, any subsequent instances of damage that would be dealt by that source are dealt
|
||
normally.
|
||
615.9. Some prevention effects generated by static abilities refer to a specific amount of damage—for
|
||
example, “If a source would deal damage to you, prevent 1 of that damage.” Such an effect prevents
|
||
only the indicated amount of damage in any applicable damage event at any given time. It will
|
||
apply separately to damage from other applicable events that would happen at the same time, or at a
|
||
different time.
|
||
|
||
Example: Daunting Defender says “If a source would deal damage to a Cleric creature you
|
||
control, prevent 1 of that damage.” Pyroclasm says “Pyroclasm deals 2 damage to each
|
||
creature.” Pyroclasm will deal 1 damage to each Cleric creature controlled by Daunting
|
||
Defender’s controller. It will deal 2 damage to each other creature that player controls.
|
||
615.10. Some prevention effects prevent the next N damage that would be dealt to each of a number of
|
||
untargeted creatures. Such an effect creates a prevention shield for each applicable creature when
|
||
the spell or ability that generates that effect resolves.
|
||
Example: Wojek Apothecary has an ability that says “{T}: Prevent the next 1 damage that
|
||
would be dealt to target creature and each other creature that shares a color with it this
|
||
turn.” When the ability resolves, it gives the target creature and each other creature on the
|
||
battlefield that shares a color with it at that time a shield preventing the next 1 damage that
|
||
would be dealt to it. Changing creatures’ colors after the ability resolves doesn’t add or
|
||
remove shields, and creatures that enter the battlefield later in the turn don’t get the shield.
|
||
615.11. Some effects state that damage “can’t be prevented.” If unpreventable damage would be dealt,
|
||
any applicable prevention effects are still applied to it. Those effects won’t prevent any damage, but
|
||
any additional effects they have will take place.
|
||
615.11a A prevention effect is applied to any particular unpreventable damage event just once. It
|
||
won’t invoke itself repeatedly trying to prevent that damage.
|
||
616. Interaction of Replacement and/or Prevention Effects
|
||
616.1. If two or more replacement and/or prevention effects are attempting to modify the way an event
|
||
affects an object or player, the affected object’s controller (or its owner if it has no controller) or the
|
||
affected player chooses one to apply, following the steps listed below. If two or more players have
|
||
to make these choices at the same time, choices are made in APNAP order (see rule 101.4).
|
||
616.1a If any of the replacement and/or prevention effects are self-replacement effects (see rule
|
||
614.15), one of them must be chosen. If not, proceed to rule 616.1b.
|
||
616.1b If any of the replacement and/or prevention effects would modify under whose control an
|
||
object would enter the battlefield, one of them must be chosen. If not, proceed to rule 616.1c.
|
||
616.1c Any of the applicable replacement and/or prevention effects may be chosen.
|
||
616.1d Once the chosen effect has been applied, this process is repeated (taking into account only
|
||
replacement or prevention effects that would now be applicable) until there are no more left to
|
||
apply.
|
||
Example: Two permanents are on the battlefield. One is an enchantment that reads “If a
|
||
card would be put into a graveyard from anywhere, instead exile it,” and the other is a
|
||
creature that reads “If [this creature] would be put into a graveyard from the
|
||
battlefield, 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.
|
||
616.2. A replacement or prevention effect can become applicable to an event as the result of another
|
||
replacement or prevention effect that modifies the event.
|
||
Example: One effect reads “If you would gain life, draw that many cards instead,” and
|
||
another reads “If you would draw a card, return a card from your graveyard to your hand
|
||
instead.” Both effects combine (regardless of the order they came into existence): Instead of
|
||
gaining 1 life, the player puts a card from his or her graveyard into his or her hand.
|
||
|
||
7. Additional Rules
|
||
700. General
|
||
700.1. Anything that happens in a game is an event. Multiple events may take place during the
|
||
resolution of a spell or ability. The text of triggered abilities and replacement effects defines the
|
||
event they’re looking for. One “happening” may be treated as a single event by one ability and as
|
||
multiple events by another.
|
||
Example: If an attacking creature is blocked by two defending creatures, this is one event
|
||
for a triggered ability that reads “Whenever [this creature] becomes blocked” but two
|
||
events for a triggered ability that reads “Whenever [this creature] becomes blocked by a
|
||
creature.”
|
||
700.2. A spell or ability is modal if it has two or more options preceded by “Choose one —,” “Choose
|
||
two —,” “Choose one or both —,” or “[a specified player] chooses one —.” Each of those options
|
||
is a mode.
|
||
700.2a The controller of a modal spell or activated ability chooses the mode(s) as part of casting
|
||
that spell or activating that ability. If one of the modes would be illegal (due to an inability to
|
||
choose legal targets, for example), that mode can’t be chosen. (See rule 601.2b.)
|
||
700.2b The controller of a modal triggered ability chooses the mode(s) as part of putting that ability
|
||
on the stack. If one of the modes would be illegal (due to an inability to choose legal targets, for
|
||
example), that mode can’t be chosen. If no mode can be chosen, the ability is removed from the
|
||
stack. (See rule 603.3c.)
|
||
700.2c If a spell or ability targets one or more targets only if a particular mode is chosen for it, its
|
||
controller will need to choose those targets only if he or she chose that mode. Otherwise, the
|
||
spell or ability is treated as though it did not have those targets. (See rule 601.2c.)
|
||
700.2d Some spells and abilities specify that a player other than their controller chooses a mode for
|
||
it. In that case, the other player does so when the spell or ability’s controller normally would do
|
||
so. If there is more than one other player who could make such a choice, the spell or ability’s
|
||
controller decides which of those players will make the choice.
|
||
700.2e Modal spells and abilities may have different targeting requirements for each mode.
|
||
Changing a spell or ability’s target can’t change its mode.
|
||
700.2f A copy of a modal spell or ability copies the mode(s) chosen for it. The controller of the
|
||
copy can’t choose a different mode. (See rule 706.9.)
|
||
700.3. Sometimes an effect will cause objects to be temporarily grouped into two or more piles.
|
||
700.3a Each of the affected objects must be put into exactly one of those piles, unless the effect
|
||
specifies otherwise.
|
||
700.3b Each object in a pile is still an individual object. The pile is not an object.
|
||
700.3c Objects grouped into piles don’t leave the zone they’re currently in. If cards in a graveyard
|
||
are split into piles, the order of the graveyard must be maintained.
|
||
Example: Fact or Fiction reads, “Reveal the top five cards of your library. An opponent
|
||
separates those cards into two piles. Put one pile into your hand and the other into your
|
||
graveyard.” While an opponent is separating the revealed cards into piles, they’re still
|
||
in their owner’s library. They don’t leave the library until they’re put into their owner’s
|
||
hand or graveyard.
|
||
|
||
700.3d A pile can contain zero or more objects.
|
||
700.4. If a permanent is indestructible, rules and effects can’t destroy it. (See rule 701.6, “Destroy.”)
|
||
Such permanents are not destroyed by lethal damage, and they ignore the lethal-damage state-based
|
||
action (see rule 704.5g). Rules or effects may cause an indestructible permanent to be sacrificed, put
|
||
into a graveyard, or exiled.
|
||
700.4a Although the text “[This permanent] is indestructible” is an ability, actually being
|
||
indestructible is neither an ability nor a characteristic. It’s just something that’s true about a
|
||
permanent.
|
||
700.5. If an attacking creature is unblockable, no creature can legally block it. (See rule 509, “Declare
|
||
Blockers Step.”) Spells or abilities may still cause it to become blocked.
|
||
700.5a Although the text “[This permanent] is unblockable” is an ability, actually being
|
||
unblockable is neither an ability nor a characteristic. It’s just something that’s true about a
|
||
creature.
|
||
700.6. The term dies means “is put into a graveyard from the battlefield.” It is used only when referring
|
||
to creatures. (This term will be introduced in the Magic 2012 core set. Some older cards will receive
|
||
updated wordings in the mid-July 2011 Oracle update. These updates will not affect how those
|
||
cards function.)
|
||
701. Keyword Actions
|
||
701.1. Most actions described in a card’s rules text use the standard English definitions of the verbs
|
||
within, but some specialized verbs are used whose meanings may not be clear. These “keywords”
|
||
are game terms; sometimes reminder text summarizes their meanings.
|
||
701.2. Activate
|
||
701.2a To activate an activated ability is to put it onto the stack and pay its costs, so that it will
|
||
eventually resolve and have its effect. Only an object’s controller (or its owner, if it doesn’t
|
||
have a controller) can activate its activated ability unless the object specifically says otherwise.
|
||
A player may activate an ability if he or she has priority. See rule 602, “Activating Activated
|
||
Abilities.”
|
||
701.3. Attach
|
||
701.3a To attach an Aura, Equipment, or Fortification to an object means to take it from where it
|
||
currently is and put it onto that object. If something is attached to a permanent on the battlefield,
|
||
it’s customary to place it so that it’s physically touching the permanent. An Aura, Equipment, or
|
||
Fortification can’t be attached to an object it couldn’t enchant, equip, or fortify, respectively.
|
||
701.3b If an effect tries to attach an Aura, Equipment, or Fortification to an object it can’t be
|
||
attached to, the Aura, Equipment, or Fortification doesn’t move. If an effect tries to attach an
|
||
Aura, Equipment, or Fortification to the object it’s already attached to, the effect does nothing.
|
||
701.3c Attaching an Aura, Equipment, or Fortification on the battlefield to a different object causes
|
||
the Aura, Equipment, or Fortification to receive a new timestamp.
|
||
701.3d To “unattach” an Equipment from a creature means to move it away from that creature so
|
||
the Equipment is on the battlefield but is not equipping anything. It should no longer be
|
||
physically touching any creature. If an Aura, Equipment, or Fortification that was attached to
|
||
something ceases to be attached to it, that counts as “becoming unattached”; this includes if that
|
||
object and/or that Aura, Equipment, or Fortification leaves the battlefield.
|
||
|
||
701.4. Cast
|
||
701.4a To cast a spell is to take it from the zone it’s in (usually the hand), put it on the stack, and
|
||
pay its costs, so that it will eventually resolve and have its effect. A player may cast a spell if he
|
||
or she has priority. See rule 601, “Casting Spells.”
|
||
701.4b To cast a card is to cast it as a spell.
|
||
701.5. Counter
|
||
701.5a To counter a spell or ability means to cancel it, removing it from the stack. It doesn’t resolve
|
||
and none of its effects occur. A countered spell is put into its owner’s graveyard.
|
||
701.5b The player who cast a countered spell or activated a countered ability doesn’t get a “refund”
|
||
of any costs that were paid.
|
||
701.6. Destroy
|
||
701.6a To destroy a permanent, move it from the battlefield to its owner’s graveyard.
|
||
701.6b The only ways a permanent can be destroyed are as a result of an effect that uses the word
|
||
“destroy” or as a result of the state-based actions that check for lethal damage (see rule 704.5g)
|
||
or damage from a source with deathtouch (see rule 704.5h). If a permanent is put into its
|
||
owner’s graveyard for any other reason, it hasn’t been “destroyed.”
|
||
701.6c A regeneration effect replaces a destruction event. See rule 701.11, “Regenerate.”
|
||
701.7. Discard
|
||
701.7a To discard a card, move it from its owner’s hand to that player’s graveyard.
|
||
701.7b By default, effects that cause a player to discard a card allow the affected player to choose
|
||
which card to discard. Some effects, however, require a random discard or allow another player
|
||
to choose which card is discarded.
|
||
701.7c If a card is discarded, but an effect causes it to be put into a hidden zone instead of into its
|
||
owner’s graveyard without being revealed, all values of that card’s characteristics are
|
||
considered to be undefined. If a card is discarded this way to pay a cost that specifies a
|
||
characteristic about the discarded card, that cost payment is illegal; the game returns to the
|
||
moment before the cost was paid (see rule 716, “Handling Illegal Actions”).
|
||
701.8. Exchange
|
||
701.8a A spell or ability may instruct players to exchange something (for example, life totals or
|
||
control of two permanents) as part of its resolution. When such a spell or ability resolves, if the
|
||
entire exchange can’t be completed, no part of the exchange occurs.
|
||
Example: If a spell attempts to exchange control of two target creatures but one of those
|
||
creatures is destroyed before the spell resolves, the spell does nothing to the other
|
||
creature.
|
||
701.8b When control of two permanents is exchanged, if those permanents are controlled by
|
||
different players, each of those players simultaneously gains control of the permanent that was
|
||
controlled by the other player. If, on the other hand, those permanents are controlled by the
|
||
same player, the exchange effect does nothing.
|
||
|
||
701.8c 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.
|
||
701.8d Some spells or abilities may instruct a player to exchange cards in one zone with cards in a
|
||
different zone (for example, exiled cards and cards in a player’s hand). These spells and abilities
|
||
work the same as other “exchange” spells and abilities, except they can exchange the cards only
|
||
if all the cards are owned by the same player.
|
||
701.8e If a card in one zone is exchanged with a card in a different zone, and either of them is
|
||
attached to an object, that card stops being attached to that object and the other card becomes
|
||
attached to that object.
|
||
701.8f If a spell or ability instructs a player to simply exchange two zones, and one of the zones is
|
||
empty, the cards in the zones are still exchanged.
|
||
701.9. Exile
|
||
701.9a To exile an object, move it to the exile zone from wherever it is. See rule 406, “Exile.”
|
||
701.10. Play
|
||
701.10a To play a land means to put it onto the battlefield from the zone it’s in (usually the hand).
|
||
A player may play a land if he or she has priority, it’s the main phase of his or her turn, the stack
|
||
is empty, and he or she hasn’t yet played a land this turn. Playing a land is a special action (see
|
||
rule 115), so it doesn’t use the stack; it simply happens. Putting a land onto the battlefield as the
|
||
result of a spell or ability isn’t the same as playing a land. See rule 305, “Lands.”
|
||
701.10b To play a card means to play that card as a land or to cast that card as a spell, whichever is
|
||
appropriate.
|
||
701.10c Some effects instruct a player to “play” with a certain aspect of the game changed, such as
|
||
“Play with the top card of your library revealed.” “Play” in this sense means to play the Magic
|
||
game.
|
||
701.10d Previously, the action of casting a spell, or casting a card as a spell, was referred to on
|
||
cards as “playing” that spell or that card. Cards that were printed with that text have received
|
||
errata in the Oracle card reference so they now refer to “casting” that spell or that card.
|
||
701.10e Previously, the action of using an activated ability was referred to on cards as “playing”
|
||
that ability. Cards that were printed with that text have received errata in the Oracle card
|
||
reference so they now refer to “activating” that ability.
|
||
701.11. Regenerate
|
||
701.11a If the effect of a resolving spell or ability regenerates a permanent, it creates a replacement
|
||
effect that protects the permanent the next time it would be destroyed this turn. In this case,
|
||
“Regenerate [permanent]” means “The next time [permanent] would be destroyed this turn,
|
||
instead remove all damage marked on it and tap it. If it’s an attacking or blocking creature,
|
||
remove it from combat.”
|
||
701.11b If the effect of a static ability regenerates a permanent, it replaces destruction with an
|
||
alternate effect each time that permanent would be destroyed. In this case, “Regenerate
|
||
[permanent]” means “Instead remove all damage marked on [permanent] and tap it. If it’s an
|
||
attacking or blocking creature, remove it from combat.”
|
||
|
||
701.11c Neither activating an ability that creates a regeneration shield nor casting a spell that
|
||
creates a regeneration shield is the same as regenerating a permanent. Effects that say that a
|
||
permanent can’t be regenerated don’t prevent such abilities from being activated or such spells
|
||
from being cast; rather, they prevent regeneration shields from having any effect.
|
||
701.12. Reveal
|
||
701.12a To reveal a card, show that card to all players for a brief time. If an effect causes a card to
|
||
be revealed, it remains revealed for as long as necessary to complete the parts of the effect that
|
||
card is relevant to. If the cost to cast a spell or activate an ability includes revealing a card, the
|
||
card remains revealed from the time the spell or ability is announced until it the time it leaves
|
||
the stack.
|
||
701.12b Revealing a card doesn’t cause it to leave the zone it’s in.
|
||
701.13. Sacrifice
|
||
701.13a To sacrifice a permanent, its controller moves it from the battlefield directly to its owner’s
|
||
graveyard. A player can’t sacrifice something that isn’t a permanent, or something that’s a
|
||
permanent he or she doesn’t control. Sacrificing a permanent doesn’t destroy it, so regeneration
|
||
or other effects that replace destruction can’t affect this action.
|
||
701.14. Search
|
||
701.14a To search for a card in a zone, look at all cards in that zone (even if it’s a hidden zone) and
|
||
find a card that matches the given description.
|
||
701.14b If a player is searching a hidden zone for cards with a stated quality, such as a card with a
|
||
certain card type or color, that player isn’t required to find some or all of those cards even if
|
||
they’re present in that zone.
|
||
Example: Splinter says “Exile target artifact. Search its controller’s graveyard, hand,
|
||
and library for all cards with the same name as that artifact and exile them. That player
|
||
then shuffles his or her library.” A player casts Splinter targeting Howling Mine (an
|
||
artifact). Howling Mine’s controller has another Howling Mine in her graveyard and
|
||
two more in her library. Splinter’s controller must find the Howling Mine in the
|
||
graveyard, but may choose to find zero, one, or two of the Howling Mines in the library.
|
||
701.14c If a player is searching a hidden zone simply for a quantity of cards, such as “a card” or
|
||
“three cards,” that player must find that many cards (or as many as possible, if the zone doesn’t
|
||
contain enough cards).
|
||
701.14d If the effect that contains the search instruction doesn’t also contain instructions to reveal
|
||
the found card(s), then they’re not revealed.
|
||
701.15. Shuffle
|
||
701.15a To shuffle a library or a face-down pile of cards, randomize the cards within it so that no
|
||
player knows their order.
|
||
701.15b Some effects cause a player to search a library for a card or cards, shuffle that library, then
|
||
put the found card or cards in a certain position in that library. Even though the found card or
|
||
cards never leave that library, they aren’t included in the shuffle. Rather, all the cards in that
|
||
library except those are shuffled. Abilities that trigger when a library is shuffled will still trigger.
|
||
701.15c If an effect would cause a player to shuffle one or more specific objects into a library, but
|
||
none of those objects are in the zone they’re expected to be in, that library is not shuffled.
|
||
|
||
Example: Guile says, in part, “When Guile is put into a graveyard from anywhere,
|
||
shuffle it into its owner’s library.” It’s put into a graveyard and its ability triggers, then
|
||
a player exiles it from that graveyard in response. When the ability resolves, nothing
|
||
happens.
|
||
701.15d If an effect would cause a player to shuffle one or more specific objects into a library, and a
|
||
replacement or prevention effect causes all such objects to be moved to another zone instead,
|
||
that library isn’t shuffled.
|
||
Example: Black Sun’s Zenith says, in part, “Shuffle Black Sun’s Zenith into its owner’s
|
||
library.” Black Sun’s Zenith is in a graveyard, has gained flashback (due to Recoup,
|
||
perhaps), and is cast from that graveyard. Black Sun’s Zenith will be exiled, and its
|
||
owner’s library won’t be shuffled.
|
||
701.15e If an effect would cause a player to shuffle a set of objects into a library, that library is
|
||
shuffled even if there are no objects in that set.
|
||
Example: Loaming Shaman says “When Loaming Shaman enters the battlefield, target
|
||
player shuffles any number of target cards from his or her graveyard into his or her
|
||
library.” It enters the battlefield, its ability triggers, and no cards are targeted. When
|
||
the ability resolves, the targeted player will still have to shuffle his or her library.
|
||
701.15f If an effect causes a player to shuffle a library containing zero or one cards, abilities that
|
||
trigger when a library is shuffled will still trigger.
|
||
701.15g If two or more effects cause a library to be shuffled multiple times simultaneously, abilities
|
||
that trigger when that library is shuffled will trigger that many times.
|
||
701.16. Tap and Untap
|
||
701.16a To tap a permanent, turn it sideways from an upright position. Only untapped permanents
|
||
can be tapped.
|
||
701.16b To untap a permanent, rotate it back to the upright position from a sideways position. Only
|
||
tapped permanents can be untapped.
|
||
701.17. Scry
|
||
701.17a To “scry N” means to look at the top N cards of your library, put any number of them on
|
||
the bottom of your library in any order, and put the rest on top of your library in any order.
|
||
701.18. Fateseal
|
||
701.18a To “fateseal N” means to look at the top N cards of an opponent’s library, put any number
|
||
of them on the bottom of that library in any order, and put the rest on top of that library in any
|
||
order.
|
||
701.19. Clash
|
||
701.19a To clash, a player reveals the top card of his or her library. That player may then put that
|
||
card on the bottom of his or her library.
|
||
701.19b “Clash with an opponent” means “Choose an opponent. You and that opponent each
|
||
clash.”
|
||
701.19c A player wins a clash if that player revealed a card with a higher converted mana cost than
|
||
all other cards revealed in that clash.
|
||
|
||
701.20. Planeswalk
|
||
701.20a A player may planeswalk only during a Planar Magic game. Only the planar controller may
|
||
planeswalk. See rule 901, “Planar Magic.”
|
||
701.20b To planeswalk is to put the face-up plane card on the bottom of its owner’s planar deck
|
||
face down, then move the top card of your planar deck off that planar deck and turn it face up.
|
||
701.20c A player may planeswalk as the result of the “planeswalking ability” (see rule 309.6) or
|
||
because the owner of the face-up plane card leaves the game (see rule 901.9).
|
||
701.20d The plane card that’s turned face up is the plane the player planeswalks to. The plane card
|
||
that’s turned face down, or that leaves the game, is the plane the player planeswalks away from.
|
||
701.21. Set in Motion
|
||
701.21a Only a scheme card may be set in motion, and only during an Archenemy game. Only the
|
||
archenemy may set a scheme card in motion. See rule 311, “Schemes,” and rule 904,
|
||
“Archenemy.”
|
||
701.21b To set a scheme in motion, move it off the top of your scheme deck and turn it face up.
|
||
701.22. Abandon
|
||
701.22a Only a face-up ongoing scheme card may be abandoned, and only during an Archenemy
|
||
game. See rule 311, “Schemes,” and rule 904, “Archenemy.”
|
||
701.22b To abandon a scheme, turn it face down and put it on the bottom of its owner’s scheme
|
||
deck.
|
||
701.23. Proliferate
|
||
701.23a To proliferate means to choose any number of permanents and/or players that have a
|
||
counter, then give each exactly one additional counter of a kind that permanent or player already
|
||
has.
|
||
701.23b If a permanent or player chosen this way has more than one kind of counter, the player who
|
||
is proliferating chooses which kind of counter to add.
|
||
701.23c To proliferate in a Two-Headed Giant game means to choose any number of permanents
|
||
and/or teams that have a counter, then give each exactly one additional counter of a kind that
|
||
permanent or team already has. See rule 810, “Two-Headed Giant Variant.”
|
||
702. Keyword Abilities
|
||
702.1. Most abilities describe exactly what they do in the card’s rules text. Some, though, are very
|
||
common or would require too much space to define on the card. In these cases, the object lists only
|
||
the name of the ability as a “keyword”; sometimes reminder text summarizes the game rule.
|
||
702.2. Deathtouch
|
||
702.2a Deathtouch is a static ability.
|
||
702.2b Any nonzero amount of combat damage assigned to a creature by a source with deathtouch
|
||
is considered to be lethal damage, regardless of that creature’s toughness. See rules 510.1c–d.
|
||
|
||
702.2c A creature with toughness greater than 0 that’s been dealt damage by a source with
|
||
deathtouch since the last time state-based actions were checked is destroyed as a state-based
|
||
action. See rule 704.
|
||
702.2d The deathtouch rules function no matter what zone an object with deathtouch deals damage
|
||
from.
|
||
702.2e If an object changes zones before an effect causes it to deal damage, its last known
|
||
information is used to determine whether it had deathtouch.
|
||
702.2f Multiple instances of deathtouch on the same object are redundant.
|
||
702.3. Defender
|
||
702.3a Defender is a static ability.
|
||
702.3b A creature with defender can’t attack.
|
||
702.3c Multiple instances of defender on the same creature are redundant.
|
||
702.4. Double Strike
|
||
702.4a Double strike is a static ability that modifies the rules for the combat damage step. (See rule
|
||
510, “Combat Damage Step.”)
|
||
702.4b If at least one attacking or blocking creature has first strike (see rule 702.7) or double strike
|
||
as the combat damage step begins, the only creatures that assign combat damage in that step are
|
||
those with first strike or double strike. After that step, instead of proceeding to the end of
|
||
combat step, the phase gets a second combat damage step. The only creatures that assign combat
|
||
damage in that step are the remaining attackers and blockers that had neither first strike nor
|
||
double strike as the first combat damage step began, as well as the remaining attackers and
|
||
blockers that currently have double strike. After that step, the phase proceeds to the end of
|
||
combat step.
|
||
702.4c Removing double strike from a creature during the first combat damage step will stop it
|
||
from assigning combat damage in the second combat damage step.
|
||
702.4d Giving double strike to a creature with first strike after it has already dealt combat damage
|
||
in the first combat damage step will allow the creature to assign combat damage in the second
|
||
combat damage step.
|
||
702.4e Multiple instances of double strike on the same creature are redundant.
|
||
702.5. Enchant
|
||
702.5a Enchant is a static ability, written “Enchant [object or player].” The enchant ability restricts
|
||
what an Aura spell can target and what an Aura can enchant.
|
||
702.5b For more information on Auras, see rule 303, “Enchantments.”
|
||
702.5c If an Aura has multiple instances of enchant, all of them apply. The Aura’s target must
|
||
follow the restrictions from all the instances of enchant. The Aura can enchant only objects or
|
||
players that match all of its enchant abilities.
|
||
702.5d Auras that can enchant a player can target and be attached to players. Such Auras can’t
|
||
target permanents and can’t be attached to permanents.
|
||
|
||
702.6. Equip
|
||
702.6a Equip is an activated ability of Equipment cards. “Equip [cost]” means “[Cost]: Attach this
|
||
permanent to target creature you control. Activate this ability only any time you could cast a
|
||
sorcery.”
|
||
702.6b For more information about Equipment, see rule 301, “Artifacts.”
|
||
702.6c If a permanent has multiple instances of equip, any of its equip abilities may be activated.
|
||
702.7. First Strike
|
||
702.7a First strike is a static ability that modifies the rules for the combat damage step. (See rule
|
||
510, “Combat Damage Step.”)
|
||
702.7b If at least one attacking or blocking creature has first strike or double strike (see rule 702.4)
|
||
as the combat damage step begins, the only creatures that assign combat damage in that step are
|
||
those with first strike or double strike. After that step, instead of proceeding to the end of
|
||
combat step, the phase gets a second combat damage step. The only creatures that assign combat
|
||
damage in that step are the remaining attackers and blockers that had neither first strike nor
|
||
double strike as the first combat damage step began, as well as the remaining attackers and
|
||
blockers that currently have double strike. After that step, the phase proceeds to the end of
|
||
combat step.
|
||
702.7c Giving first strike to a creature without it after combat damage has already been dealt in the
|
||
first combat damage step won’t prevent that creature from assigning combat damage in the
|
||
second combat damage step. Removing first strike from a creature after it has already dealt
|
||
combat damage in the first combat damage step won’t allow it to also assign combat damage in
|
||
the second combat damage step (unless the creature has double strike).
|
||
702.7d Multiple instances of first strike on the same creature are redundant.
|
||
702.8. Flash
|
||
702.8a Flash is a static ability that functions in any zone from which you could play the card it’s on.
|
||
“Flash” means “You may play this card any time you could cast an instant.”
|
||
702.8b Multiple instances of flash on the same object are redundant.
|
||
702.9. Flying
|
||
702.9a Flying is an evasion ability.
|
||
702.9b A creature with flying can’t be blocked except by creatures with flying and/or reach. A
|
||
creature with flying can block a creature with or without flying. (See rule 509, “Declare
|
||
Blockers Step,” and rule 702.16, “Reach.”)
|
||
702.9c Multiple instances of flying on the same creature are redundant.
|
||
702.10. Haste
|
||
702.10a Haste is a static ability.
|
||
702.10b If a creature has haste, it can attack even if it hasn’t been controlled by its controller
|
||
continuously since his or her most recent turn began. (See rule 302.6.)
|
||
|
||
702.10c If a creature has haste, its controller can activate its activated abilities whose cost includes
|
||
the tap symbol or the untap symbol even if that creature hasn’t been controlled by that player
|
||
continuously since his or her most recent turn began. (See rule 302.6.)
|
||
702.10d Multiple instances of haste on the same creature are redundant.
|
||
702.11. Hexproof
|
||
702.11a Hexproof is a static ability.
|
||
702.11b “Hexproof” on a permanent means “This permanent can’t be the target of spells or abilities
|
||
your opponents control.”
|
||
702.11c “Hexproof” on a player means “You can’t be the target of spells or abilities your opponents
|
||
control.”
|
||
702.11d Multiple instances of hexproof on the same permanent or player are redundant.
|
||
702.12. Intimidate
|
||
702.12a Intimidate is an evasion ability.
|
||
702.12b A creature with intimidate can’t be blocked except by artifact creatures and/or creatures
|
||
that share a color with it. (See rule 509, “Declare Blockers Step.”)
|
||
702.12c Multiple instances of intimidate on the same creature are redundant.
|
||
702.13. Landwalk
|
||
702.13a Landwalk is a generic term that appears within an object’s rules text as “[type]walk,”
|
||
where [type] is usually a subtype, but can be the card type land, any land type, any supertype, or
|
||
any combination thereof.
|
||
702.13b Landwalk is an evasion ability.
|
||
702.13c A creature with landwalk is unblockable as long as the defending player controls at least
|
||
one land with the specified subtype (as in “islandwalk”), with the specified supertype (as in
|
||
“legendary landwalk”), without the specified supertype (as in “nonbasic landwalk”), or with
|
||
both the specified supertype and the specified subtype (as in “snow swampwalk”). (See rule
|
||
509, “Declare Blockers Step.”)
|
||
702.13d Landwalk abilities don’t “cancel” one another.
|
||
Example: If a player controls a snow Forest, that player can’t block an attacking
|
||
creature with snow forestwalk even if he or she also controls a creature with snow
|
||
forestwalk.
|
||
702.13e Multiple instances of the same kind of landwalk on the same creature are redundant.
|
||
702.14. Lifelink
|
||
702.14a Lifelink is a static ability.
|
||
702.14b Damage dealt by a source with lifelink causes that source’s controller, or its owner if it has
|
||
no controller, to gain that much life (in addition to any other results that damage causes). See
|
||
rule 119.3.
|
||
|
||
702.14c If a permanent leaves the battlefield before an effect causes it to deal damage, its last
|
||
known information is used to determine whether it had lifelink.
|
||
702.14d The lifelink rules function no matter what zone an object with lifelink deals damage from.
|
||
702.14e Multiple instances of lifelink on the same object are redundant.
|
||
702.15. Protection
|
||
702.15a Protection is a static ability, written “Protection from [quality].” This quality is usually a
|
||
color (as in “protection from black”) but can be any characteristic value. If the quality happens
|
||
to be a card name, it is treated as such only if the protection ability specifies that the quality is a
|
||
name. If the quality is a card type, subtype, or supertype, the ability applies to sources that are
|
||
permanents with that card type, subtype, or supertype and to any sources not on the battlefield
|
||
that are of that card type, subtype, or supertype. This is an exception to rule 109.2.
|
||
702.15b A permanent or player with protection can’t be targeted by spells with the stated quality
|
||
and can’t be targeted by abilities from a source with the stated quality.
|
||
702.15c A permanent or player with protection can’t be enchanted by Auras that have the stated
|
||
quality. Such Auras attached to the permanent or player with protection will be put into their
|
||
owners’ graveyards as a state-based action. (See rule 704, “State-Based Actions.”)
|
||
702.15d A permanent with protection can’t be equipped by Equipment that have the stated quality
|
||
or fortified by Fortifications that have the stated quality. Such Equipment or Fortifications
|
||
become unattached from that permanent as a state-based action, but remain on the battlefield.
|
||
(See rule 704, “State-Based Actions.”)
|
||
702.15e Any damage that would be dealt by sources that have the stated quality to a permanent or
|
||
player with protection is prevented.
|
||
702.15f Attacking creatures with protection can’t be blocked by creatures that have the stated
|
||
quality.
|
||
702.15g “Protection from [quality A] and from [quality B]” is shorthand for “protection from
|
||
[quality A]” and “protection from [quality B]”; it behaves as two separate protection abilities. If
|
||
an effect causes an object with such an ability to lose protection from [quality A], for example,
|
||
that object would still have protection from [quality B].
|
||
702.15h “Protection from all [characteristic]” is shorthand for “protection from [quality A],”
|
||
“protection from [quality B],” and so on for each possible quality the listed characteristic could
|
||
have; it behaves as multiple separate protection abilities. If an effect causes an object with such
|
||
an ability to lose protection from [quality A], for example, that object would still have
|
||
protection from [quality B], [quality C], and so on.
|
||
702.15i “Protection from everything” is a variant of the protection ability. A permanent with
|
||
protection from everything has protection from each object regardless of that object’s
|
||
characteristic values. Such a permanent can’t be targeted by spells or abilities, enchanted by
|
||
Auras, equipped by Equipment, fortified by Fortifications, or blocked by creatures, and all
|
||
damage that would be dealt to it is prevented.
|
||
702.15j Multiple instances of protection from the same quality on the same permanent or player are
|
||
redundant.
|
||
702.16. Reach
|
||
|
||
702.16a Reach is a static ability.
|
||
702.16b A creature with flying can’t be blocked except by creatures with flying and/or reach. (See
|
||
rule 509, “Declare Blockers Step,” and rule 702.9, “Flying.”)
|
||
702.16c Multiple instances of reach on the same creature are redundant.
|
||
702.17. Shroud
|
||
702.17a Shroud is a static ability. “Shroud” means “This permanent or player can’t be the target of
|
||
spells or abilities.”
|
||
702.17b Multiple instances of shroud on the same permanent or player are redundant.
|
||
702.18. Trample
|
||
702.18a Trample is a static ability that modifies the rules for assigning an attacking creature’s
|
||
combat damage. The ability has no effect when a creature with trample is blocking or is dealing
|
||
noncombat damage. (See rule 510, “Combat Damage Step.”)
|
||
702.18b The controller of an attacking creature with trample first assigns damage to the creature(s)
|
||
blocking it. Once all those blocking creatures are assigned lethal damage, any remaining
|
||
damage is assigned as its controller chooses among those blocking creatures and the player or
|
||
planeswalker the creature is attacking. When checking for assigned lethal damage, take into
|
||
account damage already marked on the creature and damage from other creatures that’s being
|
||
assigned during the same combat damage step, but not any abilities or effects that might change
|
||
the amount of damage that’s actually dealt. The attacking creature’s controller need not assign
|
||
lethal damage to all those blocking creatures but in that case can’t assign any damage to the
|
||
player or planeswalker it’s attacking.
|
||
Example: A 2/2 creature with an ability that enables it to block multiple attackers blocks
|
||
two attackers: a 1/1 with no 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.
|
||
Example: A 6/6 green creature with trample is blocked by a 2/2 creature with protection
|
||
from green. The attacking creature’s controller must assign at least 2 damage to the
|
||
blocker, even though that damage will be prevented by the blocker’s protection ability.
|
||
The attacking creature’s controller can divide the rest of the damage as he or she
|
||
chooses between the blocking creature and the defending player.
|
||
702.18c If an attacking creature with trample is blocked, but there are no creatures blocking it when
|
||
damage is assigned, all its damage is assigned to the player or planeswalker it’s attacking.
|
||
702.18d If a creature with trample is attacking a planeswalker, none of its combat damage can be
|
||
assigned to the defending player, even if that planeswalker has been removed from combat or
|
||
the damage the attacking creature could assign is greater than the planeswalker’s loyalty.
|
||
702.18e Multiple instances of trample on the same creature are redundant.
|
||
702.19. Vigilance
|
||
702.19a Vigilance is a static ability that modifies the rules for the declare attackers step.
|
||
702.19b Attacking doesn’t cause creatures with vigilance to tap. (See rule 508, “Declare Attackers
|
||
Step.”)
|
||
|
||
702.19c Multiple instances of vigilance on the same creature are redundant.
|
||
702.20. Banding
|
||
702.20a Banding is a static ability that modifies the rules for combat.
|
||
702.20b “Bands with other” is a special form of banding. If an effect causes a permanent to lose
|
||
banding, the permanent loses all “bands with other” abilities as well.
|
||
702.20c As a player declares attackers, he or she may declare that one or more attacking creatures
|
||
with banding and up to one attacking creature without banding (even if it has “bands with
|
||
other”) are all in a “band.” He or she may also declare that one or more attacking [quality]
|
||
creatures with “bands with other [quality]” and any number of other attacking [quality] creatures
|
||
are all in a band. A player may declare as many attacking bands as he or she wants, but each
|
||
creature may be a member of only one of them. (Defending players can’t declare bands but may
|
||
use banding in a different way; see rule 702.20j.)
|
||
702.20d All creatures in an attacking band must attack the same player or planeswalker.
|
||
702.20e Once an attacking band has been announced, it lasts for the rest of combat, even if
|
||
something later removes banding or “bands with other” from one or more of the creatures in the
|
||
band.
|
||
702.20f An attacking creature that’s removed from combat is also removed from the band it was in.
|
||
702.20g Banding doesn’t cause attacking creatures to share abilities, nor does it remove any
|
||
abilities. The attacking creatures in a band are separate permanents.
|
||
702.20h 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).
|
||
702.20i If one member of a band would become blocked due to an effect, the entire band becomes
|
||
blocked.
|
||
702.20j During the combat damage step, if an attacking creature is being blocked by a creature with
|
||
banding, or by both a [quality] creature with “bands with other [quality]” and another [quality]
|
||
creature, the defending player (rather than the active player) chooses how the attacking
|
||
creature’s damage is assigned. That player can divide that creature’s combat damage as he or
|
||
she chooses among any number of creatures blocking it. This is an exception to the procedure
|
||
described in rule 510.1c.
|
||
702.20k During the combat damage step, if a blocking creature is blocking a creature with banding,
|
||
or both a [quality] creature with “bands with other [quality]” and another [quality] creature, the
|
||
active player (rather than the defending player) chooses how the blocking creature’s damage is
|
||
assigned. That player can divide that creature’s combat damage as he or she chooses among any
|
||
number of creatures it’s blocking. This is an exception to the procedure described in rule
|
||
510.1d.
|
||
702.20m Multiple instances of banding on the same creature are redundant. Multiple instances of
|
||
“bands with other” of the same kind on the same creature are redundant.
|
||
702.21. Rampage
|
||
|
||
702.21a Rampage is a triggered ability. “Rampage N” means “Whenever this creature becomes
|
||
blocked, it gets +N/+N until end of turn for each creature blocking it beyond the first.” (See rule
|
||
509, “Declare Blockers Step.”)
|
||
702.21b The rampage bonus is calculated only once per combat, when the triggered ability resolves.
|
||
Adding or removing blockers later in combat won’t change the bonus.
|
||
702.21c If a creature has multiple instances of rampage, each triggers separately.
|
||
702.22. Cumulative Upkeep
|
||
702.22a Cumulative upkeep is a triggered ability that imposes an increasing cost on a permanent.
|
||
“Cumulative upkeep [cost]” means “At the beginning of your upkeep, if this permanent is on the
|
||
battlefield, put an age counter on this permanent. Then you may pay [cost] for each age counter
|
||
on it. If you don’t, sacrifice it.” If [cost] has choices associated with it, each choice is made
|
||
separately for each age counter, then either the entire set of costs is paid, or none of them is
|
||
paid. Partial payments aren’t allowed.
|
||
Example: A creature has “Cumulative upkeep {W} or {U}” and two age counters on it.
|
||
When its ability next triggers and resolves, the creature’s controller puts an age counter
|
||
on it and then may pay {W}{W}{W}, {W}{W}{U}, {W}{U}{U}, or {U}{U}{U} to keep the
|
||
creature on the battlefield.
|
||
Example: A creature has “Cumulative upkeep—Sacrifice a creature” and one age
|
||
counter on it. When its ability next triggers and resolves, its controller can’t choose the
|
||
same creature to sacrifice twice. Either two different creatures must be sacrificed, or the
|
||
creature with cumulative upkeep must be sacrificed.
|
||
702.22b If a permanent has multiple instances of cumulative upkeep, each triggers separately.
|
||
However, the age counters are not connected to any particular ability; each cumulative upkeep
|
||
ability will count the total number of age counters on the permanent at the time that ability
|
||
resolves.
|
||
Example: A creature has two instances of “Cumulative upkeep—Pay 1 life.” The
|
||
creature 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.
|
||
702.23. Flanking
|
||
702.23a Flanking is a triggered ability that triggers during the declare blockers step. (See rule 509,
|
||
“Declare Blockers Step.”) “Flanking” means “Whenever this creature becomes blocked by a
|
||
creature without flanking, the blocking creature gets -1/-1 until end of turn.”
|
||
702.23b If a creature has multiple instances of flanking, each triggers separately.
|
||
702.24. Phasing
|
||
702.24a Phasing is a static ability that modifies the rules of the untap step. During each player’s
|
||
untap step, before the active player untaps his or her permanents, all phased-in permanents with
|
||
phasing that player controls “phase out.” Simultaneously, all phased-out permanents that had
|
||
phased out under that player’s control “phase in.”
|
||
702.24b If a permanent phases out, its status changes to “phased out.” Except for rules and effects
|
||
that specifically mention phased-out permanents, a phased-out permanent is treated as though it
|
||
does not exist. It can’t affect or be affected by anything else in the game.
|
||
|
||
Example: You control three creatures, one of which is phased out. You cast a spell that
|
||
says “Draw a card for each creature you control.” You draw two cards.
|
||
Example: You control a phased-out creature. You cast Wrath of God, which says
|
||
“Destroy all creatures. They can’t be regenerated.” The phased-out creature is not
|
||
destroyed.
|
||
702.24c If a permanent phases in, its status changes to “phased in.” The game once again treats it as
|
||
though it exists.
|
||
702.24d The phasing event doesn’t actually cause a permanent to change zones or control, even
|
||
though it’s treated as though it’s not on the battlefield and not under its controller’s control
|
||
while it’s phased out. Zone-change triggers don’t trigger when a permanent phases in or out.
|
||
Counters remain on a permanent while it’s phased out. Effects that check a phased-in
|
||
permanent’s history won’t treat the phasing event as having caused the permanent to leave or
|
||
enter the battlefield or its controller’s control.
|
||
702.24e Continuous effects that affect a phased-out permanent may expire while that permanent is
|
||
phased out. If so, they will no longer affect that permanent once it’s phased in. In particular,
|
||
effects with “for as long as” durations that track that permanent (see rule 611.2b) end when that
|
||
permanent phases out because they can no longer see it.
|
||
702.24f When a permanent phases out, any Auras, Equipment, or Fortifications attached to that
|
||
permanent phase out at the same time. This alternate way of phasing out is known as phasing
|
||
out “indirectly.” An Aura, Equipment, or Fortification that phased out indirectly won’t phase in
|
||
by itself, but instead phases in along with the permanent it’s attached to.
|
||
702.24g If an object would simultaneously phase out directly and indirectly, it just phases out
|
||
indirectly.
|
||
702.24h An Aura, Equipment, or Fortification that phased out directly will phase in attached to the
|
||
object or player it was attached to when it phased out, if that object is still in the same zone or
|
||
that player is still in the game. If not, that Aura, Equipment, or Fortification phases in
|
||
unattached. State-based actions apply as appropriate. (See rules 704.5n and 704.5p.)
|
||
702.24i Abilities that trigger when a permanent becomes attached or unattached from an object or
|
||
player don’t trigger when that permanent phases in or out.
|
||
702.24j Phased-out permanents owned by a player who leaves the game also leave the game. This
|
||
doesn’t trigger zone-change triggers. See rule 800.4.
|
||
702.24k Phased-out tokens cease to exist as a state-based action. See rule 704.5d.
|
||
702.24m If an effect causes a player to skip his or her untap step, the phasing event simply doesn’t
|
||
occur that turn.
|
||
702.24n Multiple instances of phasing on the same permanent are redundant.
|
||
702.25. Buyback
|
||
702.25a Buyback appears on some instants and sorceries. It represents two static abilities that
|
||
function while the spell is on the stack. “Buyback [cost]” means “You may pay an additional
|
||
[cost] as you cast this spell” and “If the buyback cost was paid, put this spell into its owner’s
|
||
hand instead of into that player’s graveyard as it resolves.” Paying a spell’s buyback cost
|
||
follows the rules for paying additional costs in rules 601.2b and 601.2e–g.
|
||
702.26. Shadow
|
||
|
||
702.26a Shadow is an evasion ability.
|
||
702.26b A creature with shadow can’t be blocked by creatures without shadow, and a creature
|
||
without shadow can’t be blocked by creatures with shadow. (See rule 509, “Declare Blockers
|
||
Step.”)
|
||
702.26c Multiple instances of shadow on the same creature are redundant.
|
||
702.27. Cycling
|
||
702.27a Cycling is an activated ability that functions only while the card with cycling is in a
|
||
player’s hand. “Cycling [cost]” means “[Cost], Discard this card: Draw a card.”
|
||
702.27b Although the cycling ability can be activated only if the card is in a player’s hand, it
|
||
continues to exist while the object is on the battlefield and in all other zones. Therefore objects
|
||
with cycling will be affected by effects that depend on objects having one or more activated
|
||
abilities.
|
||
702.27c Some cards with cycling have abilities that trigger when they’re cycled. “When you cycle
|
||
[this card]” means “When you discard [this card] to pay a cycling cost.” These abilities trigger
|
||
from whatever zone the card winds up in after it’s cycled.
|
||
702.27d Typecycling is a variant of the cycling ability. “[Type]cycling [cost]” means “[Cost],
|
||
Discard this card: Search your library for a [type] card, reveal it, and put it into your hand. Then
|
||
shuffle your library.” This type is usually a subtype (as in “mountaincycling”) but can be any
|
||
card type, subtype, supertype, or combination thereof (as in “basic landcycling”).
|
||
702.27e Typecycling abilities are cycling abilities, and typecycling costs are cycling costs. Any
|
||
cards that trigger when a player cycles a card will trigger when a card is discarded to pay a
|
||
typecycling cost. Any effect that stops players from cycling cards will stop players from
|
||
activating cards’ typecycling abilities. Any effect that increases or reduces a cycling cost will
|
||
increase or reduce a typecycling cost.
|
||
702.28. Echo
|
||
702.28a Echo is a triggered ability. “Echo [cost]” means “At the beginning of your upkeep, if this
|
||
permanent came under your control since the beginning of your last upkeep, sacrifice it unless
|
||
you pay [cost].”
|
||
702.28b Urza block cards with the echo ability were printed without an echo cost. These cards have
|
||
been given errata in the Oracle card reference; each one now has an echo cost equal to its mana
|
||
cost.
|
||
702.29. Horsemanship
|
||
702.29a Horsemanship is an evasion ability.
|
||
702.29b A creature with horsemanship can’t be blocked by creatures without horsemanship. A
|
||
creature with horsemanship can block a creature with or without horsemanship. (See rule 509,
|
||
“Declare Blockers Step.”)
|
||
702.29c Multiple instances of horsemanship on the same creature are redundant.
|
||
702.30. Fading
|
||
|
||
702.30a Fading is a keyword that represents two abilities. “Fading N” means “This permanent
|
||
enters the battlefield with N fade counters on it” and “At the beginning of your upkeep, remove
|
||
a fade counter from this permanent. If you can’t, sacrifice the permanent.”
|
||
702.31. Kicker
|
||
702.31a Kicker is a static ability that functions while the spell with kicker is on the stack. “Kicker
|
||
[cost]” means “You may pay an additional [cost] as you cast this spell.” Paying a spell’s kicker
|
||
cost(s) follows the rules for paying additional costs in rules 601.2b and 601.2e–g.
|
||
702.31b The phrase “Kicker [cost 1] and/or [cost 2]” means the same thing as “Kicker [cost 1],
|
||
kicker [cost 2].”
|
||
702.31c Multikicker is a variant of the kicker ability. “Multikicker [cost]” means “You may pay an
|
||
additional [cost] any number of times as you cast this spell.” A multikicker cost is a kicker cost.
|
||
702.31d If a spell’s controller declares the intention to pay any of that spell’s kicker costs, that spell
|
||
has been “kicked.” If a spell has two kicker costs or has multikicker, it may be kicked multiple
|
||
times. See rule 601.2b.
|
||
702.31e Objects with kicker or multikicker have additional abilities that specify what happens if
|
||
they are kicked. These abilities are linked to the kicker or multikicker abilities printed on that
|
||
object: they can refer only to those specific kicker or multikicker abilities. See rule 607, “Linked
|
||
Abilities.”
|
||
702.31f Objects with more than one kicker cost have abilities that each correspond to a specific
|
||
kicker cost. They contain the phrases “if it was kicked with its [A] kicker” and “if it was kicked
|
||
with its [B] kicker,” where A and B are the first and second kicker costs listed on the card,
|
||
respectively. Each of those abilities is linked to the appropriate kicker ability.
|
||
702.31g If part of a spell’s ability has its effect only if that spell was kicked, and that part of the
|
||
ability includes any targets, the spell’s controller chooses those targets only if that spell was
|
||
kicked. Otherwise, the spell is cast as if it did not have those targets. See rule 601.2c.
|
||
702.32. Flashback
|
||
702.32a Flashback appears on some instants and sorceries. It represents two static abilities: one that
|
||
functions while the card is in a player’s graveyard and the other that functions while the card is
|
||
on the stack. “Flashback [cost]” means “You may cast this card from your graveyard by paying
|
||
[cost] rather than paying its mana cost” and “If the flashback cost was paid, exile this card
|
||
instead of putting it anywhere else any time it would leave the stack.” Casting a spell using its
|
||
flashback ability follows the rules for paying alternative costs in rules 601.2b and 601.2e–g.
|
||
702.33. Madness
|
||
702.33a Madness is a keyword that represents two abilities. The first is a static ability that functions
|
||
while the card with madness is in a player’s hand. The second is a triggered ability that
|
||
functions when the first ability is applied. “Madness [cost]” means “If a player would discard
|
||
this card, that player discards it, but may exile it instead of putting it into his or her graveyard”
|
||
and “When this card is exiled this way, its owner may cast it by paying [cost] rather than paying
|
||
its mana cost. If that player doesn’t, he or she puts this card into his or her graveyard.”
|
||
702.33b Casting a spell using its madness ability follows the rules for paying alternative costs in
|
||
rules 601.2b and 601.2e–g.
|
||
702.34. Fear
|
||
|
||
702.34a Fear is an evasion ability.
|
||
702.34b A creature with fear can’t be blocked except by artifact creatures and/or black creatures.
|
||
(See rule 509, “Declare Blockers Step.”)
|
||
702.34c Multiple instances of fear on the same creature are redundant.
|
||
702.35. Morph
|
||
702.35a Morph is a static ability that functions in any zone from which you could play the card it’s
|
||
on, and the morph effect works any time the card is face down. “Morph [cost]” means “You
|
||
may cast this card as a 2/2 face-down creature, with no text, no name, no subtypes, no expansion
|
||
symbol, and no mana cost by paying {3} rather than paying its mana cost.” (See rule 707,
|
||
“Face-Down Spells and Permanents.”)
|
||
702.35b To cast a card using its morph ability, turn it face down. It becomes a 2/2 face-down
|
||
creature card, with no text, no name, no subtypes, no expansion symbol, and no mana cost. Any
|
||
effects or prohibitions that would apply to casting a card with these characteristics (and not the
|
||
face-up card’s characteristics) are applied to casting this card. These values are the copiable
|
||
values of that object’s characteristics. (See rule 613, “Interaction of Continuous Effects,” and
|
||
rule 706, “Copying Objects.”) Put it onto the stack (as a face-down spell with the same
|
||
characteristics), and pay {3} rather than pay its mana cost. This follows the rules for paying
|
||
alternative costs. You can use morph to cast a card from any zone from which you could
|
||
normally play it. When the spell resolves, it enters the battlefield with the same characteristics
|
||
the spell had. The morph effect applies to the face-down object wherever it is, and it ends when
|
||
the permanent is turned face up.
|
||
702.35c You can’t cast a card face down if it doesn’t have morph.
|
||
702.35d If you have priority, you may turn a face-down permanent you control face up. This is a
|
||
special action; it doesn’t use the stack (see rule 115). To do this, show all players what the
|
||
permanent’s morph cost would be if it were face up, pay that cost, then turn the permanent face
|
||
up. (If the permanent wouldn’t have a morph cost if it were face up, it can’t be turned face up
|
||
this way.) The morph effect on it ends, and it regains its normal characteristics. Any abilities
|
||
relating to the permanent entering the battlefield don’t trigger when it’s turned face up and don’t
|
||
have any effect, because the permanent has already entered the battlefield.
|
||
702.35e See rule 707, “Face-Down Spells and Permanents,” for more information on how to cast
|
||
cards with morph.
|
||
702.36. Amplify
|
||
702.36a Amplify is a static ability. “Amplify N” means “As this object enters the battlefield, reveal
|
||
any number of cards from your hand that share a creature type with it. This permanent enters the
|
||
battlefield with N +1/+1 counters on it for each card revealed this way. You can’t reveal this
|
||
card or any other cards that are entering the battlefield at the same time as this card.”
|
||
702.36b If a creature has multiple instances of amplify, each one works separately.
|
||
702.37. Provoke
|
||
702.37a Provoke is a triggered ability. “Provoke” means “Whenever this creature attacks, you may
|
||
choose to have target creature defending player controls block this creature this combat if able.
|
||
If you do, untap that creature.”
|
||
|
||
702.37b If a creature has multiple instances of provoke, each triggers separately.
|
||
702.38. Storm
|
||
702.38a Storm is a triggered ability that functions on the stack. “Storm” means “When you cast this
|
||
spell, put a copy of it onto the stack for each other spell that was cast before it this turn. If the
|
||
spell has any targets, you may choose new targets for any of the copies.”
|
||
702.38b If a spell has multiple instances of storm, each triggers separately.
|
||
702.39. Affinity
|
||
702.39a Affinity is a static ability that functions while the spell is on the stack. “Affinity for [text]”
|
||
means “This spell costs you {1} less to cast for each [text] you control.”
|
||
702.39b The affinity ability reduces only the amount of generic mana a spell’s controller has to pay;
|
||
it doesn’t reduce how much colored mana that player has to pay.
|
||
702.39c If a spell has multiple instances of affinity, each of them applies.
|
||
702.40. Entwine
|
||
702.40a Entwine is a static ability of modal spells (see rule 700.2) that functions while the spell is
|
||
on the stack. “Entwine [cost]” means “You may choose all modes of this spell instead of just
|
||
one. If you do, you pay an additional [cost].” Using the entwine ability follows the rules for
|
||
choosing modes and paying additional costs in rules 601.2b and 601.2e–g.
|
||
702.40b If the entwine cost was paid, follow the text of each of the modes in the order written on
|
||
the card when the spell resolves.
|
||
702.41. Modular
|
||
702.41a Modular represents both a static ability and a triggered ability. “Modular N” means “This
|
||
permanent enters the battlefield with N +1/+1 counters on it” and “When this permanent is put
|
||
into a graveyard from the battlefield, you may put a +1/+1 counter on target artifact creature for
|
||
each +1/+1 counter on this permanent.”
|
||
702.41b If a creature has multiple instances of modular, each one works separately.
|
||
702.42. Sunburst
|
||
702.42a Sunburst is a static ability that functions as an object is entering the battlefield from the
|
||
stack. “Sunburst” means “If this object is entering the battlefield from the stack as a creature, it
|
||
enters the battlefield with a +1/+1 counter on it for each color of mana spent to cast it. If this
|
||
object is entering the battlefield from the stack and isn’t entering the battlefield as a creature, it
|
||
enters the battlefield with a charge counter on it for each color of mana spent to cast it.”
|
||
702.42b Sunburst applies only as the spell is resolving and only if one or more colored mana was
|
||
spent on its costs. Mana paid for additional or alternative costs applies.
|
||
702.42c Sunburst can also be used to set a variable number for another ability. If the keyword is
|
||
used in this way, it doesn’t matter whether the ability is on a creature spell or on a noncreature
|
||
spell.
|
||
Example: The ability “Modular—Sunburst” means “This permanent enters the
|
||
battlefield with a +1/+1 counter on it for each color of mana spent to cast it” and
|
||
|
||
“When this permanent is put into a graveyard from the battlefield, you may put a +1/+1
|
||
counter on target artifact creature for each +1/+1 counter on this permanent.”
|
||
702.42d If an object has multiple instances of sunburst, each one works separately.
|
||
702.43. Bushido
|
||
702.43a Bushido is a triggered ability. “Bushido N” means “Whenever this creature blocks or
|
||
becomes blocked, it gets +N/+N until end of turn.” (See rule 509, “Declare Blockers Step.”)
|
||
702.43b If a creature has multiple instances of bushido, each triggers separately.
|
||
702.44. Soulshift
|
||
702.44a Soulshift is a triggered ability. “Soulshift N” means “When this permanent is put into a
|
||
graveyard from the battlefield, you may return target Spirit card with converted mana cost N or
|
||
less from your graveyard to your hand.”
|
||
702.44b If a permanent has multiple instances of soulshift, each triggers separately.
|
||
702.45. Splice
|
||
702.45a Splice is a static ability that functions while a card is in your hand. “Splice onto [subtype]
|
||
[cost]” means “You may reveal this card from your hand as you cast a [subtype] spell. If you do,
|
||
copy this card’s text box onto that spell and pay [cost] as an additional cost to cast that spell.”
|
||
Paying a card’s splice cost follows the rules for paying additional costs in rules 601.2b and
|
||
601.2e–g.
|
||
Example: Since the card with splice remains in the player’s hand, it can later be cast
|
||
normally or spliced onto another spell. It can even be discarded to pay a “discard a
|
||
card” cost of the spell it’s spliced onto.
|
||
702.45b You can’t choose to use a splice ability if you can’t make the required choices (targets,
|
||
etc.) for that card’s instructions. You can’t splice any one card onto the same spell more than
|
||
once. If you’re splicing more than one card onto a spell, reveal them all at once and choose the
|
||
order in which their instructions will be followed. The instructions on the main spell have to be
|
||
followed first.
|
||
702.45c The spell has the characteristics of the main spell, plus the text boxes of each of the spliced
|
||
cards. The spell doesn’t gain any other characteristics (name, mana cost, color, supertypes, card
|
||
types, subtypes, etc.) of the spliced cards. Text copied onto the spell that refers to a card by
|
||
name refers to the spell on the stack, not the card from which the text was copied.
|
||
Example: Glacial Ray is a red card with splice onto Arcane that reads, “Glacial Ray
|
||
deals 2 damage to target creature or player.” Suppose Glacial Ray is spliced onto
|
||
Reach Through Mists, a blue spell. The spell is still blue, and Reach Through Mists
|
||
deals the damage. This means that the ability can target a creature with protection from
|
||
red and deal 2 damage to that creature.
|
||
702.45d Choose targets for the added text normally (see rule 601.2c). Note that a spell with one or
|
||
more targets will be countered if all of its targets are illegal on resolution.
|
||
702.45e The spell loses any splice changes once it leaves the stack (for example, when it’s
|
||
countered, it’s exiled, or it resolves).
|
||
702.46. Offering
|
||
|
||
702.46a Offering is a static ability of a card that functions in any zone from which the card can be
|
||
cast. “[Subtype] offering” means “You may cast this card any time you could cast an instant by
|
||
sacrificing a [subtype] permanent. If you do, the total cost to cast this card is reduced by the
|
||
sacrificed permanent’s mana cost.”
|
||
702.46b The permanent is sacrificed at the same time the spell is announced (see rule 601.2a). The
|
||
total cost of the spell is reduced by the sacrificed permanent’s mana cost (see rule 601.2e).
|
||
702.46c Generic mana in the sacrificed permanent’s mana cost reduces generic mana in the total
|
||
cost to cast the card with offering. Colored mana in the sacrificed permanent’s mana cost
|
||
reduces mana of the same color in the total cost to cast the card with offering. Colored mana in
|
||
the sacrificed permanent’s mana cost that doesn’t match colored mana in the colored mana cost
|
||
of the card with offering, or is in excess of the card’s colored mana cost, reduces that much
|
||
generic mana in the total cost.
|
||
702.47. Ninjutsu
|
||
702.47a Ninjutsu is an activated ability that functions only while the card with ninjutsu is in a
|
||
player’s hand. “Ninjutsu [cost]” means “[Cost], Reveal this card from your hand, Return an
|
||
unblocked attacking creature you control to its owner’s hand: Put this card onto the battlefield
|
||
from your hand tapped and attacking.”
|
||
702.47b The card with ninjutsu remains revealed from the time the ability is announced until the
|
||
ability leaves the stack.
|
||
702.47c A ninjutsu ability may be activated only while a creature on the battlefield is unblocked
|
||
(see rule 509.1h). The creature with ninjutsu is put onto the battlefield unblocked. It will be
|
||
attacking the same player or planeswalker as the creature that was returned to its owner’s hand.
|
||
702.48. Epic
|
||
702.48a Epic represents two spell abilities, one of which creates a delayed triggered ability. “Epic”
|
||
means “For the rest of the game, you can’t cast spells,” and “At the beginning of each of your
|
||
upkeeps for the rest of the game, copy this spell except for its epic ability. If the spell has any
|
||
targets, you may choose new targets for the copy.” See rule 706.9.
|
||
702.48b A player can’t cast spells once a spell with epic he or she controls resolves, but effects
|
||
(such as the epic ability itself) can still put copies of spells onto the stack.
|
||
702.49. Convoke
|
||
702.49a Convoke is a static ability that functions while the spell with convoke is on the stack.
|
||
“Convoke” means “As an additional cost to cast this spell, you may tap any number of untapped
|
||
creatures you control. Each creature tapped this way reduces the cost to cast this spell by {1} or
|
||
by one mana of any of that creature’s colors.” Using the convoke ability follows the rules for
|
||
paying additional costs in rules 601.2b and 601.2e–g.
|
||
Example: You cast Guardian of Vitu-Ghazi, a spell with convoke that costs {6}{G}{W}.
|
||
You announce that you’re going to tap a colorless creature, a red creature, and a green-
|
||
and-white creature to help pay for it. The colorless creature and the red creature each
|
||
reduce the spell’s cost by {1}. You choose whether the green-white creature reduces the
|
||
spell’s cost by {1}, {G}, or {W}. Then the creatures become tapped as you pay Guardian
|
||
of Vitu-Ghazi’s cost.
|
||
702.49b Multiple instances of convoke on the same spell are redundant.
|
||
702.50. Dredge
|
||
|
||
702.50a Dredge is a static ability that functions only while the card with dredge is in a player’s
|
||
graveyard. “Dredge N” means “As long as you have at least N cards in your library, if you
|
||
would draw a card, you may instead put N cards from the top of your library into your
|
||
graveyard and return this card from your graveyard to your hand.”
|
||
702.50b A player with fewer cards in his or her library than the number required by a dredge ability
|
||
can’t put any of them into his or her graveyard this way.
|
||
702.51. Transmute
|
||
702.51a Transmute is an activated ability that functions only while the card with transmute is in a
|
||
player’s hand. “Transmute [cost]” means “[Cost], Discard this card: Search your library for a
|
||
card with the same converted mana cost as the discarded card, reveal that card, and put it into
|
||
your hand. Then shuffle your library. Activate this ability only any time you could cast a
|
||
sorcery.”
|
||
702.51b Although the transmute ability can be activated only if the card is in a player’s hand, it
|
||
continues to exist while the object is on the battlefield and in all other zones. Therefore objects
|
||
with transmute will be affected by effects that depend on objects having one or more activated
|
||
abilities.
|
||
702.52. Bloodthirst
|
||
702.52a Bloodthirst is a static ability. “Bloodthirst N” means “If an opponent was dealt damage this
|
||
turn, this permanent enters the battlefield with N +1/+1 counters on it.”
|
||
702.52b “Bloodthirst X” is a special form of bloodthirst. “Bloodthirst X” means “This permanent
|
||
enters the battlefield with X +1/+1 counters on it, where X is the total damage your opponents
|
||
have been dealt this turn.”
|
||
702.52c If an object has multiple instances of bloodthirst, each applies separately.
|
||
702.53. Haunt
|
||
702.53a Haunt is a triggered ability. “Haunt” on a permanent means “When this permanent is put
|
||
into a graveyard from the battlefield, exile it haunting target creature.” “Haunt” on an instant or
|
||
sorcery spell means “When this spell is put into a graveyard during its resolution, exile it
|
||
haunting target creature.”
|
||
702.53b Cards that are in the exile zone as the result of a haunt ability “haunt” the creature targeted
|
||
by that ability. The phrase “creature it haunts” refers to the object targeted by the haunt ability,
|
||
regardless of whether or not that object is still a creature.
|
||
702.53c Triggered abilities of cards with haunt that refer to the haunted creature can trigger in the
|
||
exile zone.
|
||
702.54. Replicate
|
||
702.54a Replicate is a keyword that represents two abilities. The first is a static ability that
|
||
functions while the spell with replicate is on the stack. The second is a triggered ability that
|
||
functions while the spell with replicate is on the stack. “Replicate [cost]” means “As an
|
||
additional cost to cast this spell, you may pay [cost] any number of times” and “When you cast
|
||
this spell, if a replicate cost was paid for it, copy it for each time its replicate cost was paid. If
|
||
the spell has any targets, you may choose new targets for any of the copies.” Paying a spell’s
|
||
replicate cost follows the rules for paying additional costs in rules 601.2b and 601.2e–g.
|
||
|
||
702.54b If a spell has multiple instances of replicate, each is paid separately and triggers based on
|
||
the payments made for it, not any other instance of replicate.
|
||
702.55. Forecast
|
||
702.55a A forecast ability is a special kind of activated ability that can be activated only from a
|
||
player’s hand. It’s written “Forecast — [Activated ability].”
|
||
702.55b A forecast ability may be activated only during the upkeep step of the card’s owner and
|
||
only once each turn. The controller of the forecast ability reveals the card with that ability from
|
||
his or her hand as the ability is activated. That player plays with that card revealed in his or her
|
||
hand until it leaves the player’s hand or until a step or phase that isn’t an upkeep step begins,
|
||
whichever comes first.
|
||
702.56. Graft
|
||
702.56a Graft represents both a static ability and a triggered ability. “Graft N” means “This
|
||
permanent enters the battlefield with N +1/+1 counters on it” and “Whenever another creature
|
||
enters the battlefield, if this permanent has a +1/+1 counter on it, you may move a +1/+1
|
||
counter from this permanent onto that creature.”
|
||
702.56b If a creature has multiple instances of graft, each one works separately.
|
||
702.57. Recover
|
||
702.57a Recover is a triggered ability that functions only while the card with recover is in a player’s
|
||
graveyard. “Recover [cost]” means “When a creature is put into your graveyard from the
|
||
battlefield, you may pay [cost]. If you do, return this card from your graveyard to your hand.
|
||
Otherwise, exile this card.”
|
||
702.58. Ripple
|
||
702.58a Ripple is a triggered ability that functions only while the card with ripple is on the stack.
|
||
“Ripple N” means “When you cast this spell, you may reveal the top N cards of your library, or,
|
||
if there are fewer than N cards in your library, you may reveal all the cards in your library. If
|
||
you reveal cards from your library this way, you may cast any of those cards with the same
|
||
name as this spell without paying their mana costs, then put all revealed cards not cast this way
|
||
on the bottom of your library in any order.”
|
||
702.58b If a spell has multiple instances of ripple, each triggers separately.
|
||
702.59. Split Second
|
||
702.59a Split second is a static ability that functions only while the spell with split second is on the
|
||
stack. “Split second” means “As long as this spell is on the stack, players can’t cast other spells
|
||
or activate abilities that aren’t mana abilities.”
|
||
702.59b Players may activate mana abilities and take special actions while a spell with split second
|
||
is on the stack. Triggered abilities trigger and are put on the stack as normal while a spell with
|
||
split second is on the stack.
|
||
702.59c Multiple instances of split second on the same spell are redundant.
|
||
702.60. Suspend
|
||
|
||
702.60a Suspend is a keyword that represents three abilities. The first is a static ability that
|
||
functions while the card with suspend is in a player’s hand. The second and third are triggered
|
||
abilities that function in the exile zone. “Suspend N—[cost]” means “If you could begin to cast
|
||
this card by putting it onto the stack from your hand, you may pay [cost] and exile it with N
|
||
time counters on it. This action doesn’t use the stack,” and “At the beginning of your upkeep, if
|
||
this card is suspended, remove a time counter from it,” and “When the last time counter is
|
||
removed from this card, if it’s exiled, play it without paying its mana cost if able. If you can’t, it
|
||
remains exiled. If you cast a creature spell this way, it gains haste until you lose control of the
|
||
spell or the permanent it becomes.”
|
||
702.60b A card is “suspended” if it’s in the exile zone, has suspend, and has a time counter on it.
|
||
702.60c Casting a spell as an effect of its suspend ability follows the rules for paying alternative
|
||
costs in rules 601.2b and 601.2e–g.
|
||
702.61. Vanishing
|
||
702.61a Vanishing is a keyword that represents three abilities. “Vanishing N” means “This
|
||
permanent enters the battlefield with N time counters on it,” “At the beginning of your upkeep,
|
||
if this permanent has a time counter on it, remove a time counter from it,” and “When the last
|
||
time counter is removed from this permanent, sacrifice it.”
|
||
702.61b Vanishing without a number means “At the beginning of your upkeep, if this permanent
|
||
has a time counter on it, remove a time counter from it” and “When the last time counter is
|
||
removed from this permanent, sacrifice it.”
|
||
702.61c If a permanent has multiple instances of vanishing, each works separately.
|
||
702.62. Absorb
|
||
702.62a Absorb is a static ability. “Absorb N” means “If a source would deal damage to this
|
||
creature, prevent N of that damage.”
|
||
702.62b Each absorb ability can prevent only N damage from any one source at any one time. It
|
||
will apply separately to damage from other sources, or to damage dealt by the same source at a
|
||
different time.
|
||
702.62c If an object has multiple instances of absorb, each applies separately.
|
||
702.63. Aura Swap
|
||
702.63a Aura swap is an activated ability of some Aura cards. “Aura swap [cost]” means “[Cost]:
|
||
You may exchange this permanent with an Aura card in your hand.”
|
||
702.63b If either half of the exchange can’t be completed, the ability has no effect.
|
||
Example: You activate the aura swap ability of an Aura. The only Aura card in your
|
||
hand can’t enchant the permanent that’s enchanted by the Aura with aura swap. The
|
||
ability has no effect.
|
||
Example: You activate the aura swap ability of an Aura that you control but you don’t
|
||
own. The ability has no effect.
|
||
702.64. Delve
|
||
702.64a Delve is a static ability that functions while the spell that has delve is on the stack. “Delve”
|
||
means “As an additional cost to cast this spell, you may exile any number of cards from your
|
||
|
||
graveyard. Each card exiled this way reduces the cost to cast this spell by {1}.” Using the delve
|
||
ability follows the rules for paying additional costs in rules 601.2b and 601.2e–g.
|
||
702.64b Multiple instances of delve on the same spell are redundant.
|
||
702.65. Fortify
|
||
702.65a Fortify is an activated ability of Fortification cards. “Fortify [cost]” means “[Cost]: Attach
|
||
this Fortification to target land you control. Activate this ability only any time you could cast a
|
||
sorcery.”
|
||
702.65b For more information about Fortifications, see rule 301, “Artifacts.”
|
||
702.65c If a Fortification has multiple instances of fortify, any of its fortify abilities may be used.
|
||
702.66. Frenzy
|
||
702.66a Frenzy is a triggered ability. “Frenzy N” means “Whenever this creature attacks and isn’t
|
||
blocked, it gets +N/+0 until end of turn.”
|
||
702.66b If a creature has multiple instances of frenzy, each triggers separately.
|
||
702.67. Gravestorm
|
||
702.67a Gravestorm is a triggered ability that functions on the stack. “Gravestorm” means “When
|
||
you cast this spell, put a copy of it onto the stack for each permanent that was put into a
|
||
graveyard from the battlefield this turn. If the spell has any targets, you may choose new targets
|
||
for any of the copies.”
|
||
702.67b If a spell has multiple instances of gravestorm, each triggers separately.
|
||
702.68. Poisonous
|
||
702.68a Poisonous is a triggered ability. “Poisonous N” means “Whenever this creature deals
|
||
combat damage to a player, that player gets N poison counters.” (For information about poison
|
||
counters, see rule 104.3d.)
|
||
702.68b If a creature has multiple instances of poisonous, each triggers separately.
|
||
702.69. Transfigure
|
||
702.69a Transfigure is an activated ability. “Transfigure [cost]” means “[Cost], Sacrifice this
|
||
permanent: Search your library for a creature card with the same converted mana cost as this
|
||
permanent and put it onto the battlefield. Then shuffle your library. Activate this ability only
|
||
any time you could cast a sorcery.”
|
||
702.70. Champion
|
||
702.70a Champion represents two triggered abilities. “Champion an [object]” means “When this
|
||
permanent enters the battlefield, sacrifice it unless you exile another [object] you control” and
|
||
“When this permanent leaves the battlefield, return the exiled card to the battlefield under its
|
||
owner’s control.”
|
||
702.70b The two abilities represented by champion are linked. See rule 607, “Linked Abilities.”
|
||
|
||
702.70c A permanent is “championed” by another permanent if the latter exiles the former as the
|
||
direct result of a champion ability.
|
||
702.71. Changeling
|
||
702.71a Changeling is a characteristic-defining ability. “Changeling” means “This object is every
|
||
creature type.” This ability works everywhere, even outside the game. See rule 604.3.
|
||
702.71b Multiple instances of changeling on the same object are redundant.
|
||
702.72. Evoke
|
||
702.72a Evoke represents two abilities: a static ability that functions in any zone from which the
|
||
card with evoke can be cast and a triggered ability that functions on the battlefield. “Evoke
|
||
[cost]” means “You may cast this card by paying [cost] rather than paying its mana cost” and
|
||
“When this permanent enters the battlefield, if its evoke cost was paid, its controller sacrifices
|
||
it.” Paying a card’s evoke cost follows the rules for paying alternative costs in rules 601.2b and
|
||
601.2e–g.
|
||
702.73. Hideaway
|
||
702.73a Hideaway represents a static ability and a triggered ability. “Hideaway” means “This
|
||
permanent enters the battlefield tapped” and “When this permanent enters the battlefield, look at
|
||
the top four cards of your library. Exile one of them face down and put the rest on the bottom of
|
||
your library in any order. The exiled card gains ‘Any player who has controlled the permanent
|
||
that exiled this card may look at this card in the exile zone.’”
|
||
702.74. Prowl
|
||
702.74a Prowl is a static ability that functions on the stack. “Prowl [cost]” means “You may pay
|
||
[cost] rather than pay this spell’s mana cost if a player was dealt combat damage this turn by a
|
||
source that, at the time it dealt that damage, was under your control and had any of this spell’s
|
||
creature types.” Paying a spell’s prowl cost follows the rules for paying alternative costs in rules
|
||
601.2b and 601.2e–g.
|
||
702.75. Reinforce
|
||
702.75a Reinforce is an activated ability that functions only while the card with reinforce is in a
|
||
player’s hand. “Reinforce N—[cost]” means “[Cost], Discard this card: Put N +1/+1 counters on
|
||
target creature.”
|
||
702.75b Although the reinforce ability can be activated only if the card is in a player’s hand, it
|
||
continues to exist while the object is on the battlefield and in all other zones. Therefore objects
|
||
with reinforce will be affected by effects that depend on objects having one or more activated
|
||
abilities.
|
||
702.76. Conspire
|
||
702.76a Conspire is a keyword that represents two abilities. The first is a static ability that functions
|
||
while the spell with conspire is on the stack. The second is a triggered ability that functions
|
||
while the spell with conspire is on the stack. “Conspire” means “As an additional cost to cast
|
||
this spell, you may tap two untapped creatures you control that each share a color with it” and
|
||
“When you cast this spell, if its conspire cost was paid, copy it. If the spell has any targets, you
|
||
may choose new targets for the copy.” Paying a spell’s conspire cost follows the rules for
|
||
paying additional costs in rules 601.2b and 601.2e–g.
|
||
|
||
702.76b If a spell has multiple instances of conspire, each is paid separately and triggers based on
|
||
its own payment, not any other instance of conspire.
|
||
702.77. Persist
|
||
702.77a Persist is a triggered ability. “Persist” means “When this permanent is put into a graveyard
|
||
from the battlefield, if it had no -1/-1 counters on it, return it to the battlefield under its owner’s
|
||
control with a -1/-1 counter on it.”
|
||
702.78. Wither
|
||
702.78a Wither is a static ability. Damage dealt to a creature by a source with wither isn’t marked
|
||
on that creature. Rather, it causes that many -1/-1 counters to be put on that creature. See rule
|
||
119.3.
|
||
702.78b If a permanent leaves the battlefield before an effect causes it to deal damage, its last
|
||
known information is used to determine whether it had wither.
|
||
702.78c The wither rules function no matter what zone an object with wither deals damage from.
|
||
702.78d Multiple instances of wither on the same object are redundant.
|
||
702.79. Retrace
|
||
702.79a Retrace appears on some instants and sorceries. It represents a static ability that functions
|
||
while the card with retrace is in a player’s graveyard. “Retrace” means “You may cast this card
|
||
from your graveyard by discarding a land card as an additional cost to cast it.” Casting a spell
|
||
using its retrace ability follows the rules for paying additional costs in rules 601.2b and 601.2e–
|
||
g.
|
||
702.80. Devour
|
||
702.80a Devour is a static ability. “Devour N” means “As this object enters the battlefield, you may
|
||
sacrifice any number of creatures. This permanent enters the battlefield with N +1/+1 counters
|
||
on it for each creature sacrificed this way.”
|
||
702.80b Some objects have abilities that refer to the number of creatures the permanent devoured.
|
||
“It devoured” means “sacrificed as a result of its devour ability as it entered the battlefield.”
|
||
702.81. Exalted
|
||
702.81a Exalted is a triggered ability. “Exalted” means “Whenever a creature you control attacks
|
||
alone, that creature gets +1/+1 until end of turn.”
|
||
702.81b A creature “attacks alone” if it’s the only creature declared as an attacker in a given combat
|
||
phase. See rule 506.5.
|
||
702.82. Unearth
|
||
702.82a Unearth is an activated ability that functions while the card with unearth is in a graveyard.
|
||
“Unearth [cost]” means “[Cost]: Return this card from your graveyard to the battlefield. It gains
|
||
haste. Exile it at the beginning of the next end step. If it would leave the battlefield, exile it
|
||
instead of putting it anywhere else. Activate this ability only any time you could cast a sorcery.”
|
||
702.83. Cascade
|
||
|
||
702.83a Cascade is a triggered ability that functions only while the spell with cascade is on the
|
||
stack. “Cascade” means “When you cast this spell, exile cards from the top of your library until
|
||
you exile a nonland card whose converted mana cost is less than this spell’s converted mana
|
||
cost. You may cast that card without paying its mana cost. Then put all cards exiled this way
|
||
that weren’t cast on the bottom of your library in a random order.”
|
||
702.83b If a spell has multiple instances of cascade, each triggers separately.
|
||
702.84. Annihilator
|
||
702.84a Annihilator is a triggered ability. “Annihilator N” means “Whenever this creature attacks,
|
||
defending player sacrifices N permanents.”
|
||
702.84b If a creature has multiple instances of annihilator, each triggers separately.
|
||
702.85. Level Up
|
||
702.85a Level up is an activated ability. “Level up [cost]” means “[Cost]: Put a level counter on this
|
||
permanent. Activate this ability only any time you could cast a sorcery.”
|
||
702.85b Each card printed with a level up ability is known as a leveler card. It has a nonstandard
|
||
layout and includes two level symbols that are themselves keyword abilities. See rule 710,
|
||
“Leveler Cards.”
|
||
702.86. Rebound
|
||
702.86a Rebound appears on some instants and sorceries. It represents a static ability that functions
|
||
while the spell is on the stack and may create a delayed triggered ability. “Rebound” means “If
|
||
this spell was cast from your hand, instead of putting it into your graveyard as it resolves, exile
|
||
it and, at the beginning of your next upkeep, you may cast this card from exile without paying
|
||
its mana cost.”
|
||
702.86b Casting a card without paying its mana cost as the result of a rebound ability follows the
|
||
rules for paying alternative costs in rules 601.2b and 601.2e–g.
|
||
702.86c Multiple instances of rebound on the same spell are redundant.
|
||
702.87. Totem Armor
|
||
702.87a Totem armor is a static ability that appears on some Auras. “Totem armor” means “If
|
||
enchanted permanent would be destroyed, instead remove all damage marked on it and destroy
|
||
this Aura.”
|
||
702.88. Infect
|
||
702.88a Infect is a static ability.
|
||
702.88b Damage dealt to a player by a source with infect doesn’t cause that player to lose life.
|
||
Rather, it causes the player to get that many poison counters. See rule 119.3.
|
||
702.88c Damage dealt to a creature by a source with infect isn’t marked on that creature. Rather, it
|
||
causes that many -1/-1 counters to be put on that creature. See rule 119.3.
|
||
702.88d If a permanent leaves the battlefield before an effect causes it to deal damage, its last
|
||
known information is used to determine whether it had infect.
|
||
|
||
702.88e The infect rules function no matter what zone an object with infect deals damage from.
|
||
702.88f Multiple instances of infect on the same object are redundant.
|
||
702.89. Battle Cry
|
||
702.89a Battle cry is a triggered ability. “Battle cry” means “Whenever this creature attacks, each
|
||
other attacking creature gets +1/+0 until end of turn.”
|
||
702.89b If a creature has multiple instances of battle cry, each triggers separately.
|
||
702.90. Living Weapon
|
||
702.90a Living weapon is a triggered ability. “Living weapon” means “When this Equipment enters
|
||
the battlefield, put a 0/0 black Germ creature token onto the battlefield, then attach this
|
||
Equipment to it.”
|
||
703. Turn-Based Actions
|
||
703.1. Turn-based actions are game actions that happen automatically when certain steps or phases
|
||
begin, or when each step and phase ends. Turn-based actions don’t use the stack.
|
||
703.1a Abilities that watch for a specified step or phase to begin are triggered abilities, not turn-
|
||
based actions. (See rule 603, “Handling Triggered Abilities.”)
|
||
703.2. Turn-based actions are not controlled by any player.
|
||
703.3. Whenever a step or phase begins, if it’s a step or phase that has any turn-based action associated
|
||
with it, those turn-based actions are automatically dealt with first. This happens before state-based
|
||
actions are checked, before triggered abilities are put on the stack, and before players receive
|
||
priority.
|
||
703.4. The turn-based actions are as follows:
|
||
703.4a Immediately after the untap step begins, all phased-in permanents with phasing that the
|
||
active player controls phase out, and all phased-out permanents that the active player controlled
|
||
when they phased out phase in. This all happens simultaneously. See rule 502.1.
|
||
703.4b Immediately after the phasing action has been completed during the untap step, the active
|
||
player determines which permanents he or she controls will untap. Then he or she untaps them
|
||
all simultaneously. See rule 502.2.
|
||
703.4c Immediately after the draw step begins, the active player draws a card. See rule 504.1.
|
||
703.4d In an Archenemy game (see rule 904), immediately after the archenemy’s precombat main
|
||
phase begins, that player sets the top card of his or her scheme deck in motion. See rule 701.21.
|
||
703.4e Immediately after the beginning of combat step begins, if the game being played is a
|
||
multiplayer game in which the active player’s opponent’s don’t all automatically become
|
||
defending players, the active player chooses one of his or her opponents. That player becomes
|
||
the defending player. See rule 507.1.
|
||
703.4f Immediately after the declare attackers step begins, the active player declares attackers. See
|
||
rule 508.1.
|
||
|
||
703.4g Immediately after the declare blockers step begins, the defending player declares blockers.
|
||
See rule 509.1.
|
||
703.4h Immediately after blockers have been declared during the declare blockers step, for each
|
||
attacking creature that’s become blocked by multiple creatures, the active player announces the
|
||
damage assignment order among the blocking creatures. See rule 509.2.
|
||
703.4i Immediately after the active player has announced damage assignment orders (if necessary)
|
||
during the declare blockers step, for each creature that’s blocking multiple creatures, the
|
||
defending player announces the damage assignment order among the attacking creatures. See
|
||
rule 509.3.
|
||
703.4j Immediately after the combat damage step begins, each player in APNAP order announces
|
||
how each attacking or blocking creature he or she controls assigns its combat damage. See rule
|
||
510.1.
|
||
703.4k Immediately after combat damage has been assigned during the combat damage step, all
|
||
combat damage is dealt simultaneously. See rule 510.2.
|
||
703.4m Immediately after the cleanup step begins, if the active player’s hand contains more cards
|
||
than his or her maximum hand size (normally seven), he or she discards enough cards to reduce
|
||
his or her hand size to that number. See rule 514.1.
|
||
703.4n Immediately after the active player has discarded cards (if necessary) during the cleanup
|
||
step, all damage is removed from permanents and all “until end of turn” and “this turn” effects
|
||
end. These actions happen simultaneously. See rule 514.2.
|
||
703.4p When each step or phase ends, any unused mana left in a player’s mana pool empties. See
|
||
rule 500.4.
|
||
704. State-Based Actions
|
||
704.1. State-based actions are game actions that happen automatically whenever certain conditions
|
||
(listed below) are met. State-based actions don’t use the stack.
|
||
704.1a Abilities that watch for a specified game state are triggered abilities, not state-based actions.
|
||
(See rule 603, “Handling Triggered Abilities.”)
|
||
704.2. State-based actions are checked throughout the game and are not controlled by any player.
|
||
704.3. Whenever a player would get priority (see rule 116, “Timing and Priority”), the game checks for
|
||
any of the listed conditions for state-based actions, then performs all applicable state-based actions
|
||
simultaneously as a single event. If any state-based actions are performed as a result of a check, the
|
||
check is repeated; otherwise all triggered abilities that are waiting to be put on the stack are put on
|
||
the stack, then the check is repeated. Once no more state-based actions have been performed as the
|
||
result of a check and no triggered abilities are waiting to be put on the stack, the appropriate player
|
||
gets priority. This process also occurs during the cleanup step (see rule 514), except that if no state-
|
||
based actions are performed as the result of the step’s first check and no triggered abilities are
|
||
waiting to be put on the stack, then no player gets priority and the step ends.
|
||
704.4. Unlike triggered abilities, state-based actions pay no attention to what happens during the
|
||
resolution of a spell or ability.
|
||
Example: A player controls a creature with the ability “This creature’s power and
|
||
toughness are each equal to the number of cards in your hand” and casts a spell whose
|
||
effect is “Discard your hand, then draw seven cards.” The creature will temporarily have
|
||
toughness 0 in the middle of the spell’s resolution but will be back up to toughness 7 when
|
||
|
||
the spell finishes resolving. Thus the creature will survive when state-based actions are
|
||
checked. In contrast, an ability that triggers when the player has no cards in hand goes on
|
||
the stack after the spell resolves, because its trigger event happened during resolution.
|
||
704.5. The state-based actions are as follows:
|
||
704.5a If a player has 0 or less life, he or she loses the game.
|
||
704.5b If a player attempted to draw a card from a library with no cards in it since the last time
|
||
state-based actions were checked, he or she loses the game.
|
||
704.5c If a player has ten or more poison counters, he or she loses the game. Ignore this rule in
|
||
Two-Headed Giant games; see rule 704.5u instead.
|
||
704.5d If a token is phased out, or is in a zone other than the battlefield, it ceases to exist.
|
||
704.5e If a copy of a spell is in a zone other than the stack, it ceases to exist. If a copy of a card is in
|
||
any zone other than the stack or the battlefield, it ceases to exist.
|
||
704.5f If a creature has toughness 0 or less, it’s put into its owner’s graveyard. Regeneration can’t
|
||
replace this event.
|
||
704.5g If a creature has toughness greater than 0, and the total damage marked on it is greater than
|
||
or equal to its toughness, that creature has been dealt lethal damage and is destroyed.
|
||
Regeneration can replace this event.
|
||
704.5h If a creature has toughness greater than 0, and it’s been dealt damage by a source with
|
||
deathtouch since the last time state-based actions were checked, that creature is destroyed.
|
||
Regeneration can replace this event.
|
||
704.5i If a planeswalker has loyalty 0, it’s put into its owner’s graveyard.
|
||
704.5j If two or more planeswalkers that share a planeswalker type are on the battlefield, all are put
|
||
into their owners’ graveyards. This is called the “planeswalker uniqueness rule.”
|
||
704.5k If two or more legendary permanents with the same name are on the battlefield, all are put
|
||
into their owners’ graveyards. This is called the “legend rule.” If only one of those permanents
|
||
is legendary, this rule doesn’t apply.
|
||
704.5m If two or more permanents have the supertype world, all except the one that has been a
|
||
permanent with the world supertype on the battlefield for the shortest amount of time are put
|
||
into their owners’ graveyards. In the event of a tie for the shortest amount of time, all are put
|
||
into their owners’ graveyards. This is called the “world rule.”
|
||
704.5n If an Aura is attached to an illegal object or player, or is not attached to an object or player,
|
||
that Aura is put into its owner’s graveyard.
|
||
704.5p If an Equipment or Fortification is attached to an illegal permanent, it becomes unattached
|
||
from that permanent. It remains on the battlefield.
|
||
704.5q If a creature is attached to an object or player, it becomes unattached and remains on the
|
||
battlefield. Similarly, if a permanent that’s neither an Aura, an Equipment, nor a Fortification is
|
||
attached to an object or player, it becomes unattached and remains on the battlefield.
|
||
|
||
704.5r If a permanent has both a +1/+1 counter and a -1/-1 counter on it, N +1/+1 and N -1/-1
|
||
counters are removed from it, where N is the smaller of the number of +1/+1 and -1/-1 counters
|
||
on it.
|
||
704.5s If a permanent with an ability that says it can’t have more than N counters of a certain kind
|
||
on it has more than N counters of that kind on it, all but N of those counters are removed from
|
||
it.
|
||
704.5t In a Two-Headed Giant game, if a team has 0 or less life, that team loses the game. See rule
|
||
810, “Two-Headed Giant Variant.”
|
||
704.5u In a Two-Headed Giant game, if a team has fifteen or more poison counters, that team loses
|
||
the game. See rule 810, “Two-Headed Giant Variant.”
|
||
704.5v In a Commander game, a player that’s been dealt 21 or more combat damage by the same
|
||
commander over the course of the game loses the game. See rule 903, “Commander.”
|
||
704.5w In an Archenemy game, if a non-ongoing scheme card is face up in the command zone, and
|
||
it isn’t the source of a triggered ability that has triggered but not yet left the stack, that scheme
|
||
card is turned face down and put on the bottom of its owner’s scheme deck. See rule 904,
|
||
“Archenemy.”
|
||
704.6. If multiple state-based actions would have the same result at the same time, a single replacement
|
||
effect will replace all of them.
|
||
Example: You control Lich’s Mirror, which says “If you would lose the game, instead
|
||
shuffle your hand, your graveyard, and all permanents you own into your library, then draw
|
||
seven cards and your life total becomes 20.” There’s one card in your library and your life
|
||
total is 1. A spell causes you to draw two cards and lose 2 life. The next time state-based
|
||
actions are checked, you’d lose the game due to rule 704.5a and rule 704.5b. Instead, Lich’s
|
||
Mirror replaces that game loss and you keep playing.
|
||
705. Flipping a Coin
|
||
705.1. To flip a coin for an object that cares whether a player wins or loses the flip, the affected player
|
||
flips the coin and calls “heads” or “tails.” If the call matches the result, that player wins the flip.
|
||
Otherwise, the player loses the flip. Only the player who flips the coin wins or loses the flip; no
|
||
other players are involved.
|
||
705.2. To flip a coin for an object that cares whether the coin comes up heads or tails, each affected
|
||
player flips a coin without making a call. No player wins or loses this kind of flip.
|
||
705.3. A coin used in a flip must be a two-sided object with easily distinguished sides and equal
|
||
likelihood that either side lands face up. If the coin that’s being flipped doesn’t have an obvious
|
||
“heads” or “tails,” designate one side to be “heads,” and the other side to be “tails.” Other methods
|
||
of randomization may be substituted for flipping a coin as long as there are two possible outcomes
|
||
of equal likelihood and all players agree to the substitution. For example, the player may roll an
|
||
even-sided die and call “odds” or “evens,” or roll an even-sided die and designate that “odds”
|
||
means “heads” and “evens” means “tails.”
|
||
706. Copying Objects
|
||
706.1. Some objects become or turn another object into a “copy” of a spell, permanent, or card. Some
|
||
effects put a token onto the battlefield that’s a copy of another object. (Certain older cards were
|
||
printed with the phrase “search for a copy.” This section doesn’t cover those cards, which have
|
||
received new text in the Oracle card reference.)
|
||
|
||
706.2. When copying an object, the copy acquires the copiable values of the original object’s
|
||
characteristics and, for an object on the stack, choices made when casting or activating it (mode,
|
||
targets, the value of X, whether it was kicked, how it will affect multiple targets, and so on). The
|
||
“copiable values” are the values derived from the text printed on the object (that text being name,
|
||
mana cost, card type, subtype, supertype, expansion symbol, rules text, power, toughness, and/or
|
||
loyalty), as modified by other copy effects, by “as . . . enters the battlefield” and “as . . . is turned
|
||
face up” abilities that set characteristics, and by abilities that caused the object to be face down.
|
||
Other effects (including type-changing and text-changing effects), status, and counters are not
|
||
copied.
|
||
Example: Chimeric Staff is an artifact that reads “{X}: Chimeric Staff becomes an X/X
|
||
artifact creature until end of turn.” Clone is a creature that reads, “You may have Clone
|
||
enter the battlefield as a copy of any creature on the battlefield.” After a Staff has become a
|
||
5/5 artifact creature, a Clone enters the battlefield as a copy of it. The Clone is an artifact,
|
||
not a 5/5 artifact creature. (The copy has the Staff’s ability, however, and will become a
|
||
creature if that ability is activated.)
|
||
Example: Clone enters the battlefield as a copy of a face-down Grinning Demon (a creature
|
||
with morph {2}{B}{B}). The Clone is a colorless 2/2 creature with no name, no types, no
|
||
abilities, and no mana cost. It will still be face up. Its controller can’t pay {2}{B}{B} to turn
|
||
it face up.
|
||
706.2a A copy acquires the color of the object it’s copying because that value is derived from its
|
||
mana cost. A copy acquires the abilities of the object it’s copying because those values are
|
||
derived from its rules text. A copy doesn’t wind up with two values of each ability (that is, it
|
||
doesn’t copy the object’s abilities and its rules text, then have that rules text define a new set of
|
||
abilities).
|
||
706.3. The copy’s copiable values become the copied information, as modified by the copy’s status (see
|
||
rule 110.6). Objects that copy the object will use the new copiable values.
|
||
Example: Vesuvan Doppelganger reads, “You may have Vesuvan Doppelganger enter the
|
||
battlefield as a copy of any creature on the battlefield except it doesn’t copy that creature’s
|
||
color and it gains ‘At the beginning of your upkeep, you may have this creature become a
|
||
copy of target creature except it doesn’t copy that creature’s color. If you do, this creature
|
||
gains this ability.’” A Vesuvan Doppelganger enters the battlefield as a copy of Runeclaw
|
||
Bear (a 2/2 green Bear creature with no abilities). Then a Clone enters the battlefield as a
|
||
copy of the Doppelganger. The Clone is a 2/2 blue Bear named Runeclaw Bear that has the
|
||
Doppelganger’s upkeep-triggered ability.
|
||
Example: Tomoya the Revealer (a flipped flip card) becomes a copy of Nezumi Shortfang
|
||
(an unflipped flip card). Tomoya’s characteristics become the characteristics of Stabwhisker
|
||
the Odious, which is the flipped version of Nezumi Shortfang.
|
||
Example: A face-down Grinning Demon (a creature with morph) becomes a copy of a face-
|
||
up Branchsnap Lorian (a 4/1 green creature with trample and morph {G}). The Demon’s
|
||
characteristics become the characteristics of Branchsnap Lorian. However, since the
|
||
creature is face down, it remains a 2/2 colorless creature with no name, types, or abilities,
|
||
and no mana cost. It can be turned face up for {G}. If it’s turned face up, it will have the
|
||
characteristics of Branchsnap Lorian.
|
||
Example: A face-down Grinning Demon (a creature with morph) becomes a copy of
|
||
Wandering Ones (a 1/1 blue Spirit creature that doesn’t have morph). It will be a face-down
|
||
Wandering Ones. It remains a 2/2 colorless creature with no name, types, or abilities, and
|
||
no mana cost. Its controller can’t turn it face up as a special action. If an effect turns it face
|
||
up, it will have the characteristics of Wandering Ones.
|
||
706.4. Some effects cause a permanent that’s copying a permanent to copy a different object while
|
||
remaining on the battlefield. The change doesn’t trigger enters-the-battlefield or leaves-the-
|
||
battlefield abilities. This also doesn’t change any noncopy effects presently affecting the permanent.
|
||
Example: Unstable Shapeshifter reads, “Whenever a creature enters the battlefield,
|
||
Unstable Shapeshifter becomes a copy of that creature and gains this ability.” It’s affected
|
||
|
||
by Giant Growth, which reads “Target creature gets +3/+3 until end of turn.” If a creature
|
||
enters the battlefield later this turn, Unstable Shapeshifter will become a copy of that
|
||
creature, but it will still get +3/+3 from the Giant Growth.
|
||
706.5. An object that enters the battlefield “as a copy” or “that’s a copy” of another object becomes a
|
||
copy as it enters the battlefield. It doesn’t enter the battlefield, and then become a copy of that
|
||
permanent. If the text that’s being copied includes any abilities that replace the enters-the-battlefield
|
||
event (such as “enters the battlefield with” or “as [this] enters the battlefield” abilities), those
|
||
abilities will take effect. Also, any enters-the-battlefield triggered abilities of the copy will have a
|
||
chance to trigger.
|
||
Example: Skyshroud Behemoth reads, “Fading 2 (This creature enters the battlefield with
|
||
two fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If
|
||
you can’t, sacrifice it.)” and “Skyshroud Behemoth enters the battlefield tapped.” A Clone
|
||
that enters the battlefield as a copy of a Skyshroud Behemoth will also enter the battlefield
|
||
tapped with two fade counters on it.
|
||
Example: Striped Bears reads, “When Striped Bears enters the battlefield, draw a card.” A
|
||
Clone enters the battlefield as a copy of Striped Bears. The Clone has the Bears’ enters-the-
|
||
battlefield triggered ability, so the Clone’s controller draws a card.
|
||
706.6. When copying a permanent, any choices that have been made for that permanent aren’t copied.
|
||
Instead, if an object enters the battlefield as a copy of another permanent, the object’s controller will
|
||
get to make any “as [this] enters the battlefield” choices for it.
|
||
Example: A Clone enters the battlefield as a copy of Chameleon Spirit. Chameleon Spirit
|
||
reads, in part, “As Chameleon Spirit enters the battlefield, 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.
|
||
706.7. If a pair of linked abilities are copied, those abilities will be similarly linked to one another on
|
||
the object that copied them. One ability refers only to actions that were taken or objects that were
|
||
affected by the other. They can’t be linked to any other ability, regardless of what other abilities the
|
||
copy may currently have or may have had in the past. See rule 607, “Linked Abilities.”
|
||
706.7a If an ability causes a player to “choose a [value]” or “name a card,” and a second, linked
|
||
ability refers to that choice, the second ability is the only ability that can refer to that choice. An
|
||
object doesn’t “remember” that choice and use it for other abilities it may copy later. If an
|
||
object copies an ability that refers to a choice, but either (a) doesn’t copy that ability’s linked
|
||
ability or (b) does copy the linked ability but no choice is made for it, then the choice is
|
||
considered to be “undefined.” If an ability refers to an undefined choice, that part of the ability
|
||
won’t do anything.
|
||
Example: Voice of All enters the battlefield and Unstable Shapeshifter copies it. Voice
|
||
of All reads, in part, “As Voice of All enters the battlefield, choose a color.” and “Voice
|
||
of All has protection from the chosen color.” Unstable Shapeshifter never had a chance
|
||
for a color to be chosen for it, because it didn’t enter the battlefield as a Voice of All
|
||
card, so the protection ability doesn’t protect it from anything at all.
|
||
Example: A Vesuvan Doppelganger enters the battlefield as a copy of 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.” Even though a color was chosen for the Doppelganger, it wasn’t chosen for
|
||
the ability linked to the mana ability copied from the Elves. If that mana ability of the
|
||
Doppelganger is activated, it will not produce mana.
|
||
706.8. Copy effects may include modifications or exceptions to the copying process.
|
||
706.8a Some copy effects cause the copy to gain an ability as part of the copying process. This
|
||
ability becomes part of the copiable values for the copy, along with any other abilities that were
|
||
copied.
|
||
|
||
Example: Quirion Elves enters the battlefield and an Unstable Shapeshifter copies it.
|
||
The copiable values of the Shapeshifter now match those of the Elves, except that the
|
||
Shapeshifter also has the ability “Whenever a creature enters the battlefield, Unstable
|
||
Shapeshifter becomes a copy of that creature and gains this ability.” Then a Clone
|
||
enters the battlefield as a copy of the Unstable Shapeshifter. The Clone copies the new
|
||
copiable values of the Shapeshifter, including the ability that the Shapeshifter gave itself
|
||
when it copied the Elves.
|
||
706.8b Some copy effects specifically state that they don’t copy certain characteristics and instead
|
||
retain their original values. These effects use the phrase “except its [characteristic] is still
|
||
[value]” or “except it’s still [value(s)].” They may also simply state that certain characteristics
|
||
are not copied.
|
||
706.8c Some copy effects modify a characteristic as part of the copying process. The final value(s)
|
||
for that characteristic becomes part of the copiable values for the copy.
|
||
Example: Copy Artifact is an enchantment that reads, “You may have Copy Artifact
|
||
enter the battlefield as a copy of any artifact on the battlefield, except it’s an
|
||
enchantment in addition to its other types.” It enters the battlefield as a copy of
|
||
Juggernaut. The copiable values of the Copy Artifact now match those of Juggernaut
|
||
with one modification: its types are now artifact, creature, and enchantment.
|
||
706.8d When applying a copy effect that doesn’t copy a certain characteristic, retains an original
|
||
value for a certain characteristic, or modifies the final value of a certain characteristic, any
|
||
characteristic-defining ability (see rule 604.3) of the object being copied that defines that
|
||
characteristic is not copied.
|
||
Example: Quicksilver Gargantuan is a creature that reads, “You may have Quicksilver
|
||
Gargantuan enter the battlefield as a copy of any creature on the battlefield, except it’s
|
||
still 7/7.” Quicksilver Gargantuan enters the battlefield as a copy of Tarmogoyf, which
|
||
has a characteristic-defining ability that defines its power and toughness. Quicksilver
|
||
Gargantuan does not have that ability. It will be 7/7.
|
||
706.9. To copy a spell or activated ability means to put a copy of it onto the stack; a copy of a spell isn’t
|
||
cast and a copy of an activated ability isn’t activated. A copy of a spell or ability copies both the
|
||
characteristics of the spell or ability and all decisions made for it, including modes, targets, the
|
||
value of X, and additional or alternative costs. (See rule 601, “Casting Spells.”) Choices that are
|
||
normally made on resolution are not copied. If an effect of the copy refers to objects used to pay its
|
||
costs, it uses the objects used to pay the costs of the original spell or ability. A copy of a spell is
|
||
owned by the player under whose control it was put on the stack. A copy of a spell or ability is
|
||
controlled by the player under whose control it was put on the stack. A copy of a spell is itself a
|
||
spell, even though it has no spell card associated with it. A copy of an ability is itself an ability.
|
||
Example: A player casts Fork, targeting an Emerald Charm. Fork reads, “Copy target
|
||
instant or sorcery spell, except that the copy is red. You may choose new targets for the
|
||
copy.” Emerald Charm is a green instant that reads, “Choose one — Untap target
|
||
permanent; or destroy target non-Aura enchantment; or target creature loses flying until
|
||
end of turn.” When the Fork resolves, it puts a copy of the Emerald Charm on the stack
|
||
except the copy is red, not green. The copy has the same mode that was chosen for the
|
||
original Emerald Charm. It does not necessarily have the same target, but only because
|
||
Fork allows choosing of new targets.
|
||
Example: Fling is an instant that reads, “As an additional cost to cast Fling, sacrifice a
|
||
creature” and “Fling deals damage equal to the sacrificed creature’s power to target
|
||
creature or player.” When determining how much damage a copy of Fling deals, it checks
|
||
the power of the creature sacrificed to pay for the original Fling.
|
||
706.9a If a copy of a spell is in a zone other than the stack, it ceases to exist. If a copy of a card is in
|
||
any zone other than the stack or the battlefield, it ceases to exist. These are state-based actions.
|
||
See rule 704.
|
||
|
||
706.9b A copy of an ability has the same source as the original ability. If the ability refers to its
|
||
source by name, the copy refers to that same object and not to any other object with the same
|
||
name. The copy is considered to be the same ability by effects that count how many times that
|
||
ability has resolved during the turn.
|
||
706.9c Some effects copy a spell or ability and state that its controller may choose new targets for
|
||
the copy. The player may leave any number of the targets unchanged, even if those targets
|
||
would be illegal. If the player chooses to change some or all of the targets, the new targets must
|
||
be legal. Once the player has decided what the copy’s targets will be, the copy is put onto the
|
||
stack with those targets.
|
||
706.10. If an effect refers to a permanent by name, the effect still tracks that permanent even if it
|
||
changes names or becomes a copy of something else.
|
||
Example: An Unstable Shapeshifter copies a Crazed Armodon. Crazed Armodon reads,
|
||
“{G}: Crazed Armodon gets +3/+0 and gains trample until end of turn. Destroy Crazed
|
||
Armodon at the beginning of the next end step. Activate this ability only once each turn.” If
|
||
this ability of the Shapeshifter is activated, the Shapeshifter will be destroyed at the
|
||
beginning of the next end step, even if it’s no longer a copy of Crazed Armodon at that time.
|
||
706.11. An effect that instructs a player to “cast a copy” of an object follows the rules for casting spells,
|
||
except that the copy is cast while another spell or ability is resolving. Casting a copy of an object
|
||
follows steps 601.2a–g of rule 601, “Casting Spells,” and then the copy becomes cast. The cast copy
|
||
is a spell on the stack, and just like any other spell it can resolve or be countered.
|
||
707. Face-Down Spells and Permanents
|
||
707.1. Two cards (Illusionary Mask and Ixidron) and the morph ability (see rule 702.35) allow spells
|
||
and permanents to be face down.
|
||
707.2. Face-down spells and face-down permanents have no characteristics other than those listed by
|
||
the ability or rules that allowed the spell or permanent to be face down. Any listed characteristics
|
||
are the copiable values of that object’s characteristics. (See rule 613, “Interaction of Continuous
|
||
Effects,” and rule 706, “Copying Objects.”)
|
||
707.2a If a face-up permanent is turned face down by a spell or ability, it becomes a 2/2 face-down
|
||
creature with no text, no name, no subtypes, no expansion symbol, and no mana cost. These
|
||
values are the copiable values of that object’s characteristics.
|
||
707.3. Objects that are put onto the battlefield face down are turned face down before they enter the
|
||
battlefield, so the permanent’s enters-the-battlefield abilities won’t trigger (if triggered) or have any
|
||
effect (if static).
|
||
707.4. Objects that are cast face down are turned face down before they are put onto the stack, so
|
||
effects that care about the characteristics of a spell will see only the face-down spell’s
|
||
characteristics. Any effects or prohibitions that would apply to casting an object with these
|
||
characteristics (and not the face-up object’s characteristics) are applied to casting this object.
|
||
707.5. At any time, you may look at a face-down spell you control on the stack or a face-down
|
||
permanent you control (even if it’s phased out). You can’t look at face-down cards in any other
|
||
zone or face-down spells or permanents controlled by another player.
|
||
707.6. If you control multiple face-down spells or face-down permanents, you must ensure at all times
|
||
that your face-down spells and permanents can be easily differentiated from each other. This
|
||
includes, but is not limited to, knowing the order spells were cast, the order that face-down
|
||
permanents entered the battlefield, which creature attacked last turn, and any other differences
|
||
|
||
between face-down spells or permanents. Common methods for distinguishing between face-down
|
||
objects include using counters or dice to mark the different objects, or clearly placing those objects
|
||
in order on the table.
|
||
707.7. The ability or rules that allow a permanent to be face down may also allow the permanent’s
|
||
controller to turn it face up. Spells normally can’t be turned face up.
|
||
707.8. As a face-down permanent is turned face up, its copiable values revert to its normal copiable
|
||
values. Any effects that have been applied to the face-down permanent still apply to the face-up
|
||
permanent. Any abilities relating to the permanent entering the battlefield don’t trigger and don’t
|
||
have any effect, because the permanent has already entered the battlefield.
|
||
707.9. If a face-down permanent moves from the battlefield to any other zone, its owner must reveal it
|
||
to all players as he or she moves it. If a face-down spell moves from the stack to any zone other
|
||
than the battlefield, its owner must reveal it to all players as he or she moves it. At the end of each
|
||
game, all face-down permanents and spells must be revealed to all players.
|
||
707.10. If a face-down permanent becomes a copy of another permanent, its copiable values become
|
||
the copiable values of that permanent, as modified by its face-down status. Its characteristics
|
||
therefore remain the same: the characteristics listed by the ability or rules that allowed it to be
|
||
turned face down. However, if it is turned face up, its copiable values become the values it copied
|
||
from the other permanent. See rule 706.3.
|
||
707.11. If a face-down permanent would have an “As [this permanent] is turned face up . . .” ability
|
||
after it’s turned face up, that ability is applied while that permanent is being turned face up, not
|
||
afterward.
|
||
708. Split Cards
|
||
708.1. Split cards have two card faces on a single card. The back of a split card is the normal Magic
|
||
card back.
|
||
708.2. In every zone except the stack, split cards have two sets of characteristics and two converted
|
||
mana costs. As long as a split card is a spell on the stack, only the characteristics of the half being
|
||
cast exist. The other half’s characteristics are treated as though they didn’t exist.
|
||
708.2a If a player casts a split card, that player chooses which half of that split card he or she is
|
||
casting before putting it onto the stack. Only the half that is being cast is considered to be put
|
||
onto the stack.
|
||
708.3. Each split card that consists of two halves with different colored mana symbols in their mana
|
||
costs is a multicolored card while it’s not a spell on the stack. While it’s a spell on the stack, it’s
|
||
only the color or colors of the half being cast.
|
||
708.4. Although split cards have two castable halves, each split card is only one card. For example, a
|
||
player who has drawn or discarded a split card has drawn or discarded one card, not two.
|
||
708.5. An effect that asks for a particular characteristic of a split card while it’s in a zone other than the
|
||
stack gets two answers (one for each 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 from his or her library into his or her graveyard. He or
|
||
she then puts X 1/1 black Minion creature tokens onto the battlefield, where X is that card’s
|
||
converted mana cost.” If the top card of your library is Assault/Battery when this ability
|
||
resolves, the game sees its converted mana cost as “1, and 4.” You get five creature tokens.
|
||
|
||
708.6. Some effects perform comparisons involving characteristics of one or more split cards in a zone
|
||
other than the stack.
|
||
708.6a An effect that performs a positive comparison (such as asking if a card is red) or a relative
|
||
comparison (such as asking if a card’s converted mana cost is less than 2) involving
|
||
characteristics of one or more split cards in any zone other than the stack gets only one answer.
|
||
This answer is “yes” if either side of each split card in the comparison would return a “yes”
|
||
answer if compared individually.
|
||
708.6b An effect that performs a negative comparison (such as asking if cards have different names)
|
||
involving characteristics of one or more split cards in any zone other than the stack also gets
|
||
only one answer. This answer is “yes” if performing the analogous positive comparison would
|
||
return a “no” answer.
|
||
708.6c If an effect performs a comparison involving multiple characteristics of one or more split
|
||
cards in any zone other than the stack, each characteristic is compared separately. If each of the
|
||
individual comparisons would return a “yes” answer, the whole comparison returns a “yes”
|
||
answer.
|
||
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 all nonland cards with converted mana cost equal to the number.” If a
|
||
player casts Void and chooses 1, his or her opponent would discard Assault/Battery
|
||
because the game sees its converted mana cost as “1, and 4.” The same is true if the
|
||
player chooses 4. If the player chooses 5, however, Assault/Battery would be unaffected.
|
||
708.7. 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. An object has the chosen name if it has at least one of the
|
||
two names chosen this way.
|
||
709. Flip Cards
|
||
709.1. Flip cards have a two-part card frame on a single card. The text that appears right side up on the
|
||
card defines the card’s normal characteristics. Additional alternative characteristics appear upside
|
||
down on the card. The back of a flip card is the normal Magic card back.
|
||
709.1a The top half of a flip card contains the card’s normal name, text box, type line, power, and
|
||
toughness. The text box usually contains an ability that causes the permanent to “flip” if certain
|
||
conditions are met.
|
||
709.1b The bottom half of a flip card contains an alternative name, text box, type line, power, and
|
||
toughness. These characteristics are used only if the permanent is on the battlefield and only if
|
||
the permanent is flipped.
|
||
709.1c A flip card’s color, mana cost, expansion symbol, illustration credit, and legal text don’t
|
||
change if the permanent is flipped. Also, any changes to it by external effects will still apply.
|
||
709.2. In every zone other than the battlefield, and also on the battlefield before the permanent flips, a
|
||
flip card has only the normal characteristics of the card. Once a permanent is flipped, its normal
|
||
name, text box, type line, power, and toughness don’t apply and the alternative versions of those
|
||
characteristics apply instead.
|
||
Example: Akki Lavarunner is a nonlegendary creature that flips into a legendary creature
|
||
named Tok-Tok, Volcano Born. An effect that says “search your library for a legendary
|
||
card” can’t find this flip card. An effect that says “legendary creatures get +2/+2” doesn’t
|
||
affect Akki Lavarunner, but it does affect Tok-Tok.
|
||
|
||
709.3. You must ensure that it’s clear at all times whether a permanent you control is flipped or not,
|
||
both when it’s untapped and when it’s tapped. Common methods for distinguishing between flipped
|
||
and unflipped permanents include using coins or dice to mark flipped objects.
|
||
709.4. Flipping a permanent is a one-way process. Once a permanent is flipped, it’s impossible for it to
|
||
become unflipped. However, if a flipped permanent leaves the battlefield, it retains no memory of
|
||
its status. See rule 110.6.
|
||
709.5. If an effect instructs a player to name a card and the player wants to name a flip card’s
|
||
alternative name, the player may do so.
|
||
710. Leveler Cards
|
||
710.1. Each leveler card has a striated text box and three power/toughness boxes. The text box of a
|
||
leveler card contains two level symbols.
|
||
710.2. A level symbol is a keyword ability that represents a static ability. The level symbol includes
|
||
either a range of numbers, indicated here as “N1-N2,” or a single number followed by a plus sign,
|
||
indicated here as “N3+.” Any abilities printed within the same text box striation as a level symbol
|
||
are part of its static ability. The same is true of the power/toughness box printed within that
|
||
striation, indicated here as “[P/T].”
|
||
710.2a “{LEVEL N1-N2} [Abilities] [P/T]” means “As long as this creature has at least N1 level
|
||
counters on it, but no more than N2 level counters on it, it’s [P/T] and has [abilities].”
|
||
710.2b “{LEVEL N3+} [Abilities] [P/T]” means “As long as this creature has N3 or more level
|
||
counters on it, it’s [P/T] and has [abilities].”
|
||
710.3. The text box striations have no game significance other than clearly demarcating which abilities
|
||
and which power/toughness box are associated with which level symbol. Leveler cards each contain
|
||
only one text box.
|
||
710.4. Any ability a leveler card has that isn’t preceded by a level symbol is treated normally. In
|
||
particular, each leveler permanent has its level up ability (see rule 702.85) at all times; it may be
|
||
activated regardless of how many level counters are on that permanent.
|
||
710.5. If the number of level counters on a leveler creature is less than N1 (the first number printed in
|
||
its {LEVEL N1-N2} symbol), it has the power and toughness denoted by its uppermost
|
||
power/toughness box.
|
||
710.6. In every zone other than the battlefield, a leveler card has the power and toughness denoted by
|
||
its uppermost power/toughness box.
|
||
711. Controlling Another Player
|
||
711.1. Two cards (Mindslaver and Sorin Markov) allow a player to control another player during that
|
||
player’s next turn. This effect applies to the next turn that the affected player actually takes. The
|
||
affected player is controlled during the entire turn; the effect doesn’t end until the beginning of the
|
||
next turn.
|
||
711.1a Multiple player-controlling effects that affect the same player overwrite each other. The last
|
||
one to be created is the one that works.
|
||
711.1b If a turn is skipped, any pending player-controlling effects wait until the player who would
|
||
be affected actually takes a turn.
|
||
|
||
711.2. One card (Word of Command) allows a player to control another player for a limited duration.
|
||
711.3. Only control of the player changes. All objects are controlled by their normal controllers. A
|
||
player who’s being controlled during his or her turn is still the active player.
|
||
711.4. If information about an object would be visible to the player being controlled, it’s visible to both
|
||
that player and the controller of the player.
|
||
Example: The controller of a player can see that player’s hand and the identity of any face-
|
||
down creatures he or she controls.
|
||
711.5. While controlling another player, a player makes all choices and decisions the controlled player
|
||
is allowed to make or is told to make by the rules or by any objects. This includes choices and
|
||
decisions about what to play, and choices and decisions called for by spells and abilities.
|
||
Example: The controller of another player decides which spells that player casts and what
|
||
those spells target, and makes any required decisions when those spells resolve.
|
||
Example: The controller of another player during his or her turn decides which of that
|
||
player’s creatures attack, which player or planeswalker each one attacks, what the damage
|
||
assignment order of the creatures that block them is (if any of the attacking creatures are
|
||
blocked by multiple creatures), and how those attacking creatures assign their combat
|
||
damage.
|
||
711.5a The controller of another player can use only that player’s resources (cards, mana, and so
|
||
on) to pay costs for that player.
|
||
Example: If the controller of a player decides that the controlled player will cast a spell
|
||
with an additional cost of discarding cards, the cards are discarded from the controlled
|
||
player’s hand.
|
||
711.5b The controller of another player can’t make choices or decisions for that player that aren’t
|
||
called for by the rules or by any objects. The controller also can’t make any choices or decisions
|
||
for the player that would be called for by the tournament rules.
|
||
Example: The player who’s being controlled still chooses whether he or she leaves to
|
||
visit the restroom, trades a card to someone else, takes an intentional draw, or calls a
|
||
judge about an error or infraction.
|
||
711.6. The controller of another player can’t make that player concede. A player may concede the game
|
||
at any time, even if he or she is controlled by another player. See rule 104.3a.
|
||
711.7. The effect that gives control of a player to another player may restrict the actions the controlled
|
||
player is allowed to take or specify actions that the controlled player must take.
|
||
711.8. A player who controls another player also continues to make his or her own choices and
|
||
decisions.
|
||
711.9. A player may gain control of himself or herself. That player will make his or her own decisions
|
||
and choices as normal.
|
||
712. Ending the Turn
|
||
712.1. One card (Time Stop) ends the turn. When an effect ends the turn, follow these steps in order, as
|
||
they differ from the normal process for resolving spells and abilities (see rule 608, “Resolving
|
||
Spells and Abilities”).
|
||
712.1a Exile every object on the stack, including the object that’s resolving. Remove all creatures
|
||
and planeswalkers (including those that are phased out) from combat. All objects not on the
|
||
battlefield or in the command zone that aren’t represented by cards will cease to exist the next
|
||
time state-based actions are checked (see rule 704, “State-Based Actions”).
|
||
|
||
712.1b Check state-based actions. No player gets priority, and no triggered abilities are put onto the
|
||
stack.
|
||
712.1c The current phase and/or step ends. The game skips straight to the cleanup step. Skip any
|
||
phases or steps between this phase or step and the cleanup step.
|
||
712.2. No player gets priority during this process, so triggered abilities are not put onto the stack. If any
|
||
triggered abilities have triggered between the spell or ability resolving and the cleanup step ending,
|
||
those abilities are put onto the stack during the cleanup step, then the active player gets priority and
|
||
players can cast spells and activate abilities. Then there will be another cleanup step before the turn
|
||
finally ends. If no triggered abilities have triggered during this process, no player gets priority
|
||
during the cleanup step. See rule 514, “Cleanup Step.”
|
||
712.3. Even though the turn ends, “at the beginning of the end step” triggered abilities don’t trigger
|
||
because the end step is skipped.
|
||
713. Restarting the Game
|
||
713.1. One card (Karn Liberated) restarts the game. A game that is restarted immediately ends. No
|
||
players in that game win, lose, or draw that game. All players in that game when it ended then start
|
||
a new game following the procedures set forth in rule 103, “Starting the Game,” with the following
|
||
exception:
|
||
713.1a The starting player in the new game is the player who controlled the spell or ability that
|
||
restarted the game.
|
||
713.2. All Magic cards involved in the game that was restarted when it ended, including phased-out
|
||
permanents and nontraditional Magic cards, are involved in the new game, even if those cards were
|
||
not originally involved in the restarted game. Ownership of cards in the new game doesn’t change,
|
||
regardless of their location when the new game begins.
|
||
Example: A player casts Living Wish, bringing a creature card into the game from outside
|
||
the game. Then that game is restarted. The creature card will be part of that player’s library
|
||
when the new game begins.
|
||
713.3. Because each player draws seven cards when the new game begins, any player with fewer than
|
||
seven cards in his or her library will lose the game when state-based actions are checked during the
|
||
upkeep step of the first turn, regardless of any mulligans that player takes. (See rule 704, “State-
|
||
Based Actions.”)
|
||
713.4. The effect that restarts the game finishes resolving just before the first turn’s untap step. If the
|
||
spell or ability that generated that effect has additional instructions, those instructions are followed
|
||
at this time. No player has priority, and any triggered abilities that trigger as a result will go on the
|
||
stack the next time a player receives priority, usually during the first turn’s upkeep step.
|
||
713.5. Effects may exempt certain cards from the procedure that restarts the game. These cards are not
|
||
in their owner’s deck as the new game begins.
|
||
713.5a In a Commander game, a commander that has been exempted from the procedure that
|
||
restarts the game won’t begin the new game in the command zone. However, it remains that
|
||
deck’s commander for the new game. See rule 903, “Commander.”
|
||
713.6. If a Magic subgame (see rule 714) is restarted, the main game is unaffected. Main-game effects
|
||
that refer to the winner or loser of the subgame now refer to the winner or loser of the restarted
|
||
subgame.
|
||
|
||
713.7. If a multiplayer game using the limited range of influence option (see rule 801) is restarted, all
|
||
players in the game are involved, regardless of the range of influence of the player who controls the
|
||
ability that restarted the game.
|
||
714. Subgames
|
||
714.1. One card (Shahrazad) allows players to play a Magic subgame.
|
||
714.1a A “subgame” is a completely separate Magic game created by an effect. Essentially, it’s a
|
||
game within a game. The “main game” is the game in which the spell or ability that created the
|
||
subgame was cast or activated. The main game is temporarily discontinued while the subgame is
|
||
in progress. It resumes when the subgame ends.
|
||
714.1b No effects or definitions created in either the main game or the subgame have any meaning
|
||
in the other, except as defined by the effect that created the subgame. For example, the effect
|
||
may say that something happens in the main game to the winner or loser of the subgame.
|
||
714.2. As the subgame starts, an entirely new set of game zones is created. Each player takes all the
|
||
cards in his or her main-game library, moves them to his or her subgame library, and shuffles them.
|
||
No other cards in a main-game zone are moved to their corresponding subgame zone, except as
|
||
specified in rules 714.2a–d. Randomly determine which player goes first. The subgame proceeds
|
||
like a normal game, following all other rules in rule 103, “Starting the Game.”
|
||
714.2a As a subgame of a Planar Magic game starts, each player moves his or her planar deck from
|
||
the main-game command zone to the subgame command zone and shuffles it. (Face-up plane
|
||
cards remain in the main-game command zone.)
|
||
714.2b As a subgame of a Vanguard game starts, each player moves his or her vanguard card from
|
||
the main-game command zone to the subgame command zone.
|
||
714.2c As a subgame of a Commander game starts, each player moves his or her commander from
|
||
the main-game command zone (if it’s there) to the subgame command zone.
|
||
714.2d As a subgame of an Archenemy game starts, the archenemy moves his or her scheme deck
|
||
from the main-game command zone to the subgame command zone and shuffles it. (Face-up
|
||
scheme cards remain in the main-game command zone.)
|
||
714.3. Because each player draws seven cards when a game begins, any player with fewer than seven
|
||
cards in his or her deck will lose the subgame when state-based actions are checked during the
|
||
upkeep step of the first turn, regardless of any mulligans that player takes. (See rule 704, “State-
|
||
Based Actions.”)
|
||
714.4. All objects in the main game and all cards outside the main game are considered outside the
|
||
subgame (except those specifically brought into the subgame). All players not currently in the
|
||
subgame are considered outside the subgame.
|
||
714.4a Some effects can bring cards into a game from outside of it. If a card is brought into a
|
||
subgame from a main game, abilities in the main game that trigger on objects leaving a main-
|
||
game zone will trigger, but they won’t be put onto the stack until the main game resumes.
|
||
714.5. At the end of a subgame, each player takes all cards he or she owns that are in the subgame other
|
||
than those in the subgame command zone, puts them into his or her main-game library, then
|
||
shuffles them. This includes cards in the subgame’s exile zone. Except as specified in rules 714.5a–
|
||
c, all other objects in the subgame cease to exist, as do the zones created for the subgame. The main
|
||
game continues from the point at which it was discontinued: First, the spell or ability that created
|
||
the subgame finishes resolving, even if it was created by a spell card that’s no longer on the stack.
|
||
|
||
Then, if any main-game abilities triggered while the subgame was in progress due to cards being
|
||
removed from the main game, those abilities are put onto the stack.
|
||
Example: If a card was brought into the subgame either from the main game or from
|
||
outside the main game, that card will be put into its owner’s main-game library when the
|
||
subgame ends.
|
||
714.5a At the end of a subgame of a Planar Magic game, the face-up plane card is turned face down
|
||
and put on the bottom of its owner’s planar deck. Then each player moves his or her planar deck
|
||
from the subgame command zone to the main-game command zone and shuffles it.
|
||
714.5b At the end of a subgame of a Vanguard game, each player moves his or her vanguard card
|
||
from the subgame command zone to the main-game command zone.
|
||
714.5c At the end of a subgame of a Commander game, each player moves his or her commander
|
||
from the subgame command zone (if it’s there) to the main-game command zone.
|
||
714.6. A subgame can be created within a subgame. The existing subgame becomes the main game in
|
||
relation to the new subgame.
|
||
715. Taking Shortcuts
|
||
715.1. When playing a game, players typically make use of mutually understood shortcuts rather than
|
||
explicitly identifying each game choice (either taking an action or passing priority) a player makes.
|
||
715.1a The rules for taking shortcuts are largely unformalized. As long as each player in the game
|
||
understands the intent of each other player, any shortcut system they use is acceptable.
|
||
715.1b Occasionally the game gets into a state in which a set of actions could be repeated
|
||
indefinitely (thus creating a “loop”). In that case, the shortcut rules can be used to determine
|
||
how many times those actions are repeated without having to actually perform them, and how
|
||
the loop is broken.
|
||
715.2. Taking a shortcut follows the following procedure.
|
||
715.2a At any point in the game, the player with priority may suggest a shortcut by describing a
|
||
sequence of game choices, for all players, that may be legally taken based on the current game
|
||
state and the predictable results of the sequence of choices. This sequence may be a non-
|
||
repetitive series of choices, a loop that repeats a specified number of times, multiple loops, or
|
||
nested loops, and may even cross multiple turns. It can’t include conditional actions, where the
|
||
outcome of a game event determines the next action a player takes. The ending point of this
|
||
sequence must be a place where a player has priority, though it need not be the player proposing
|
||
the shortcut.
|
||
Example: A player controls a creature enchanted by Presence of Gond, which grants
|
||
the creature the ability “{T}: Put a 1/1 green Elf Warrior creature token onto the
|
||
battlefield,” and another player controls Intruder Alarm, which reads, in part,
|
||
“Whenever a creature enters the battlefield, untap all creatures.” When the player has
|
||
priority, he may suggest “I’ll create a million tokens,” indicating the sequence of
|
||
activating the creature’s ability, all players passing priority, letting the creature’s ability
|
||
resolve and put a token onto the battlefield (which causes Intruder Alarm’s ability to
|
||
trigger), Intruder Alarm’s controller putting that triggered ability on the stack, all
|
||
players passing priority, Intruder Alarm’s triggered ability resolving, all players passing
|
||
priority until the player proposing the shortcut has priority, and repeating that sequence
|
||
999,999 more times, ending just after the last token-creating ability resolves.
|
||
715.2b Each other player, in turn order starting after the player who suggested the shortcut, may
|
||
either accept the proposed sequence, or shorten it by naming a place where he or she will make
|
||
|
||
a game choice that’s different than what’s been proposed. (The player doesn’t need to specify at
|
||
this time what the new choice will be.) This place becomes the new ending point of the
|
||
proposed sequence.
|
||
Example: The active player draws a card during her draw step, then says, “Go.” The
|
||
nonactive player is holding Into the Fray (an instant that says “Target creature attacks
|
||
this turn if able”) and says, “I’d like to cast a spell during your beginning of combat
|
||
step.” The current proposed shortcut is that all players pass priority at all opportunities
|
||
during the turn until the nonactive player has priority during the beginning of combat
|
||
step.
|
||
715.2c Once the last player has either accepted or shortened the shortcut proposal, the shortcut is
|
||
taken. The game advances to the last proposed ending point, with all game choices contained in
|
||
the shortcut proposal having been taken. If the shortcut was shortened from the original
|
||
proposal, the player who now has priority must make a different game choice than what was
|
||
originally proposed for that player.
|
||
715.3. Sometimes a loop can be fragmented, meaning that each player involved in the loop performs an
|
||
independent action that results in the same game state being reached multiple times. If that happens,
|
||
the active player (or, if the active player is not involved in the loop, the first player in turn order
|
||
who is involved) must then make a different game choice so the loop does not continue.
|
||
Example: In a two-player game, the active player controls a creature with the ability “{0}:
|
||
[This creature] gains flying,” the nonactive player controls a permanent with the ability
|
||
“{0}: Target creature loses flying,” and nothing in the game cares how many times an
|
||
ability has been activated. Say the active player activates his creature’s ability, it resolves,
|
||
then the nonactive player activates her permanent’s ability targeting that creature, and it
|
||
resolves. This returns the game to a game state it was at before. The active player must
|
||
make a different game choice (in other words, anything other than activating that creature’s
|
||
ability again). The creature doesn’t have flying. Note that the nonactive player could have
|
||
prevented the fragmented loop simply by not activating her permanent’s ability, in which
|
||
case the creature would have had flying. The nonactive player always has the final choice
|
||
and is therefore able to determine whether the creature has flying.
|
||
715.4. If a loop contains only mandatory actions, the game is a draw. (See rules 104.4b and 104.4f.)
|
||
715.5. No player can be forced to perform an action that would end a loop other than actions called for
|
||
by objects involved in the loop.
|
||
Example: A player controls Seal of Cleansing, an enchantment that reads, “Sacrifice Seal
|
||
of Cleansing: Destroy target artifact or enchantment.” A mandatory loop that involves an
|
||
artifact begins. The player is not forced to sacrifice Seal of Cleansing to destroy the artifact
|
||
and end the loop.
|
||
715.6. If a loop contains an effect that says “[A] unless [B],” where [A] and [B] are each actions, no
|
||
player can be forced to perform [B] to break the loop. If no player chooses to perform [B], the loop
|
||
will continue as though [A] were mandatory.
|
||
716. Handling Illegal Actions
|
||
716.1. 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 casting a spell, the spell returns to the zone it
|
||
came from. The player may also reverse any legal mana abilities activated while making the illegal
|
||
play, unless mana from them or from any triggered mana abilities they triggered was spent on
|
||
another mana ability that wasn’t reversed. Players may not reverse actions that moved cards to a
|
||
library, moved cards from a library to any zone other than the stack, or caused a library to be
|
||
shuffled.
|
||
|
||
716.2. 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.
|
||
|
||
8. Multiplayer Rules
|
||
800. General
|
||
800.1. A multiplayer game is a game that begins with more than two players. This section contains
|
||
additional optional rules that can be used for multiplayer play.
|
||
800.2. These rules consist of a series of options that can be added to a multiplayer game and a number
|
||
of variant styles of multiplayer play. A single game may use multiple options but only one variant.
|
||
800.3. Many multiplayer Magic tournaments have additional rules not included here, including rules
|
||
for deck construction. See the most current Magic: The Gathering Tournament Rules for more
|
||
information. They can be found at www.wizards.com/WPN/Events/Rules.aspx.
|
||
800.4. Unlike two-player games, multiplayer games can continue after one or more players have left the
|
||
game.
|
||
800.4a. When a player leaves the game, all objects (see rule 109) owned by that player leave the
|
||
game, all spells and abilities controlled by that player on the stack cease to exist, and any effects
|
||
which give that player control of any objects or players end. Then, if there are any objects still
|
||
controlled by that player, those objects are exiled. This is not a state-based action. It happens as
|
||
soon as the player leaves the game. If the player who left the game had priority at the time he or
|
||
she left, priority passes to the next player in turn order who’s still in the game.
|
||
Example: Alex casts Control Magic, an Aura that reads, “You control enchanted
|
||
creature,” on Bianca’s Wall of Wood. If Alex leaves the game, so does Control Magic,
|
||
and Wall of Wood reverts to Bianca’s control. If, instead, Bianca leaves the game, so
|
||
does Wall of Wood, and Control Magic is put into Alex’s graveyard.
|
||
Example: Alex casts Threaten, which reads, in part, “Untap target creature and gain
|
||
control of it until end of turn,” targeting Bianca’s Wall of Wood. If Alex leaves the
|
||
game, Threaten’s change-of-control effect ends and Wall of Wood reverts to Bianca’s
|
||
control.
|
||
Example: Alex casts Bribery, which reads, “Search target opponent’s library for a
|
||
creature card and put that card onto the battlefield under your control. Then that player
|
||
shuffles his or her library,” targeting Bianca. Alex puts Wall of Wood onto the
|
||
battlefield from Bianca’s library. If Bianca leaves the game, Wall of Wood also leaves
|
||
the game. If, instead, Alex leaves the game, Wall of Wood is exiled.
|
||
Example: Alex controls Genesis Chamber, which reads, “Whenever a nontoken creature
|
||
enters the battlefield, if Genesis Chamber is untapped, that creature’s controller puts a
|
||
1/1 colorless Myr artifact creature token onto the battlefield.” If Alex leaves the game,
|
||
all such Myr tokens that entered the battlefield under Alex’s control leave the game, and
|
||
all such Myr tokens that entered the battlefield under any other player’s control remain
|
||
in the game.
|
||
800.4b. If an object would change to the control of a player who has left the game, it doesn’t. If a
|
||
token would enter the battlefield under the control of a player who has left the game, no token is
|
||
created. If a player would be controlled by a player who has left the game, he or she isn’t.
|
||
800.4c If an object that would be owned by a player who has left the game would be created in any
|
||
zone, it isn’t created. If a triggered ability that would be controlled by a player who has left the
|
||
game would be put onto the stack, it isn’t put on the stack.
|
||
Example: Astral Slide is an enchantment that reads, “Whenever a player cycles a card,
|
||
you may exile target creature. If you do, return that creature to the battlefield under its
|
||
owner’s control at the beginning of the next end step.” During Alex’s turn, Bianca uses
|
||
Astral Slide’s ability to exile Alex’s Hypnotic Specter. Before the end of that turn,
|
||
Bianca leaves the game. At the beginning of the end step, the delayed triggered ability
|
||
|
||
generated by Astral Slide that would return Hypnotic Specter to play triggers, but it isn’t
|
||
put on the stack. Hypnotic Specter never returns to the battlefield.
|
||
800.4d If combat damage would be assigned to a player who has left the game, that damage simply
|
||
isn’t assigned.
|
||
800.4e If an object requires a player who has left the game to make a choice, the controller of the
|
||
object chooses another player to make that choice. If the original choice was to be made by an
|
||
opponent of the controller of the object, that player chooses another opponent if possible.
|
||
800.4f If an effect requires information about a specific player, the effect uses the current
|
||
information about that player if he or she is still in the game; otherwise, the effect uses the last
|
||
known information about that player before he or she left the game.
|
||
800.4g If a player leaves the game during his or her turn, that turn continues to its completion
|
||
without an active player. If the active player would receive priority, instead the next player in
|
||
turn order receives priority, or the top object on the stack resolves, or the phase or step ends,
|
||
whichever is appropriate.
|
||
800.4h When a player leaves the game, objects that player owns in the ante zone do not leave the
|
||
game. This is an exception to rule 800.4a. See rule 407, “Ante.”
|
||
800.4i In a Planar Magic game, if the player designated as the planar controller would leave the
|
||
game, instead the next player in turn order that wouldn’t leave the game becomes the planar
|
||
controller, then the old planar controller leaves the game. See rule 309.5.
|
||
800.5. In a multiplayer game, the first time a player takes a mulligan, he or she draws a new hand of
|
||
seven cards rather than six cards. Subsequent hands decrease by one card as normal.
|
||
800.6. In a multiplayer game other than a Two-Headed Giant game, the starting player doesn’t skip the
|
||
draw step of his or her first turn. In a Two-Headed Giant game, the team who plays first skips the
|
||
draw step of their first turn. See rule 103.7.
|
||
800.7. In a multiplayer game not using the limited range of influence option (see rule 801), if an effect
|
||
states that a player wins the game, all of that player’s opponents lose the game instead.
|
||
801. Limited Range of Influence Option
|
||
801.1. Limited range of influence is an option that can be applied to most multiplayer games. It’s
|
||
always used in the Emperor variant (see rule 809), and it’s often used for games involving five or
|
||
more players.
|
||
801.2. A player’s range of influence is the maximum distance from that player, measured in player
|
||
seats, that the player can affect. Players within that many seats of the player are within that player’s
|
||
range of influence. Objects controlled by players within a player’s range of influence are also within
|
||
that player’s range of influence. Range of influence covers spells, abilities, effects, damage dealing,
|
||
attacking, making choices, and winning the game.
|
||
801.2a The most commonly chosen limited ranges of influence are 1 seat and 2 seats. Different
|
||
players may have different ranges of influence.
|
||
Example: A range of influence of 1 means that only you and the players seated directly
|
||
next to you are within your range of influence.
|
||
Example: A range of influence of 2 means that you and the two players to your left and
|
||
the two players to your right are within your range of influence.
|
||
801.2b A player is always within his or her own range of influence.
|
||
|
||
801.2c The particular players within each player’s range of influence are determined as each turn
|
||
begins.
|
||
Example: In a game with a range of influence of 1, Alex is seated to the left of Rob, and
|
||
Carissa is seated to the right of Rob. Carissa is not in Alex’s range of influence. If Rob
|
||
leaves the game, Carissa will enter Alex’s range of influence at the start of the next turn.
|
||
801.2d An object is within a player’s range of influence if it’s controlled by that player or by
|
||
another player within that many seats of that player.
|
||
801.3. Creatures can attack only opponents within their controller’s range of influence or planeswalkers
|
||
controlled by those opponents. If no opponents are within a player’s range of influence, creatures
|
||
that player controls can’t attack.
|
||
801.4. Objects and players outside a player’s range of influence can’t be the targets of spells or abilities
|
||
that player controls.
|
||
801.5. Some cards require players to make choices. These cards work differently when the limited
|
||
range of influence option is used.
|
||
801.5a If a player is asked to choose an object or player, he or she must choose one within his or her
|
||
range of influence.
|
||
Example: In a game with a range of influence of 1, Alex is seated to the left of Rob. Alex
|
||
activates the ability of Cuombajj Witches, which reads, “Cuombajj Witches deals 1
|
||
damage to target creature or player and 1 damage to target creature or player of an
|
||
opponent’s choice,” targeting Rob and choosing Rob as the opponent who picks the
|
||
other target. Rob must choose a target that’s in both his range of influence and in the
|
||
range of influence of the controller of Cuombajj Witches. He must therefore choose
|
||
himself, Alex, or a creature controlled by either himself or Alex.
|
||
801.5b If a player is asked to choose between one or more options (and not between one or more
|
||
objects or players), he or she can choose between those options even if those options refer to
|
||
objects or players outside the player’s range of influence.
|
||
Example: Alex, who has a range of influence of 2, is seated to the left of Rob, and
|
||
Carissa, who has a range of influence of 1, is seated to the right of Rob. Alex casts a
|
||
spell that reads, “An opponent chooses one — You draw 2 cards; or each creature you
|
||
control gets +2/+2 until end of turn,” and chooses Carissa to make that choice. Carissa
|
||
can choose the mode even though Alex is out of her range.
|
||
801.5c If an effect requires a choice and there’s no player who can make that choice within its
|
||
controller’s range of influence, the closest appropriate player to its controller’s left makes that
|
||
choice.
|
||
Example: In an Emperor game in which all players have range of influence 1, an
|
||
emperor casts Fact or Fiction, which reads, “Reveal the top five cards of your library.
|
||
An opponent separates those cards into two piles. Put one pile into your hand and the
|
||
other into your graveyard.” Since no opponent is within the emperor’s range of
|
||
influence, the nearest opponent to the emperor’s left separates the cards into piles.
|
||
801.6. A player can’t activate the activated abilities of an object outside of his or her range of influence.
|
||
801.7. A triggered ability doesn’t trigger unless its trigger event happens entirely within the range of
|
||
influence of its source’s controller.
|
||
Example: In a game in which all players have range of influence 1, Alex is seated to the left
|
||
of Rob. Rob controls two Auras attached to Alex’s Runeclaw Bear: One with the trigger
|
||
condition “Whenever enchanted creature becomes blocked,” and one with the trigger
|
||
condition “Whenever enchanted creature becomes blocked by a creature.” Alex’s Runeclaw
|
||
|
||
Bear attacks the player to Alex’s left and becomes blocked. The ability of Rob’s first Aura
|
||
triggers because the entire event (Runeclaw Bear becomes blocked) happens within Rob’s
|
||
range of influence. The ability of Rob’s second Aura doesn’t trigger, however, because that
|
||
event includes the blocking creature, which is out of Rob’s range.
|
||
801.7a If a trigger event includes an object moving out of or into a player’s range of influence, use
|
||
the game state before or after the event as appropriate to determine whether the triggered ability
|
||
will trigger. See rule 603.6.
|
||
Example: Carissa and Alex are outside each other’s range of influence. Carissa
|
||
controls a Runeclaw Bear owned by Alex and they each control an Extractor Demon, a
|
||
creature which reads, in part, “Whenever another creature leaves the battlefield, you
|
||
may have target player put the top two cards of his or her library into his or her
|
||
graveyard.” The Runeclaw Bear is destroyed and is put into Alex’s graveyard. The
|
||
ability of Alex’s Extractor Demon doesn’t trigger because the leaves-the-battlefield
|
||
event was outside Alex’s range of influence. The ability of Carissa’s Extractor Demon
|
||
does trigger, even though the creature is going to a graveyard outside her range,
|
||
because the leaves-the-battlefield event was within her range.
|
||
801.8. An Aura can’t enchant an object or player outside its controller’s range of influence. If an Aura
|
||
is attached to an illegal object or player, the Aura is put into its owner’s graveyard as a state-based
|
||
action. See rule 704.
|
||
801.9. An Equipment can’t equip an object outside its controller’s range of influence, and a
|
||
Fortification can’t fortify an object outside its controller’s range of influence. If an Equipment or
|
||
Fortification is attached to an illegal permanent, it becomes unattached from that permanent but
|
||
remains on the battlefield. This is a state-based action. See rule 704.
|
||
801.10. Spells and abilities can’t affect objects or players outside their controller’s range of influence.
|
||
The parts of the effect that attempt to affect an out-of-range object or player will do nothing. The
|
||
rest of the effect will work normally.
|
||
Example: In a six-player game in which each player has range of influence 1, Alex casts
|
||
Pyroclasm, which reads, “Pyroclasm deals 2 damage to each creature.” Pyroclasm deals 2
|
||
damage to each creature controlled by Alex, the player to Alex’s left, and the player to
|
||
Alex’s right. No other creatures are dealt damage.
|
||
801.11. If a spell or ability requires information from the game, it gets only information from within its
|
||
controller’s range of influence. It doesn’t see objects or events outside its controller’s range of
|
||
influence.
|
||
Example: In a six-player game where each player has range of influence 1, Alex controls
|
||
Coat of Arms, which reads, “Each creature gets +1/+1 for each other creature on the
|
||
battlefield that shares at least one creature type with it.” Coat of Arms will boost Alex’s
|
||
creatures based only on what creatures are controlled by Alex, the player to Alex’s left, and
|
||
the player to Alex’s right. It won’t take other creatures into account.
|
||
Example: In the same game, Rob is sitting to the right of Alex. Coat of Arms will boost
|
||
Rob’s creatures based on what creatures are controlled by players within Alex’s range of
|
||
influence, including the player sitting to Alex’s left, who’s out of Rob’s range of influence.
|
||
801.12. The “legend rule” (see rule 704.5k) applies to a permanent only if other legendary permanents
|
||
with the same name are within its controller’s range of influence.
|
||
Example: Alex has range of influence 1, and Carissa has range of influence 2. Rob sits
|
||
between them. If Alex controls a legendary permanent and Carissa puts a legendary
|
||
permanent with the same name onto the battlefield, only the one controlled by Carissa will
|
||
be put into a graveyard.
|
||
801.13. The “world rule” (see rule 704.5m) applies to a permanent only if other world permanents are
|
||
within its controller’s range of influence.
|
||
|
||
801.14. The “planeswalker uniqueness rule” (see rule 704.5j) applies to a planeswalker only if other
|
||
planeswalkers with the same planeswalker type are within its controller’s range of influence.
|
||
801.15. Replacement and prevention effects watch for a particular event to happen and then completely
|
||
or partially replace that event. The limited range of influence option can cause the modified event to
|
||
contain instructions that can’t be carried out, in which case the player simply ignores the impossible
|
||
instructions. See rule 614, “Replacement Effects,” and rule 615, “Prevention Effects.”
|
||
801.15a If a replacement effect tries to cause a spell or ability to affect an object or player outside
|
||
its controller’s range of influence, that portion of the event does nothing.
|
||
Example: Alex casts Lava Axe (“Lava Axe deals 5 damage to target player”) targeting
|
||
Rob. In response, Rob casts Captain’s Maneuver (“The next X damage that would be
|
||
dealt to target creature or player this turn is dealt to another target creature or player
|
||
instead”) with X equal to 3, targeting Carissa. Carissa isn’t in Alex’s range of influence.
|
||
When Lava Axe resolves, it deals 2 damage to Rob and no damage to Carissa.
|
||
801.15b If a spell or ability creates an effect that prevents damage that would be dealt by a source, it
|
||
can affect only sources within the spell or ability’s controller’s range of influence. If a spell or
|
||
ability creates an effect that prevents damage that would be dealt to a creature or player, it can
|
||
affect only creatures and players within the spell or ability’s controller’s range of influence. If a
|
||
spell or ability creates an effect that prevents damage, but neither the source nor the would-be
|
||
recipient of the damage is specified, it prevents damage only if both the source and recipient of
|
||
that damage are within the spell or ability’s controller’s range of influence.
|
||
Example: Rob is within Alex’s range of influence, but Carissa is not. Alex controls an
|
||
enchantment that says, “Prevent all damage that would be dealt by creatures.” Carissa
|
||
attacks Rob with a creature. The creature deals combat damage to Rob.
|
||
Example: Rob is within Alex’s range of influence, but Carissa is not. Carissa casts
|
||
Lightning Blast (“Lightning Blast deals 4 damage to target creature or player”)
|
||
targeting Rob. In response, Alex casts Mending Hands (“Prevent the next 4 damage that
|
||
would be dealt to target creature or player this turn”) targeting Rob. The damage to
|
||
Rob is prevented.
|
||
Example: Rob is within Alex’s range of influence, but Carissa is not. Carissa attacks
|
||
Rob with a creature, and Rob blocks with a creature. Alex casts Holy Day (“Prevent all
|
||
combat damage that would be dealt this turn.”) Carissa and Rob’s creatures deal
|
||
combat damage to each other.
|
||
801.16. If an effect states that a player wins the game, all of that player’s opponents within his or her
|
||
range of influence lose the game instead.
|
||
801.17. If the effect of a spell or ability states that the game is a draw, the game is a draw for that spell
|
||
or ability’s controller and all players within his or her range of influence. They leave the game. All
|
||
remaining players continue to play the game.
|
||
801.18. If the game somehow enters a “loop” of mandatory actions, repeating a sequence of events with
|
||
no way to stop, the game is a draw for each player who controls an object that’s involved in that
|
||
loop, as well as for each player within the range of influence of any of those players. They leave the
|
||
game. All remaining players continue to play the game.
|
||
801.19. Effects that restart the game (see rule 713) are exempt from the limited range of influence
|
||
option. All players in the game will be involved in the new game.
|
||
801.20. In multiplayer Planar Magic games other than Grand Melee games, plane cards are exempt
|
||
from the limited range of influence option. Their abilities, and the effects of those abilities, affect all
|
||
applicable objects and players in the game. See rule 901, “Planar Magic.”
|
||
|
||
802. Attack Multiple Players Option
|
||
802.1. Some multiplayer games allow the active player to attack multiple other players. If this option is
|
||
used, a player can also choose to attack only one player during a particular combat.
|
||
802.2. As the combat phase starts, the attacking player doesn’t choose an opponent to become the
|
||
defending player. Instead, all the attacking player’s opponents are defending players during the
|
||
combat phase.
|
||
802.2a Any rule, object, or effect that refers to a “defending player” refers to one specific defending
|
||
player, not to all of the defending players. If an ability of an attacking creature refers to a
|
||
defending player, or a spell or ability refers to both an attacking creature and a defending player,
|
||
then unless otherwise specified, the defending player it’s referring to is the player that creature
|
||
was attacking at the time it became an attacking creature that combat, or the controller of the
|
||
planeswalker that creature was attacking at the time it became an attacking creature that combat.
|
||
If a spell or ability could apply to multiple attacking creatures, the appropriate defending player
|
||
is individually determined for each of those attacking creatures. If there are multiple defending
|
||
players that could be chosen, the controller of the spell or ability chooses one.
|
||
Example: Rob attacks Alex with Runeclaw Bear and attacks Carissa with a creature
|
||
with mountainwalk. Whether the creature with mountainwalk is unblockable depends
|
||
only on whether Carissa controls a Mountain.
|
||
802.3. As the attacking player declares each attacking creature, he or she chooses a defending player or
|
||
a planeswalker controlled by a defending player for it to attack. See rule 508, “Declare Attackers
|
||
Step.”
|
||
802.3a Restrictions and requirements that don’t apply to attacking a specific player are evaluated
|
||
based on the entire group of attacking creatures. Restrictions and requirements that apply to
|
||
attacking a specific player apply only to creatures attacking that player. The entire group of
|
||
attacking creatures must still be legal. See rule 508.1.
|
||
802.3b Creatures in a band can’t attack different players. See rule 702.20, “Banding.”
|
||
802.4. If more than one player is being attacked or controls a planeswalker that’s being attacked, each
|
||
defending player in APNAP order declares blockers as the declare blockers step begins. (See rule
|
||
101.4 and rule 509, “Declare Blockers Step.”) The first defending player declares all his or her
|
||
blocks, then the second defending player, and so on.
|
||
802.4a A defending player can block only with creatures he or she controls. Those creatures can
|
||
block only creatures attacking that player or a planeswalker that player controls.
|
||
802.4b When determining whether a defending player’s blocks are legal, ignore any creatures
|
||
attacking other players and any blocking creatures controlled by other players.
|
||
802.5. After blockers have been declared, if any creatures are blocking multiple creatures, each
|
||
defending player in APNAP order announces the damage assignment order among the attacking
|
||
creatures for each blocking creature he or she controls. See rule 510, “Combat Damage Step.”
|
||
802.6. Combat damage is assigned in APNAP order. Other than that, the combat damage step proceeds
|
||
just as in a two-player game. See rule 510, “Combat Damage Step.”
|
||
803. Attack Left and Attack Right Options
|
||
803.1. Some multiplayer games use the optional attack left or attack right rules.
|
||
|
||
803.1a If the attack left option is used, a player can attack only an opponent seated immediately to
|
||
his or her left. If a player’s nearest opponent to the left is more than one seat away, the player
|
||
can’t attack.
|
||
803.1b If the attack right option is used, a player can attack only an opponent seated immediately to
|
||
his or her right. If a player’s nearest opponent to the right is more than one seat away, the player
|
||
can’t attack.
|
||
804. Deploy Creatures Option
|
||
804.1. The Emperor variant always uses the deploy creatures option, and it can be used in other
|
||
variants that allow players to compete in teams. Multiplayer formats in which players compete as
|
||
individuals usually don’t use this option.
|
||
804.2. Each creature has the ability “{T}: Target teammate gains control of this creature. Activate this
|
||
ability only any time you could cast a sorcery.”
|
||
805. Shared Team Turns Option
|
||
805.1. Some multiplayer games between teams use the shared team turns option. It’s always used in the
|
||
Two-Headed Giant variant (see rule 810) and the Archenemy casual variant (see rule 811). It can be
|
||
used only if the members of each team are sitting in adjacent seats.
|
||
805.2. Within each team, the player seated in the rightmost seat from that team’s perspective is the
|
||
primary player. If the players on a team can’t agree on a choice, such as which creatures attack or
|
||
what order triggered abilities are put on the stack, the primary player makes that choice.
|
||
805.3. The methods described in rule 103.2 are used to determine which team will take the first turn.
|
||
The team determined this way is the starting team.
|
||
805.3a The process for handling mulligans is altered accordingly. First, each player on the starting
|
||
team, in whatever order that team likes, declares whether or not he or she will take a mulligan.
|
||
Then the players on each other team in turn order do the same. Teammates may consult while
|
||
making their decisions. Then all mulligans are taken at the same time. A player may take a
|
||
mulligan even after his or her teammate has decided to keep his or her opening hand. See rule
|
||
103.4.
|
||
805.3b The process for handling cards that allow a player to begin the game with them on the
|
||
battlefield is altered accordingly. First, each player on the starting team, in whatever order that
|
||
team likes, may put any or all such cards onto the battlefield from his or her opening hand.
|
||
Teammates may consult while making their decisions. Then each player on each other team in
|
||
turn order does the same.
|
||
805.4. Each team takes turns rather than each player.
|
||
805.4a The team whose turn it is is the active team. Each other team is a nonactive team.
|
||
805.4b Each player on a team draws a card during that team’s draw step.
|
||
805.4c Each player on a team may play a land during each of that team’s turns.
|
||
805.5. Teams have priority, not individual players.
|
||
805.5a A player may cast a spell, activate an ability, or take a special action when his or her team
|
||
has priority.
|
||
|
||
805.5b If a team has priority and no player on that team wishes to do anything, that team passes. If
|
||
all teams pass in succession (that is, if all teams pass without any player taking any actions in
|
||
between passing), the top object on the stack resolves, then the active team receives priority. If
|
||
the stack is empty when all teams pass in succession, the phase or step ends and the next one
|
||
begins.
|
||
805.6. The Active Player, Nonactive Player order rule (see rule 101.4) is modified if the shared team
|
||
turns option is used. If multiple teams would make choices and/or take actions at the same time,
|
||
first the active team makes any choices required, then each nonactive team in turn order makes any
|
||
choices required. If multiple players would make choices and/or take actions at the same time, first
|
||
each player on the active team makes any choices required in whatever order they like, then the
|
||
players on each nonactive team in turn order do the same. Once all choices have been made, the
|
||
actions happen simultaneously.
|
||
805.6a If an effect instructs more than one player to draw cards in a game that’s using the shared
|
||
team turns option, first each player on the active team, in whatever order that team likes,
|
||
performs his or her draws, then each player on each nonactive team in turn order does the same.
|
||
805.7. If multiple triggered abilities have triggered since the last time a team received priority, the
|
||
members of the active team put all triggered abilities any of them controls on the stack in any order
|
||
they choose, then the members of each nonactive team in turn order do the same.
|
||
805.8. If an effect gives a player an extra turn or adds a phase or step to that player’s turn, that player’s
|
||
team takes the extra turn, phase, or step. If an effect causes a player to skip a step, phase, or turn,
|
||
that player’s team does so. If a single effect causes more than one player on the same team to add or
|
||
skip the same step, phase, or turn, that team adds or skips only that step, phase, or turn. If an effect
|
||
causes a player to control another player, the controller of that effect controls the affected player’s
|
||
team.
|
||
805.9. Any ability that refers to the “active player” refers to one specific active player, not to all of the
|
||
active players. The ability’s controller chooses which one the ability refers to at the time its effect is
|
||
applied.
|
||
806. Free-for-All Variant
|
||
806.1. In Free-for-All multiplayer games, a group of players compete as individuals against each other.
|
||
806.2. Any multiplayer options used are determined before play begins. The Free-for-All variant uses
|
||
the following default options.
|
||
806.2a The limited range of influence option usually isn’t used in Free-for-All games. If it is, each
|
||
player has the same range of influence, which is determined before play begins. See rule 801,
|
||
“Limited Range of Influence Option.”
|
||
806.2b Exactly one of the attack left, attack right, and attack multiple players options must be used.
|
||
See rule 803, “Attack Left and Attack Right Options,” and rule 802, “Attack Multiple Players
|
||
Option.”
|
||
806.2c The deploy creatures option isn’t used in the Free-for-All variant.
|
||
806.3. The players are randomly seated around the table.
|
||
807. Grand Melee Variant
|
||
|
||
807.1. The Grand Melee variant is a modification of the Free-for-All variant, in which a group of
|
||
players compete against each other as individuals. Grand Melee is normally used only in games
|
||
begun with ten or more players.
|
||
807.2. Any multiplayer options used are decided before play begins. The Grand Melee variant uses the
|
||
following default options.
|
||
807.2a Each player has a range of influence of 1 (see rule 801).
|
||
807.2b The attack left option is used (see rule 803).
|
||
807.2c The attack multiple players and deploy creatures options aren’t used in the Grand Melee
|
||
variant.
|
||
807.3. The players are seated at random.
|
||
807.4. The Grand Melee variant allows multiple players to take turns at the same time. Moving turn
|
||
markers keep track of which players are currently taking turns. Each turn marker represents an
|
||
active player’s turn.
|
||
807.4a There is one turn marker for each full four players in the game.
|
||
Example: A Grand Melee game with sixteen players has four turn markers. A game with
|
||
fifteen players has three turn markers.
|
||
807.4b The starting player in the game gets the first turn marker. The player four seats to that
|
||
player’s left (the fifth player) takes the second turn marker, and so on until all the turn markers
|
||
have been handed out. Each turn marker is assigned a number in this way. Then all players with
|
||
turn markers start their turns at the same time.
|
||
807.4c After a player ends his or her turn, that player passes the turn marker to the player on his or
|
||
her left. If a player with a turn marker leaves the game during his or her turn, the player to his or
|
||
her left takes the turn marker after that turn ends. If a player with a turn marker leaves the game
|
||
before his or her turn begins, the player to his or her left takes the turn marker immediately.
|
||
807.4d A player who receives a turn marker can’t begin his or her turn if any player in the three
|
||
seats to his or her left has a turn marker. If this is the case, that player waits until the player four
|
||
seats to his or her left takes the other turn marker.
|
||
807.4e If a player leaves the game and that player leaving the game would reduce the number of
|
||
turn markers in the game, the turn marker immediately to the departed player’s right is
|
||
designated for removal. If more than one player leaves the game simultaneously, those players
|
||
leaving the game would reduce the number of turn markers in the game, and there are multiple
|
||
turn markers that could be removed, the marker with the lowest number is designated for
|
||
removal. A turn marker may be designated for removal multiple times.
|
||
807.4f For the purposes of determining if one or more players leaving the game would reduce the
|
||
number of turn markers in the game (see rule 807.4e), disregard turn markers already designated
|
||
for removal.
|
||
807.4g If a player who’s taking a turn has a turn marker that’s been designated for removal, that
|
||
turn marker is removed rather than being passed after that turn ends. If a player who’s not taking
|
||
a turn has a turn marker that’s been designated for removal, that turn marker is removed
|
||
immediately. If a removed turn marker had been designated for removal multiple times, the turn
|
||
marker to its right becomes designated for removal that many times minus one.
|
||
|
||
807.4h If one or more consecutively seated players leave the game, the players that were on either
|
||
side of those seats don’t enter one another’s range of influence until the next turn begins.
|
||
807.4i If an effect causes a player with a turn marker to take an extra turn after the current one, that
|
||
player keeps the turn marker and starts his or her next turn after the current turn ends, unless
|
||
another turn marker is too close on either side at that time. If a turn marker is within three seats
|
||
on the player’s left, the extra turn waits to begin until the player four seats to his or her left takes
|
||
the other turn marker. If a turn marker is within three seats on the player’s right, the player
|
||
passes the turn marker to his or her left when the turn ends rather than keeping it, and the player
|
||
will take the extra turn immediately before his or her next turn.
|
||
807.4j If an effect would cause a player to take an extra turn after the current turn, but that player
|
||
wouldn’t have a turn marker at the start of that turn, that player will take the extra turn
|
||
immediately before his or her next turn instead.
|
||
Example: During Alex’s turn, he casts Time Walk, which causes him to get an extra turn
|
||
after this one. During the same turn, the player to Alex’s left leaves the game, which
|
||
causes the number of turn markers to be reduced. After Alex’s current turn ends, his turn
|
||
marker is removed. He won’t take the extra turn from Time Walk until just before his
|
||
normal turn the next time he receives a turn marker.
|
||
807.5. Rather than having a single stack, Grand Melee games contain multiple stacks. Each turn marker
|
||
represents its own stack.
|
||
807.5a A player gets priority for a particular turn marker’s stack only if the turn marker is within his
|
||
or her range of influence or an object on that stack is controlled by a player within his or her
|
||
range of influence.
|
||
807.5b If a player has priority for multiple stacks and casts a spell, activates an ability, or a
|
||
triggered ability he or she controls triggers, the player must specify which one of those stacks
|
||
the spell or ability is put on. If an object on one of those stacks caused the triggered ability to
|
||
trigger, the player must put it on that stack. If a resolving spell or ability on one of those stacks
|
||
causes a player to cast a spell or create a copy of a spell, the new spell must be put on the same
|
||
stack. If a spell or ability targets an object on one of those stacks, it must be put on the same
|
||
stack as its target; it can’t target objects on multiple stacks.
|
||
808. Team vs. Team Variant
|
||
808.1. Team vs. Team games are played with two or more teams. Each team may have any number of
|
||
players on it.
|
||
808.2. Each team sits together on one side of the table. Each team decides the order in which its players
|
||
sit.
|
||
808.3. Any multiplayer options used are determined before play begins. The Team vs. Team variant
|
||
uses the following default options.
|
||
808.3a The attack multiple players option is used (see rule 802).
|
||
808.3b The deploy creatures options and limited range of influence options usually aren’t used in
|
||
the Team vs. Team variant.
|
||
808.4. To determine which player goes first, randomly choose a team. If that team has an odd number
|
||
of players, the player in its center seat goes first. If that team has an even number of players, the
|
||
player to the left of its midpoint goes first. Turn order goes to the players’ left.
|
||
|
||
808.5. In the Team vs. Team variant, a team’s resources (cards in hand, mana, and so on) are not
|
||
shared. Teammates may review each other’s hands and discuss strategies at any time. Teammates
|
||
can’t manipulate each other’s cards or permanents.
|
||
809. Emperor Variant
|
||
809.1. The Emperor variant involves two or more teams of three players each.
|
||
809.2. Each team sits together on one side of the table. Each team decides the order in which it’s seated.
|
||
Each team has one emperor, who sits in the middle of the team. The remaining players on the team
|
||
are generals whose job is to protect the emperor.
|
||
809.3. The Emperor variant uses the following default options.
|
||
809.3a The range of influence is limited to 2 for emperors and 1 for generals. See rule 801,
|
||
“Limited Range of Influence Option.”
|
||
809.3b Emperor games use the deploy creatures option (see rule 804).
|
||
809.3c A player can attack only an opponent seated immediately next to him or her.
|
||
Example: At the start of an emperor game, neither emperor can attack any opponents,
|
||
even though both of the opposing generals are within their spell range.
|
||
809.4. Randomly determine which emperor goes first. Turn order goes to the players’ left.
|
||
809.5. The Emperor variant includes the following specifications for winning and losing the game. All
|
||
other rules for ending the game also apply. (See rule 104.)
|
||
809.5a A team wins the game if its emperor wins.
|
||
809.5b A team loses the game if its emperor loses.
|
||
809.5c The game is a draw for a team if the game is a draw for its emperor.
|
||
809.6. The Emperor variant can also be played with any number of equally sized teams. If the teams
|
||
have more than three players, the range of influence of each player should be adjusted.
|
||
809.6a Each general’s range of influence should be the minimum number that allows one general
|
||
from an opposing team to begin the game within his or her range of influence. Each emperor’s
|
||
range of influence should be the minimum number that allows two generals from opposing
|
||
teams to begin the game within his or her range of influence. Players should be seated such that
|
||
no emperor begins the game within the range of influence of another emperor.
|
||
Example: In an Emperor game between two teams of four players each, the player
|
||
configuration (either clockwise or counterclockwise around the table) should be: Team
|
||
A general 1, Team A emperor, Team A general 2, Team A general 3, Team B general 1,
|
||
Team B emperor, Team B general 2, Team B general 3. Each emperor has range of
|
||
influence 3. Each general 2 has range of influence 2. Each general 1 and general 3 has
|
||
range of influence 1.
|
||
809.7. In the Emperor variant, a team’s resources (cards in hand, mana, and so on) are not shared.
|
||
Teammates may review each other’s hands and discuss strategies at any time. Teammates can’t
|
||
manipulate each other’s cards or permanents.
|
||
810. Two-Headed Giant Variant
|
||
810.1. Two-Headed Giant games are played with two teams of two players each.
|
||
|
||
810.2. The Two-Headed Giant variant uses the shared team turns option. (See rule 805.)
|
||
810.3. Each team sits together on one side of the table. Each team decides the order in which its players
|
||
sit.
|
||
810.4. Each team has a shared life total, which starts at 30 life.
|
||
810.5. With the exception of life total and poison counters, a team’s resources (cards in hand, mana,
|
||
and so on) are not shared in the Two-Headed Giant variant. Teammates may review each other’s
|
||
hands and discuss strategies at any time. Teammates can’t manipulate each other’s cards or
|
||
permanents.
|
||
810.6. The team who plays first skips the draw step of its first turn.
|
||
810.7. The Two-Headed Giant variant uses different combat rules than other multiplayer variants.
|
||
810.7a Each team’s creatures attack the other team as a group. During the combat phase, the active
|
||
team is the attacking team and each player on the active team is an attacking player. Likewise,
|
||
the nonactive team is the defending team and each player on the nonactive team is a defending
|
||
player.
|
||
810.7b Any one-shot effect that refers to the “defending player” refers to one specific defending
|
||
player, not to both of the defending players. The controller of the effect chooses which one the
|
||
spell or ability refers to at the time the effect is applied. The same is true for any one-shot effect
|
||
that refers to the “attacking player.”
|
||
Any characteristic-defining ability that refers to the “defending player” refers to one specific
|
||
defending player, not to both of the defending players. The controller of the object with the
|
||
characteristic-defining ability chooses which one the ability refers to at the time the nonactive
|
||
players become defending players.
|
||
All other cases in which the “defending player” is referred to actually refer to both defending
|
||
players. If the reference involves a positive comparison (such as asking whether the defending
|
||
player controls an Island) or a relative comparison (such as asking whether you control more
|
||
creatures than the defending player), it gets only one answer. This answer is “yes” if either
|
||
defending player in the comparison would return a “yes” answer if compared individually. If the
|
||
reference involves a negative comparison (such as asking whether the defending player controls
|
||
no black permanents), it also gets only one answer. This answer is “yes” if performing the
|
||
analogous positive comparison would return a “no” answer. The same is true for all other cases
|
||
that refer to the “attacking player.”
|
||
810.7c As the declare attackers step begins, the active team declares attackers. If an effect of an
|
||
object controlled by a defending player prohibits a creature from attacking him or her, that
|
||
creature can’t attack the defending team. The active team has one combined attack, and that set
|
||
of attacking creatures must be legal as a whole. See rule 508.1.
|
||
Example: One player in a Two-Headed Giant game controls Teferi’s Moat, which says
|
||
“As Teferi’s Moat comes into play, choose a color.” and “Creatures of the chosen color
|
||
without flying can’t attack you.” Creatures of the chosen color without flying can’t
|
||
attack that player’s team.
|
||
810.7d As the declare blockers step begins, the defending team declares blockers. Creatures
|
||
controlled by the defending players can block any attacking creatures. The defending team has
|
||
one combined block, and that set of blocking creatures must be legal as a whole. See rule 509.1.
|
||
Example: If an attacking creature has forestwalk and either player on the defending
|
||
team controls a Forest, the creature can’t be blocked.
|
||
|
||
810.7e Once blockers have been declared, for each attacking creature that’s become blocked by
|
||
multiple creatures, the active team announces the damage assignment order among the blocking
|
||
creatures. Then, for each creature that’s blocking multiple creatures, the defending team
|
||
announces the damage assignment order among the attacking creatures.
|
||
810.7f As the combat damage step begins, the active team announces how each attacking creature
|
||
will assign its combat damage. If an attacking creature would assign combat damage to the
|
||
defending team, the active team chooses only one of the defending players for that creature to
|
||
assign its combat damage to. Then the defending team announces how each blocking creature
|
||
will assign its combat damage. See rule 510.1.
|
||
810.8. The Two-Headed Giant variant uses the normal rules for winning or losing the game (see rule
|
||
104), with the following additions and specifications.
|
||
810.8a Players win and lose the game only as a team, not as individuals. If either player on a team
|
||
loses the game, the team loses the game. If either player on a team wins the game, the entire
|
||
team wins the game. If an effect would prevent a player from winning the game, that player’s
|
||
team can’t win the game. If an effect would prevent a player from losing the game, that player’s
|
||
team can’t lose the game.
|
||
Example: In a Two-Headed Giant game, a player controls Transcendence, which reads,
|
||
in part, “You don’t lose the game for having 0 or less life.” If that player’s team’s life
|
||
total is 0 or less, that team doesn’t lose the game.
|
||
Example: In a Two-Headed Giant game, a player attempts to draw a card while there
|
||
are no cards in that player’s library. That player loses the game, so that player’s entire
|
||
team loses the game.
|
||
Example: In a Two-Headed Giant game, a player controls Platinum Angel, which reads,
|
||
“You can’t lose the game and your opponents can’t win the game.” Neither that player
|
||
nor his or her teammate can lose the game while Platinum Angel is on the battlefield,
|
||
and neither player on the opposing team can win the game.
|
||
810.8b If a player concedes, his or her team leaves the game immediately. That team loses the
|
||
game.
|
||
810.8c If a team’s life total is 0 or less, the team loses the game. (This is a state-based action. See
|
||
rule 704.)
|
||
810.8d If a team has fifteen or more poison counters, that team loses the game. (This is a state-based
|
||
action. See rule 704.)
|
||
810.9. Damage, loss of life, and gaining life happen to each player individually. The result is applied to
|
||
the team’s shared life total.
|
||
Example: In a Two-Headed Giant game, a player casts Flame Rift, which reads, “Flame
|
||
Rift deals 4 damage to each player.” Each team is dealt a total of 8 damage.
|
||
810.9a If a cost or effect needs to know the value of an individual player’s life total, that cost or
|
||
effect uses the team’s life total instead.
|
||
Example: In a Two-Headed Giant game, a player on a team that has 17 life is targeted
|
||
by Beacon of Immortality, which reads, in part, “Double target player’s life total.” That
|
||
player gains 17 life, so the team winds up at 34 life.
|
||
Example: In a Two-Headed Giant game, a player controls Test of Endurance, an
|
||
enchantment that reads, “At the beginning of your upkeep, if you have 50 or more life,
|
||
you win the game.” At the beginning of that player’s upkeep, the player’s team wins the
|
||
game if his or her team’s life total is 50 or more.
|
||
Example: In a Two-Headed Giant game, a player on a team that has 11 life controls
|
||
Lurking Evil, an enchantment that reads, “Pay half your life, rounded up: Lurking Evil
|
||
|
||
becomes a 4/4 Horror creature with flying.” To activate the ability, that player must pay
|
||
6 life. The team winds up at 5 life.
|
||
810.9b If a cost or effect allows both members of a team to pay life simultaneously, the total
|
||
amount of life they pay may not exceed their team’s life total. (Players can always pay 0 life.)
|
||
810.9c If an effect sets a single player’s life total to a specific number, the player gains or loses the
|
||
necessary amount of life to end up with the new total. The team’s life total is adjusted by the
|
||
amount of life that player gained or lost.
|
||
Example: In a Two-Headed Giant game, a player on a team that has 25 life is targeted
|
||
by an ability that reads, “Target player’s life total becomes 10.” That player’s life total
|
||
is considered to be 25, so that player loses 15 life. The team winds up at 10 life.
|
||
810.9d If an effect would set the life total of each player on a team to a number, that team chooses
|
||
one of its members. On that team, only that player is affected.
|
||
Example: In a Two-Headed Giant game, one team has 7 life and the other team has 13
|
||
life. A player casts Repay in Kind, which reads, “Each player’s life total becomes the
|
||
lowest life total among all players.” Each team chooses one if its members to be
|
||
affected. The result is that the chosen player on the team that has 13 life loses 6 life, so
|
||
that team’s life total winds up at 7.
|
||
810.9e A player can’t exchange life totals with his or her teammate. If an effect would cause that to
|
||
occur, the exchange won’t happen.
|
||
810.9f If an effect instructs a player to redistribute any number of players’ life totals, that player
|
||
may not affect more than one member of each team this way.
|
||
810.9g If an effect says that a player can’t gain life, no player on that player’s team can gain life.
|
||
810.9h If an effect says that a player can’t lose life, no player on that player’s team can lose life or
|
||
pay any amount of life other than 0.
|
||
810.10. Effects that cause players to get poison counters happen to each player individually. The poison
|
||
counters are shared by the team.
|
||
810.10a If an effect needs to know how many poison counters an individual player has, that effect
|
||
uses the number of poison counters that player’s team has.
|
||
810.10b If an effect says that a player loses poison counters, that player’s team loses that many
|
||
poison counters.
|
||
810.10c If an effect says that a player can’t get poison counters, no player on that player’s team can
|
||
get poison counters.
|
||
810.10d A player is “poisoned” if his or her team has one or more poison counters.
|
||
810.11. The Two-Headed Giant variant can also be played with equally sized teams of more than two
|
||
players. For each player a team has beyond the second, that team’s starting life total is increased by
|
||
15 and the number of poison counters required for the team to lose is increased by five. (These
|
||
variants are called Three-Headed Giant, Four-Headed Giant, and so on.)
|
||
811. Alternating Teams Variant
|
||
811.1. Alternating Teams games are played with two or more teams of equal size.
|
||
|
||
811.2. Any multiplayer options used are determined before play begins. The Alternating Teams variant
|
||
uses the following default options.
|
||
811.2a The recommended range of influence is 2. See rule 801, “Limited Range of Influence
|
||
Option.”
|
||
811.2b Exactly one of the attack left, attack right, and attack multiple players options must be used.
|
||
See rule 803, “Attack Left and Attack Right Options,” and rule 802, “Attack Multiple Players
|
||
Option.”
|
||
811.2c The deploy creatures option isn’t normally used in the Alternating Teams variant.
|
||
811.3. At the start of the game, players are seated so that no one is next to a teammate and each team is
|
||
equally spaced out.
|
||
Example: In a Teams game with three teams, A, B, and C, the seating around the table at
|
||
the start of the game is A1, B1, C1, A2, B2, C2, A3, B3, C3, and so on.
|
||
811.4. A player can’t attack opponents who aren’t seated next to him or her.
|
||
811.5. In the Alternating Teams variant, a team’s resources (cards in hand, mana, and so on) are not
|
||
shared. Teammates can’t review each other’s hands unless they are sitting next to each other.
|
||
Teammates may discuss strategies at any time. Teammates can’t manipulate each other’s cards or
|
||
permanents.
|
||
|
||
9. Casual Variants
|
||
900. General
|
||
900.1. This section contains additional optional rules that can be used for certain casual game variants.
|
||
It is by no means comprehensive.
|
||
900.2. The casual variants detailed here use supplemental zones, rules, cards, and other game
|
||
implements not used in traditional Magic games.
|
||
901. Planar Magic
|
||
901.1. In the Planar Magic variant, plane cards add additional abilities and randomness to the game. At
|
||
any given time, one plane card will be face up and its abilities will affect the game. The Planar
|
||
Magic variant uses all the normal rules for a Magic game, with the following additions.
|
||
901.2. A Planar Magic game may be a two-player game or a multiplayer game. The default multiplayer
|
||
setup is the Free-for-All variant with the attack multiple players option and without the limited
|
||
range of influence option. See rule 806, “Free-for-All Variant.”
|
||
901.3. In addition to the normal game materials, each player needs a planar deck of at least ten plane
|
||
cards and the game needs one planar die. Each card in a planar deck must have a different English
|
||
name. (See rule 309, “Planes.”)
|
||
901.3a A planar die is a six-sided die. One face has the planeswalker symbol {PW}. One face has
|
||
the chaos symbol {C}. The other faces are blank.
|
||
901.4. At the start of the game, each player shuffles his or her planar deck so that the cards are in a
|
||
random order. Each deck is placed face down next to its owner’s library. All plane cards remain in
|
||
the command zone throughout the game, both while they’re part of a planar deck and while they’re
|
||
face up.
|
||
901.5. Once all players have kept their opening hands and used the abilities of cards that allow them to
|
||
start the game with those cards on the battlefield, the starting player moves the top card of his or her
|
||
planar deck off that planar deck and turns it face up. (See rule 103.6.) No abilities of that card
|
||
trigger as a result.
|
||
901.6. The owner of a plane card is the player who started the game with it in his or her planar deck.
|
||
The controller of a face-up plane card is the player designated as the planar controller. Normally,
|
||
the planar controller is whoever the active player is. However, if the current planar controller would
|
||
leave the game, instead the next player in turn order that wouldn’t leave the game becomes the
|
||
planar controller, then the old planar controller leaves the game. The new planar controller retains
|
||
that designation until he or she leaves the game or a different player becomes the active player,
|
||
whichever comes first.
|
||
901.7. Any abilities of a face-up plane card in the command zone function from that zone. The card’s
|
||
static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be
|
||
activated.
|
||
901.7a Each plane card is treated as if its text box included “When you roll {PW}, put this card on
|
||
the bottom of its owner’s planar deck face down, then move the top card of your planar deck off
|
||
your planar deck and turn it face up.” This is called the “planeswalking ability.” A face-up plane
|
||
card that’s turned face down becomes a new object.
|
||
|
||
901.8. Any time the active player has priority and the stack is empty, but only during a main phase of
|
||
his or her turn, that player may roll the planar die. Taking this action costs a player an amount of
|
||
mana equal to the number of times he or she has previously taken this action on that turn. This is a
|
||
special action and doesn’t use the stack. (See rule 115.2f.)
|
||
901.8a If the die roll is a blank face, nothing happens. The active player gets priority.
|
||
901.8b If the die roll is the chaos symbol {C}, any ability of the plane that starts “When you roll
|
||
{C}” triggers and is put on the stack. The active player gets priority.
|
||
901.8c If the die roll is the planeswalker symbol {PW}, the plane’s “planeswalking ability” triggers
|
||
and is put on the stack. The active player gets priority.
|
||
901.9. When a player leaves the game, all objects owned by that player leave the game. (See rule
|
||
800.4a.) If that includes the face-up plane card, the planar controller turns the top card of his or her
|
||
planar deck face up. This is not a state-based action. It happens as soon as the player leaves the
|
||
game.
|
||
901.9a If a plane leaves the game while a “planeswalking ability” for which it was the source is on
|
||
the stack, that ability ceases to exist.
|
||
901.10. After the game has started, if a player moves the top card of his or her planar deck off that
|
||
planar deck and turns it face up, that player has “planeswalked.” Continuous effects with durations
|
||
that last until a player planeswalks end. Abilities that trigger when a player planeswalks trigger. See
|
||
rule 701.20.
|
||
901.10a A player may planeswalk as the result of the “planeswalking ability” (see rule 309.6) or
|
||
because the owner of the face-up plane card leaves the game (see rule 901.9).
|
||
901.10b The plane card that’s turned face up is the plane the player planeswalks to. The plane card
|
||
that’s turned face down, or that leaves the game, is the plane the player planeswalks away from.
|
||
901.11. A Two-Headed Giant Planar Magic game uses all the rules for the Two-Headed Giant
|
||
multiplayer variant and all the rules for the Planar Magic casual variant, with the following
|
||
additions.
|
||
901.11a Each player has his or her own planar deck.
|
||
901.11b The planar controller is normally the primary player of the active team. However, if the
|
||
current planar controller’s team would leave the game, instead the primary player of the next
|
||
team in turn order that wouldn’t leave the game becomes the planar controller, then the old
|
||
planar controller’s team leaves the game. The new planar controller retains that designation until
|
||
he or she leaves the game or a different team becomes the active team, whichever comes first.
|
||
901.11c Even though the face-up plane is controlled by just one player, any ability of that plane that
|
||
refers to “you” applies to both members of the planar controller’s team.
|
||
901.11d Since each member of the active team is an active player, each of them may roll the planar
|
||
die. Each player’s cost to roll the planar die is based on the number of times that particular
|
||
player has already rolled the planar die that turn.
|
||
901.12. In multiplayer formats other than Grand Melee, plane cards are exempt from the limited range
|
||
of influence option. Their abilities, and the effects of those abilities, affect all applicable objects and
|
||
players in the game. (See rule 801, “Limited Range of Influence Option.”)
|
||
901.13. In Grand Melee Planar Magic games, multiple plane cards may be face up at the same time.
|
||
|
||
901.13a Before the first turn of the game of the game, each player who will start the game with a
|
||
turn marker moves the top card of his or her planar deck off that planar deck and turns it face
|
||
up. Each of them is a planar controller.
|
||
901.13b If a player would leave the game and that player leaving the game would reduce the
|
||
number of turn markers in the game, that player first ceases to be a planar controller (but no
|
||
other player becomes a planar controller), then that player leaves the game. The face-up plane
|
||
card that player controlled is put on the bottom of its owner’s planar deck. No player is
|
||
considered to have planeswalked.
|
||
901.14. Single Planar Deck Option
|
||
901.14a As an alternative option, a Planar Magic game may be played with just a single communal
|
||
planar deck. In that case, the number of cards in the planar deck must be at least forty or at least
|
||
ten times the number of players in the game, whichever is smaller. Each card in the planar deck
|
||
must have a different English name.
|
||
901.14b In a Planar Magic game using the single planar deck option, the planar controller is
|
||
considered to be the owner of all the plane cards.
|
||
901.14c If any rule or ability refers to a player’s planar deck, the communal planar deck is used.
|
||
902. Vanguard
|
||
902.1. In the Vanguard variant, a vanguard card allows each player to play the role of a famous
|
||
character. Each player will have one face-up vanguard card whose abilities and other characteristics
|
||
affect the game. The Vanguard variant uses all the normal rules for a Magic game, with the
|
||
following additions.
|
||
902.2. A Vanguard game may be a two-player game or a multiplayer game.
|
||
902.3. In addition to the normal game materials, each player needs a vanguard card. Each vanguard
|
||
card is placed face up next to its owner’s library before the game begins. All vanguard cards remain
|
||
in the command zone throughout the game.
|
||
902.4. Each player’s starting life total is 20, as modified by the life modifier of his or her vanguard
|
||
card.
|
||
Example: The life modifier of a player’s vanguard card is -3. That player starts the game
|
||
with 17 life.
|
||
902.5. Each player draws a hand of seven cards, as modified by the hand modifier of his or her
|
||
vanguard card.
|
||
902.5a If a player takes a mulligan in a Vanguard game, just like in a normal game, that player
|
||
shuffles his or her hand back into his or her library, then draws a new hand of one fewer cards
|
||
than he or she had before. (In a multiplayer game, a player’s first mulligan is for the same
|
||
number of cards as he or she had before.)
|
||
Example: The hand modifier of a player’s vanguard card is +2. That player starts the
|
||
game with a hand of 9 cards. If the player takes a mulligan, he or she draws a new hand
|
||
of 8 cards. The next mulligan is for 7 cards, and so on.
|
||
902.5b A player’s maximum hand size is seven, as modified by the hand modifier of his or her
|
||
vanguard card.
|
||
|
||
Example: The hand modifier of a player’s vanguard card is -1. That player’s maximum
|
||
hand size is six. If that player has more than six cards in his or her hand as the cleanup
|
||
step begins, he or she will discard all but six of them.
|
||
902.6. The owner of a vanguard card is the player who started the game with it in the command zone.
|
||
The controller of a face-up vanguard card is its owner.
|
||
902.7. Any abilities of a face-up vanguard card in the command zone function from that zone. The
|
||
card’s static abilities affect the game, its triggered abilities may trigger, and its activated abilities
|
||
may be activated.
|
||
903. Commander
|
||
903.1. In the Commander variant, each deck is led by a legendary creature designated as that deck’s
|
||
commander. The Commander variant was created and popularized by fans; an independent rules
|
||
committee maintains additional resources at http://mtgcommander.net. The Commander variant
|
||
uses all the normal rules for a Magic game, with the following additions.
|
||
903.2. A Commander game may be a two-player game or a multiplayer game. The default multiplayer
|
||
setup is the Free-for-All variant with the attack multiple players option and without the limited
|
||
range of influence option. See rule 806, “Free-for-All Variant.”
|
||
903.3. Each deck has a legendary creature card designated as its commander. This designation is not a
|
||
characteristic of the object represented by the card; rather, it is an attribute of the card itself. The
|
||
card retains this designation even when it changes zones.
|
||
Example: A commander that’s been turned face down (due to Ixidron’s effect, for example)
|
||
is still a commander. A commander that’s copying another card (due to Cytoshape’s effect,
|
||
for example) is still a commander. A permanent that’s copying a commander (such as a
|
||
Body Double, for example, copying a commander in a player’s graveyard) is not a
|
||
commander.
|
||
903.4. The color identity of a deck’s commander is the color or colors of any mana symbols in that
|
||
card’s mana cost or rules text, plus any colors defined by its characteristic-defining abilities (see
|
||
rule 604.3).
|
||
Example: Bosh, Iron Golem is a legendary artifact creature with mana cost {8} and the
|
||
ability “{3}{R}, Sacrifice an artifact: Bosh, Iron Golem deals damage equal to the
|
||
sacrificed artifact's converted mana cost to target creature or player.” Bosh’s color identity
|
||
is red.
|
||
903.4a Color identity is established before the game begins.
|
||
903.4b Reminder text is ignored when determining a commander’s color identity. See rule 206.2.
|
||
903.5. Each Commander deck is subject to the following deck construction rules.
|
||
903.5a Each deck must contain exactly 100 cards, including its commander.
|
||
903.5b Other than basic lands, each card in a Commander deck must have a different English name.
|
||
903.5c A card can’t be included in a Commander deck if it is any color, as defined by its mana cost
|
||
or characteristic-defining abilities, that isn’t part of the commander’s color identity or if it has
|
||
any colored mana symbols in its mana cost or rules text that aren’t of a color in the
|
||
commander’s color identity.
|
||
Example: Wort, the Raidmother is a legendary creature with mana cost {4}{R/G}{R/G}.
|
||
Wort’s color identity is red and green. Each card in a Wort Commander deck must be
|
||
only red, only green, both red and green, or have no color. Each mana symbol in the
|
||
|
||
mana cost or rules text of a card in this deck must be only red, only green, both red and
|
||
green, or have no color.
|
||
903.5d A card with a basic land type may be included in a Commander deck only if each color of
|
||
mana it could produce is included in the commander’s color identity.
|
||
Example: Wort, the Raidmother’s color identity is red and green. A Wort Commander
|
||
deck may include land cards with the basic land types Mountain and/or Forest. It can’t
|
||
include any land cards with the basic land types Plains, Island, or Swamp.
|
||
903.6. At the start of the game, each player puts his or her commander from his or her deck face up into
|
||
the command zone. Then each player shuffles the remaining 99 cards of his or her deck so that the
|
||
cards are in a random order. Those cards become the player’s library.
|
||
903.7. Once the starting player has been determined, each player sets his or her life total to 40 and
|
||
draws a hand of seven cards.
|
||
903.8. The Commander variant uses an alternate mulligan rule. Each time a player takes a mulligan,
|
||
rather than shuffling his or her entire hand of cards into his or her library, that player exiles any
|
||
number of cards from his or her hand. Then the player draws a number of cards equal to one less
|
||
than the number of cards he or she exiled this way. Once a player keeps an opening hand, that
|
||
player shuffles all cards he or she exiled this way into his or her library.
|
||
903.9. If mana would be added to a player’s mana pool of a color that isn’t in the color identity of that
|
||
player’s commander, that amount of colorless mana is added to that player’s mana pool instead.
|
||
903.10. A player may cast a commander he or she owns from the command zone. Doing so costs that
|
||
player an additional {2} for each previous time he or she cast that commander from the command
|
||
zone that game.
|
||
903.11. If a commander would be put into its owner’s graveyard from anywhere, that player may put it
|
||
into the command zone instead.
|
||
903.12. If a commander would be put into the exile zone from anywhere, its owner may put it into the
|
||
command zone instead.
|
||
903.13. If a card is put into the exile zone face down from anywhere, and a player is allowed to look at
|
||
that card in exile, the player must immediately do so. If it’s a commander owned by another player,
|
||
the player that looked at it turns it face up and puts it into the command zone.
|
||
903.14. The Commander variant includes the following specification for winning and losing the game.
|
||
All other rules for ending the game also apply. (See rule 104.)
|
||
903.14a A player that’s been dealt 21 or more combat damage by the same commander over the
|
||
course of the game loses the game. (This is a state-based action. See rule 704.)
|
||
904. Archenemy
|
||
904.1. In the Archenemy variant, a team of players faces off against a single opponent bolstered with
|
||
powerful scheme cards. The Archenemy variant uses all the normal rules for a Magic game, with
|
||
the following additions.
|
||
904.2. The default setup for an Archenemy game is the Team vs. Team multiplayer variant (see rule
|
||
808) involving exactly two teams. The attack multiple players option (see rule 802) and the shared
|
||
team turns option (see rule 805) are used; no other multiplayer options are used.
|
||
|
||
904.2a One of the teams consists of exactly one player, who is designated the archenemy.
|
||
904.2b The other team consists of any number of players.
|
||
904.3. In addition to the normal game materials, the archenemy needs a scheme deck of at least twenty
|
||
scheme cards. A scheme deck may contain no more than two of any card with a particular English
|
||
name. (See rule 311, “Schemes.”)
|
||
904.4. At the start of the game, the archenemy shuffles his or her scheme deck so that the cards are in a
|
||
random order. The scheme deck is placed face down next to the archenemy’s library. All scheme
|
||
cards remain in the command zone throughout the game, both while they’re part of a scheme deck
|
||
and while they’re face up.
|
||
904.5. The archenemy’s starting life total is 40. Each other player’s starting life total is 20.
|
||
904.6. Rather than a randomly determined player, the archenemy takes the first turn of the game.
|
||
904.7. The owner of a scheme card is the player who started the game with it in the command zone. The
|
||
controller of a face-up scheme card is its owner.
|
||
904.8. Any abilities of a face-up scheme card in the command zone function from that zone. The card’s
|
||
static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be
|
||
activated.
|
||
904.9. Immediately after the archenemy’s precombat main phase begins during each of his or her turns,
|
||
that player moves the top card of his or her scheme deck off that scheme deck and turns it face up.
|
||
This is called “setting that scheme in motion.” (See rule 701.21.) This turn-based action doesn’t use
|
||
the stack. Abilities of that scheme card that trigger “When you set this scheme in motion” trigger.
|
||
904.10. If a non-ongoing scheme card is face up in the command zone, and it isn’t the source of a
|
||
triggered ability that has triggered but not yet left the stack, that scheme card is turned face down
|
||
and put on the bottom of its owner’s scheme deck the next time a player would receive priority.
|
||
(This is a state-based action. See rule 704.)
|
||
904.11. Once an ongoing scheme card is set in motion, it remains face up in the command zone until an
|
||
ability causes it to be abandoned (see rule 701.22).
|
||
904.12. Supervillain Rumble Option
|
||
904.12a As an alternative option, players may play a Free-for-All game in which each player has his
|
||
or her own scheme deck. The attack multiple players option (see rule 802) is used; no other
|
||
multiplayer options are used.
|
||
904.12b Each player in this game is an archenemy.
|
||
904.12c As in a normal Free-for-All game, the starting player is randomly determined. All other
|
||
rules that apply to the archenemy in an Archenemy game apply to each player in a Supervillain
|
||
Rumble game.
|
||
|
||
Glossary
|
||
Abandon
|
||
To turn a face-up ongoing scheme card face down and put it on the bottom of its owner’s scheme deck. See
|
||
rule 701.22, “Abandon.”
|
||
Ability
|
||
1. Text on an object that explains what that object does or can do.
|
||
2. An activated or triggered ability on the stack. This kind of ability is an object.
|
||
See rule 112, “Abilities,” and section 6, “Spells, Abilities, and Effects.”
|
||
Ability Word
|
||
An italicized word with no rules meaning that ties together abilities on different cards that have similar
|
||
functionality. See rule 206.2c.
|
||
Absorb
|
||
A keyword ability that prevents damage. See rule 702.62, “Absorb.”
|
||
Activate
|
||
To put an activated ability onto the stack and pay its costs, so that it will eventually resolve and have its
|
||
effect. See rule 602, “Activating Activated Abilities.”
|
||
Activated Ability
|
||
A kind of ability. Activated abilities are written as “[Cost]: [Effect.] [Activation instructions (if any).]” See
|
||
rule 112, “Abilities,” and rule 602, “Activating Activated Abilities.”
|
||
Activation Cost
|
||
Everything that appears before the colon in an activated ability’s text. It must be paid to activate the ability.
|
||
See rule 117, “Costs,” and rule 602, “Activating Activated Abilities.”
|
||
Active Player
|
||
The player whose turn it is. See rule 102.1.
|
||
Active Player, Nonactive Player Order
|
||
A system that determines the order by which players make choices if multiple players are instructed to
|
||
make choices at the same time. See rule 101.4. This rule is modified for games using the shared team turns
|
||
option; see rule 805.6.
|
||
Active Team
|
||
The team whose turn it is in a game using the shared team turns option. See rule 805.4a.
|
||
Additional Cost
|
||
A cost a spell may have that its controller may pay (or, in some cases, must pay) in addition to its mana
|
||
cost to cast that spell. See rule 117, “Costs,” and rule 601, “Casting Spells.”
|
||
Affinity
|
||
A keyword ability that reduces how much mana you need to spend to cast a spell. See rule 702.39,
|
||
“Affinity.”
|
||
Alternating Teams Variant
|
||
A multiplayer variant played among two or more teams of equal size. See rule 811, “Alternating Teams
|
||
Variant.”
|
||
Alternative Cost
|
||
A cost a spell may have that its controller can pay rather than paying its mana cost. See rule 117, “Costs,”
|
||
and rule 601, “Casting Spells.”
|
||
|
||
Amplify
|
||
A keyword ability than can have a creature enter the battlefield with +1/+1 counters on it. See rule 702.36,
|
||
“Amplify.”
|
||
Annihilator
|
||
A keyword ability that can make a creature particularly brutal when it attacks. See rule 702.84,
|
||
“Annihilator.”
|
||
Ante
|
||
1. A zone used only when playing “for keeps.”
|
||
2. To put a card into the ante zone.
|
||
See rule 407, “Ante.”
|
||
APNAP Order
|
||
See Active Player, Nonactive Player Order.
|
||
Archenemy
|
||
1. A casual variant in which a team of players faces off against a single opponent bolstered with powerful
|
||
scheme cards. See rule 904, “Archenemy.”
|
||
2. A player in an Archenemy game who is playing with a scheme deck.
|
||
Artifact
|
||
A card type. An artifact is a permanent. See rule 301, “Artifacts.”
|
||
Artifact Creature
|
||
A combination of artifact and creature that’s subject to the rules for both. See rule 301, “Artifacts,” and rule
|
||
302, “Creatures.”
|
||
Artifact Land
|
||
A combination of artifact and land that’s subject to the rules for both. Artifact lands can only be played as
|
||
lands, not cast as spells. See rule 301, “Artifacts,” and rule 305, “Lands.”
|
||
Artifact Type
|
||
A subtype that’s correlated to the artifact card type. See rule 301, “Artifacts.” See rule 204.3f for the list of
|
||
artifact types.
|
||
As Though
|
||
Text used to indicate that the game, for some specific purpose, treats a condition as true even though it’s
|
||
not. See rule 609.4.
|
||
Assign Combat Damage
|
||
To determine how an attacking or blocking creature will deal its combat damage. See rule 510, “Combat
|
||
Damage Step.”
|
||
At End of Turn (Obsolete)
|
||
A trigger condition printed on abilities that triggered at the beginning of the end step (which is not the last
|
||
thing to happen in the turn). Cards that were printed with that text have received errata in the Oracle card
|
||
reference to say “at the beginning of the end step” or “at the beginning of the next end step.” See rule 513,
|
||
“End Step.”
|
||
Attach
|
||
To move an Aura, Equipment, or Fortification onto another object. See rule 701.3, “Attach.”
|
||
|
||
Attack
|
||
To send a creature into combat offensively. A creature can attack a player or a planeswalker. See rule 508,
|
||
“Declare Attackers Step.”
|
||
Attack Alone
|
||
A creature “attacks alone” if it’s the only creature declared as an attacker during the declare attackers step.
|
||
A creature “is attacking alone” if it’s attacking but no other creatures are. See rule 506.5.
|
||
Attack Left Option
|
||
An option that may be used in certain multiplayer variants. See rule 803, “Attack Left and Attack Right
|
||
Options.”
|
||
Attack Multiple Players Option
|
||
An option that may be used in certain multiplayer variants. See rule 802, “Attack Multiple Players Option.”
|
||
Attack Right Option
|
||
An option that may be used in certain multiplayer variants. See rule 803, “Attack Left and Attack Right
|
||
Options.”
|
||
Attacking Creature
|
||
A creature that has either been declared as part of a legal attack during the combat phase (once all costs to
|
||
attack, if any, have been paid), or a creature that has been put onto the battlefield attacking. It remains an
|
||
attacking creature until it’s removed from combat or the combat phase ends, whichever comes first. See
|
||
rule 508, “Declare Attackers Step.”
|
||
Attacks and Isn’t Blocked
|
||
An ability that triggers when a creature “attacks and isn’t blocked” triggers when the creature becomes an
|
||
unblocked attacking creature. See rule 509.1h.
|
||
Aura
|
||
An enchantment subtype. Aura spells target objects or players, and Aura permanents are attached to objects
|
||
or players. See rule 303, “Enchantments,” and rule 702.5, “Enchant.”
|
||
Aura Swap
|
||
A keyword ability that lets you exchange an Aura on the battlefield with one in your hand. See rule 702.63,
|
||
“Aura Swap.”
|
||
Banding, “Bands with Other”
|
||
Banding is a keyword ability that modifies the rules for declaring attackers and assigning combat damage.
|
||
“Bands with other” is a specialized version of the ability. See rule 702.20, “Banding.”
|
||
Basic
|
||
A supertype that’s normally relevant on lands. Any land with this supertype is a basic land. See rule 204.4,
|
||
“Supertypes.”
|
||
Basic Landcycling
|
||
See Typecycling.
|
||
Basic Land Type
|
||
There are five “basic land types”: Plains, Island, Swamp, Mountain, and Forest. Each one has a mana
|
||
ability associated with it. See rule 305, “Lands.”
|
||
Battle Cry
|
||
A keyword ability that makes other attacking creatures better in combat. See rule 702.89, “Battle Cry.”
|
||
|
||
Battlefield
|
||
A zone. The battlefield is the zone in which permanents exist. It used to be known as the “in-play” zone.
|
||
See rule 403, “Battlefield.”
|
||
Becomes
|
||
A word used in some trigger events to indicate a change in status or characteristics. See rule 603.2d.
|
||
Beginning of Combat Step
|
||
Part of the turn. This step is the first step of the combat phase. See rule 507, “Beginning of Combat Step.”
|
||
Beginning Phase
|
||
Part of the turn. This phase is the first phase of the turn. See rule 501, “Beginning Phase.”
|
||
Block
|
||
To send a creature into combat defensively. A creature can block an attacking creature. See rule 509,
|
||
“Declare Blockers Step.”
|
||
Block Alone
|
||
A creature “blocks alone” if it’s the only creature declared as a blocker during the declare blockers step. A
|
||
creature “is blocking alone” if it’s blocking but no other creatures are. See rule 506.5.
|
||
Blocked Creature
|
||
An attacking creature that another creature blocks or that an effect causes to become blocked. It remains a
|
||
blocked creature until it’s removed from combat, an effect says that it becomes unblocked, or the combat
|
||
phase ends, whichever comes first. See rule 509, “Declare Blockers Step.”
|
||
Blocking Creature
|
||
A creature that has either been declared as part of a legal block during the combat phase (once all costs to
|
||
block, if any, have been paid), or a creature that has been put onto the battlefield blocking. It remains a
|
||
blocking creature until it’s removed from combat or the combat phase ends, whichever comes first. See rule
|
||
509, “Declare Blockers Step.”
|
||
Bloodthirst
|
||
A keyword ability that can have a creature enter the battlefield with +1/+1 counters on it. See rule 702.52,
|
||
“Bloodthirst.”
|
||
Bury (Obsolete)
|
||
A term that meant “put [a permanent] into its owner’s graveyard.” In general, cards that were printed with
|
||
the term “bury” have received errata in the Oracle card reference to read, “Destroy [a permanent]. It can’t
|
||
be regenerated,” or “Sacrifice [a permanent].”
|
||
Bushido
|
||
A keyword ability that can make a creature better in combat. See rule 702.43, “Bushido.”
|
||
Buyback
|
||
A keyword ability of instants and sorceries that can let the spell return to its owner’s hand as it resolves.
|
||
See rule 702.25, “Buyback.”
|
||
Card
|
||
The standard component of the game: a Magic card with a Magic card front and a Magic card back. Cards
|
||
may be traditional or nontraditional. Tokens aren’t considered cards. In the text of spells or abilities, the
|
||
term “card” is used only to refer to a card that’s not on the battlefield or on the stack, such as a creature
|
||
card in a player’s hand. See rule 108, “Cards.”
|
||
|
||
Card Type
|
||
A characteristic. Except for abilities on the stack, each object has a card type, even if that object isn’t a
|
||
card. Each card type has its own rules. See rule 204, “Type Line,” and section 3, “Card Types.”
|
||
Cascade
|
||
A keyword ability that may let a player cast a random extra spell for no cost. See rule 702.83, “Cascade.”
|
||
Cast
|
||
To take a spell from where it is (usually the hand), put it on the stack, and pay its costs, so that it will
|
||
eventually resolve and have its effect. See rule 601, “Casting Spells.”
|
||
Caster (Obsolete)
|
||
An obsolete term that referred to the player who cast a spell. In general, cards that were printed with the
|
||
term “caster” have received errata in the Oracle card reference to say “controller.”
|
||
Casting Cost (Obsolete)
|
||
An obsolete term for mana cost. Cards printed with this text have received errata in the Oracle card
|
||
reference.
|
||
Champion, Championed
|
||
“Champion” is a keyword ability that lets one creature temporarily replace another. A permanent is
|
||
“championed” by another permanent if the latter exiles the former as the direct result of a champion ability.
|
||
See rule 702.70, “Champion.”
|
||
Change a Target
|
||
To choose a new, legal target for a spell or ability. See rule 114.6.
|
||
Changeling
|
||
A characteristic-defining ability that grants the object it’s on every creature type. See rule 702.71,
|
||
“Changeling.”
|
||
Chaos Ability
|
||
An ability of a plane card that triggers “Whenever you roll {C}” on the planar die in the Planar Magic
|
||
casual variant. See rule 309.7.
|
||
Chaos Symbol
|
||
The chaos symbol {C} appears on the planar die and in some triggered abilities of plane cards in the Planar
|
||
Magic casual variant. See rule 107.12.
|
||
Characteristics
|
||
Information that defines an object. See rule 109.3.
|
||
Characteristic-Defining Ability
|
||
A kind of static ability that conveys information about an object’s characteristics that would normally be
|
||
found elsewhere on that object (such as in its mana cost, type line, or power/toughness box). See rule 604.3.
|
||
Clash
|
||
To have a mini-contest involving the top cards of players’ libraries. See rule 701.19, “Clash.”
|
||
Cleanup Step
|
||
Part of the turn. This step is the second and final step of the ending phase. See rule 514, “Cleanup Step.”
|
||
Collector Number
|
||
A number printed on most cards that has no effect on game play. See rule 211, “Information Below the
|
||
Text Box.”
|
||
|
||
Color
|
||
1. A characteristic of an object. See rule 105, “Colors,” and rule 202, “Mana Cost and Color.”
|
||
2. An attribute mana may have. See rule 106, “Mana.”
|
||
Colorless
|
||
1. An object with no color is colorless. Colorless is not a color. See rule 105, “Colors,” and rule 202,
|
||
“Mana Cost and Color.”
|
||
2. A type of mana. See rule 106, “Mana,” and rule 107.4c.
|
||
Color Identity
|
||
A set of colors that determines what cards may be included in a deck for the Commander casual variant.
|
||
See rule 903.4.
|
||
Combat Damage
|
||
Damage dealt during the combat damage step by attacking creatures and blocking creatures as a
|
||
consequence of combat. See rule 510, “Combat Damage Step.”
|
||
Combat Damage Step
|
||
Part of the turn. This step is the fourth step of the combat phase. See rule 510, “Combat Damage Step.”
|
||
Combat Phase
|
||
Part of the turn. This phase is the third phase of the turn. See rule 506, “Combat Phase.”
|
||
Command
|
||
A zone for certain specialized objects that have an overarching effect on the game, yet are not permanents
|
||
and cannot be destroyed. See rule 408, “Command.”
|
||
Commander
|
||
1. A casual variant in which each deck is led by a legendary creature. See rule 903, “Commander.”
|
||
2. A designation given to one legendary creature card in each player’s deck in the Commander casual
|
||
variant.
|
||
Concede
|
||
To quit the game. Conceding a game immediately causes that player to leave that game and lose that game.
|
||
See rule 104, “Ending the Game.”
|
||
Conspire
|
||
A keyword ability that creates a copy of a spell. See rule 702.76, “Conspire.”
|
||
Constructed
|
||
A way of playing in which each player creates his or her own deck ahead of time. See rule 100.2a.
|
||
Continuous Effect
|
||
An effect that modifies characteristics of objects, modifies control of objects, or affects players or the rules
|
||
of the game, for a fixed or indefinite period. See rule 611, “Continuous Effects.”
|
||
Continuous Artifact (Obsolete)
|
||
An obsolete term that appeared on the type line of artifacts without activated abilities. Cards printed with
|
||
this text have received errata in the Oracle card reference to simply say “Artifact.”
|
||
Control, Controller
|
||
“Control” is the system that determines who gets to use an object in the game. An object’s “controller” is
|
||
the player who currently controls it. See rule 108.4.
|
||
|
||
Control Another Player
|
||
To make all choices and decisions that player is allowed to make, or is told to make, by rules or by any
|
||
objects. See rule 711, “Controlling Another Player.”
|
||
Converted Mana Cost
|
||
The total amount of mana in a mana cost, regardless of color. See rule 202.3.
|
||
Convoke
|
||
A keyword ability that reduces how much mana you need to spend to cast a spell. See rule 702.49,
|
||
“Convoke.”
|
||
Copiable Values
|
||
Values of an object’s characteristics that are checked by copy effects. See rules 706.2 and 706.3.
|
||
Copy
|
||
1. To create a new object whose copiable values have been set to those of another object.
|
||
2. An object whose copiable values have been set to those of another object.
|
||
See rule 706, “Copying Objects.”
|
||
Cost
|
||
An action or payment necessary to take another action or to stop another action from taking place. See rule
|
||
117, “Costs.”
|
||
Counter
|
||
1. To cancel a spell or ability so it doesn’t resolve and none of its effects occur. See rule 701.5, “Counter.”
|
||
2. A marker placed on an object or player that modifies its characteristics or interacts with a rule or ability.
|
||
See rule 121, “Counters.”
|
||
Counts As (Obsolete)
|
||
Some older cards were printed with text stating that the card “counts as” something. Cards printed with this
|
||
text have received errata in the Oracle card reference to state that the card actually is that thing.
|
||
Creature
|
||
A card type. A creature is a permanent. See rule 302, “Creatures.”
|
||
Creature Type
|
||
A subtype that’s correlated to the creature card type and the tribal card type. See rule 302, “Creatures,” and
|
||
rule 308, “Tribals.” See rule 204.3k for the list of creature types.
|
||
Cumulative Upkeep
|
||
A keyword ability that imposes an increasing cost to keep a permanent on the battlefield. See rule 702.22,
|
||
“Cumulative Upkeep.”
|
||
Cycling
|
||
A keyword ability that lets a card be discarded and replaced with a new card. See rule 702.27, “Cycling.”
|
||
Damage
|
||
Objects can deal “damage” to creatures, planeswalkers, and players. This is generally detrimental to the
|
||
object or player that receives that damage. See rule 119, “Damage.”
|
||
Damage Assignment Order
|
||
The order, announced during the declare blockers step, that an attacking creature will assign its combat
|
||
damage among the multiple creatures blocking it, or that a blocking creature will assign its combat damage
|
||
among the multiple creatures it’s blocking. See rules 509.2 and 509.3.
|
||
|
||
Deal
|
||
See Damage.
|
||
Deathtouch
|
||
A keyword ability that causes damage dealt by an object to be especially effective. See rule 702.2,
|
||
“Deathtouch.”
|
||
Deck
|
||
The collection of cards a player starts the game with; it becomes that player’s library. See rule 100,
|
||
“General,” and rule 103, “Starting the Game.”
|
||
Declare Attackers
|
||
To choose a set of creatures that will attack, declare whether each creature is attacking the defending player
|
||
or a planeswalker that player controls, and pay any costs required to allow those creatures to attack. See
|
||
rule 508.1.
|
||
Declare Attackers Step
|
||
Part of the turn. This step is the second step of the combat phase. See rule 508, “Declare Attackers Step.”
|
||
Declare Blockers
|
||
To choose a set of creatures that will block, declare which attacking creature each creature is blocking, and
|
||
pay any costs required to allow those creatures to block. See rule 509.1.
|
||
Declare Blockers Step
|
||
Part of the turn. This step is the third step of the combat phase. See rule 509, “Declare Blockers Step.”
|
||
Defender
|
||
A keyword ability that prohibits a creature from attacking. See rule 702.3, “Defender.”
|
||
Defending Player
|
||
The player who can be attacked, and whose planeswalkers can be attacked, during the combat phase. See
|
||
rule 506.2. In certain multiplayer games, there may be more than one defending player; see rule 802,
|
||
“Attack Multiple Players Option,” and rule 810.7.
|
||
Defending Team
|
||
The team who can be attacked, and whose planeswalkers can be attacked, during the combat phase of a
|
||
Two-Headed Giant game. See rule 810.7.
|
||
Delayed Triggered Ability
|
||
An ability created by effects generated when some spells or abilities resolve, or when some replacement
|
||
effects are applied, that does something later on rather than at that time. See rule 603.7.
|
||
Delve
|
||
A keyword ability that reduces how much mana you need to spend to cast a spell. See rule 702.64, “Delve.”
|
||
Dependency
|
||
A system that may be used to determine in which order continuous effects in the same layer or sublayer are
|
||
applied. See rule 613.7. See also Timestamp Order.
|
||
Deploy Creatures Option
|
||
An option that may be used in certain multiplayer variants to pass control of creatures between teammates.
|
||
See rule 804, “Deploy Creatures Option.”
|
||
Destroy
|
||
To move a permanent from the battlefield to its owner’s graveyard. See rule 701.6, “Destroy.”
|
||
|
||
Devour
|
||
A keyword ability that can have a creature enter the battlefield with +1/+1 counters on it. See rule 702.80,
|
||
“Devour.”
|
||
Dies
|
||
A creature “dies” if it is put into a graveyard from the battlefield. See rule 700.6. (This term will be
|
||
introduced in the Magic 2012 core set. Some older cards will receive updated wordings in the mid-July
|
||
2011 Oracle update. These updates will not affect how those cards function.)
|
||
Discard
|
||
To move a card from its owner’s hand to that player’s graveyard. See rule 701.7, “Discard.”
|
||
Double Strike
|
||
A keyword ability that lets a creature deal its combat damage twice. See rule 702.4, “Double Strike.”
|
||
Draw
|
||
1. To put the top card of a player’s library into his or her hand as a turn-based action or as the result of an
|
||
effect that uses the word “draw.” See rule 120, “Drawing a Card.”
|
||
2. The result of a game in which neither player wins or loses. See rule 104.4.
|
||
Draw Step
|
||
Part of the turn. This step is the third and final step of the beginning phase. See rule 504, “Draw Step.”
|
||
Dredge
|
||
A keyword ability that lets a player return a card from his or her graveyard to his or her hand. See rule
|
||
702.50, “Dredge.”
|
||
During (Obsolete)
|
||
Some older cards used the phrase “during [phase], [action].” These abilities were called “phase abilities.”
|
||
In general, cards that were printed with phase abilities have received errata in the Oracle card reference so
|
||
they have abilities that trigger at the beginning of a step or phase. “During” still appears in current card
|
||
text, but only in its normal English sense and not as game terminology.
|
||
Echo
|
||
A keyword ability that imposes a cost to keep a permanent on the battlefield. See rule 702.28, “Echo.”
|
||
EDH (Obsolete)
|
||
An older name for the Commander casual variant. See rule 903, “Commander.”
|
||
Effect
|
||
Something that happens in the game as a result of a spell or ability. See rule 609, “Effects.”
|
||
Emblem
|
||
An emblem is a marker used to represent an object that has one or more abilities, but no other
|
||
characteristics. See rule 113, “Emblems.”
|
||
Emperor
|
||
The middle player on each team in an Emperor game. See rule 809, “Emperor Variant.”
|
||
Emperor Variant
|
||
A multiplayer variant played among three-player teams. See rule 809, “Emperor Variant.”
|
||
Enchant
|
||
A keyword ability that restricts what an Aura spell can target and what an Aura permanent can be attached
|
||
to. See rule 303, “Enchantments,” and rule 702.5, “Enchant.”
|
||
|
||
Enchantment
|
||
A card type. An enchantment is a permanent. See rule 303, “Enchantments.” See also Aura.
|
||
Enchantment Type
|
||
A subtype that’s correlated to the enchantment card type. See rule 303, “Enchantments.” See rule 204.3g
|
||
for the list of enchantment types.
|
||
End of Combat Step
|
||
Part of the turn. This step is the fifth and final step of the combat phase. See rule 511, “End of Combat
|
||
Step.”
|
||
End Step
|
||
Part of the turn. This step is the first step of the ending phase. See rule 513, “End Step.”
|
||
End the Turn
|
||
To “end the turn” as the result of an effect is to perform an expedited process that skips nearly everything
|
||
else that would happen that turn. See rule 712, “Ending the Turn.”
|
||
Ending Phase
|
||
Part of the turn. This phase is the fifth and final phase of the turn. See rule 512, “Ending Phase.”
|
||
Enters the Battlefield
|
||
A nontoken permanent “enters the battlefield” when it’s moved onto the battlefield from another zone. A
|
||
token “enters the battlefield” when it’s created. See rules 403.3, 603.6a, 603.6e, and 614.12.
|
||
Entwine
|
||
A keyword ability that lets a player choose all modes for a spell rather than just one. See rule 702.40,
|
||
“Entwine.”
|
||
Epic
|
||
A keyword ability that lets a player copy a spell at the beginning of each of his or her upkeeps at the
|
||
expense of casting any other spells for the rest of the game. See rule 702.48, “Epic.”
|
||
Equip
|
||
A keyword ability that lets a player attach an Equipment to a creature he or she controls. See rule 301,
|
||
“Artifacts,” and rule 702.6, “Equip.”
|
||
Equipment
|
||
An artifact subtype. Equipment can be attached to creatures. See rule 301, “Artifacts,” and rule 702.6,
|
||
“Equip.”
|
||
Evasion Ability
|
||
An ability that restricts what creatures can block an attacking creature. See rules 509.1b–c.
|
||
Event
|
||
Anything that happens in a game. See rule 700.1.
|
||
Evoke
|
||
A keyword ability that causes a permanent to be sacrificed when it enters the battlefield. See rule 702.72,
|
||
“Evoke.”
|
||
Exalted
|
||
A keyword ability that can make a creature better in combat. See rule 702.81, “Exalted.”
|
||
Exchange
|
||
To swap two things, such as objects, sets of objects, or life totals. See rule 701.8, “Exchange.”
|
||
|
||
Exile
|
||
1. A zone. Exile is essentially a holding area for cards. It used to be known as the “removed-from-the-
|
||
game” zone.
|
||
2. To put an object into the exile zone from whatever zone it’s currently in. An “exiled” card is one that’s
|
||
been put into the exile zone.
|
||
See rule 406, “Exile.”
|
||
Expansion Symbol
|
||
A characteristic, and part of a card. A card’s expansion symbol is a small icon normally printed below the
|
||
right edge of the illustration. See rule 205, “Expansion Symbol.”
|
||
Extra Turn
|
||
A turn created by an effect of a spell or ability. See rule 500.7. For rules about extra turns in a multiplayer
|
||
game using the shared team turns option, see 805.8. For rules about extra turns in a Grand Melee game, see
|
||
rule 807.4.
|
||
Face Down
|
||
1. A card is “face down” if it’s physically positioned so the card back is showing. Cards in some zones are
|
||
normally kept face down. See section 4, “Zones.”
|
||
2. A status a permanent may have. See rule 110.6 and rule 702.35, “Morph.”
|
||
3. Face-down spells have additional rules. See rule 707, “Face-Down Spells and Permanents,” and rule
|
||
702.35, “Morph.”
|
||
Face Up
|
||
1. A card is “face up” if it’s physically positioned so the card front is showing. Cards in some zones are
|
||
normally kept face up. See section 4, “Zones.”
|
||
2. A default status a permanent may have. See rule 110.6 and rule 702.35, “Morph.”
|
||
Fading
|
||
A keyword ability that limits how long a permanent remains on the battlefield. See rule 702.30, “Fading.”
|
||
Fateseal
|
||
To manipulate some of the cards on top of an opponent’s library. See rule 701.18, “Fateseal.”
|
||
Fear
|
||
A keyword ability that restricts how a creature may be blocked. See rule 702.34, “Fear.”
|
||
First Strike
|
||
A keyword ability that lets a creature deal its combat damage before other creatures. See rule 702.7, “First
|
||
Strike.”
|
||
Flanking
|
||
A keyword ability that can make a creature better in combat. See rule 702.23, “Flanking.”
|
||
Flash
|
||
A keyword ability that lets a player play a card any time he or she could cast an instant. See rule 702.8,
|
||
“Flash.”
|
||
Flashback
|
||
A keyword ability that lets a player cast a card from his or her graveyard. See rule 702.32, “Flashback.”
|
||
Flavor Text
|
||
Text in italics (but not in parentheses) in the text box of a card that has no effect on play. See rule 206.2.
|
||
|
||
Flip Cards
|
||
Cards with a two-part card frame (one part of which is printed upside down) on a single card. See rule 709,
|
||
“Flip Cards.”
|
||
Flipped
|
||
A status a permanent may have. See rule 110.6 and rule 709, “Flip Cards.” See also Unflipped.
|
||
Flipping a Coin
|
||
A method of randomization with two possible outcomes of equal likelihood. See rule 705, “Flipping a
|
||
Coin.”
|
||
Flying
|
||
A keyword ability that restricts how a creature may be blocked. See rule 702.9, “Flying.”
|
||
Forecast
|
||
A keyword ability that allows an activated ability to be activated from a player’s hand. See rule 702.55,
|
||
“Forecast.”
|
||
Forest
|
||
One of the five basic land types. Any land with this subtype has the ability “{T}: Add {G} to your mana
|
||
pool.” See rule 305.6.
|
||
Forestcycling
|
||
See Typecycling.
|
||
Forestwalk
|
||
See Landwalk.
|
||
Fortification
|
||
An artifact subtype. Fortifications can be attached to lands. See rule 301, “Artifacts,” and rule 702.65,
|
||
“Fortify.”
|
||
Fortify
|
||
A keyword ability that lets a player attach a Fortification to a land he or she controls. See rule 301,
|
||
“Artifacts,” and rule 702.65, “Fortify.”
|
||
Frenzy
|
||
A keyword ability that can make a creature better in combat. See rule 702.66, “Frenzy.”
|
||
Free-for-All
|
||
A multiplayer variant in which a group of players compete as individuals against each other. See rule 806,
|
||
“Free-for-All Variant.”
|
||
General
|
||
Any player in the Emperor multiplayer variant who isn’t an emperor. See rule 809, “Emperor Variant.”
|
||
Generic Mana
|
||
Mana in a cost not represented by colored mana symbols; it can be paid with mana of any type. See rule
|
||
107.4.
|
||
Global Enchantment (Obsolete)
|
||
An obsolete term for a non-Aura enchantment. Cards printed with this text have received errata in the
|
||
Oracle card reference.
|
||
|
||
Graft
|
||
A keyword ability that has a permanent enter the battlefield with +1/+1 counters on it and can move those
|
||
counters to other creatures. See rule 702.56, “Graft.”
|
||
Grand Melee
|
||
A multiplayer variant in which a large group of players (usually ten or more) compete as individuals
|
||
against each other. See rule 807, “Grand Melee Variant.”
|
||
Gravestorm
|
||
A keyword ability that creates copies of a spell. See rule 702.67, “Gravestorm.”
|
||
Graveyard
|
||
1. A zone. A player’s graveyard is his or her discard pile.
|
||
2. All the cards in a player’s graveyard.
|
||
See rule 404, “Graveyard.”
|
||
Hand
|
||
1. A zone. A player’s hand is where that player holds cards he or she has drawn but not played yet.
|
||
2. All the cards in a player’s hand.
|
||
See rule 402, “Hand.”
|
||
Hand Modifier
|
||
A characteristic that only vanguards have. See rule 209, “Hand Modifier.”
|
||
Haste
|
||
A keyword ability that lets a creature ignore the “summoning sickness” rule. See rule 702.10, “Haste,” and
|
||
rule 302.6.
|
||
Haunt
|
||
A keyword ability that exiles cards. A card exiled this way “haunts” a creature targeted by the haunt ability.
|
||
See rule 702.53, “Haunt.”
|
||
Hexproof
|
||
A keyword ability that precludes a permanent or player from being targeted by an opponent. See rule
|
||
702.11, “Hexproof.”
|
||
Hidden Zone
|
||
A zone in which not all players can be expected to see the cards’ faces. See rule 400.2. See also Public
|
||
Zone.
|
||
Hideaway
|
||
A keyword ability that lets a player store a secret card. See rule 702.73, “Hideaway.”
|
||
Horsemanship
|
||
A keyword ability that restricts how a creature may be blocked. See rule 702.29, “Horsemanship.”
|
||
Hybrid Card
|
||
A card with one or more hybrid mana symbols in its mana cost. See rule 202.2d.
|
||
Hybrid Mana Symbols
|
||
A mana symbol that represents a cost that can be paid in one of two ways. See rule 107.4.
|
||
If
|
||
See Intervening “If” Clause.
|
||
|
||
Illegal Action
|
||
An action that violates the rules of the game and/or requirements or restrictions created by effects. See rule
|
||
716, “Handling Illegal Actions.”
|
||
Illegal Target
|
||
A target that no longer exists or no longer meets the specifications stated by the spell or ability that’s
|
||
targeting it. See rule 608.2b.
|
||
Illustration
|
||
A picture printed on the upper half of a card that has no effect on game play. See rule 203, “Illustration.”
|
||
Illustration Credit
|
||
Information printed directly below the text box that has no effect on game play. See rule 211, “Information
|
||
Below the Text Box.”
|
||
Imprint
|
||
“Imprint” used to be a keyword ability. It is now an ability word and has no rules meaning. All cards
|
||
printed with the imprint keyword have received errata in the Oracle card reference.
|
||
In Play (Obsolete)
|
||
An obsolete term for the battlefield. Cards that were printed with text that contain the phrases “in play,”
|
||
“from play,” “into play,” or the like are referring to the battlefield and have received errata in the Oracle
|
||
card reference. See Battlefield.
|
||
In Response To
|
||
An instant spell that’s been cast, or an activated ability that’s been activated, while another spell or ability
|
||
is on the stack has been cast or activated “in response to” the earlier spell or ability. See rule 116.7.
|
||
Independent
|
||
See Dependency.
|
||
Indestructible
|
||
An attribute of a permanent that precludes it from being destroyed. See rule 700.4.
|
||
Infect
|
||
A keyword ability that affects how an object deals damage to creatures and players. See rule 702.88,
|
||
“Infect.”
|
||
Instant
|
||
A card type. An instant is not a permanent. See rule 304, “Instants.”
|
||
Instead
|
||
Effects that use the word “instead” are replacement effects. The word “instead” indicates what an event will
|
||
be replaced with. See rule 614, “Replacement Effects.”
|
||
Interrupt (Obsolete)
|
||
An obsolete card type. All cards printed with this card type are now instants. All abilities that, as printed,
|
||
said a player could “play as an interrupt” can now be activated like any other activated abilities (unless
|
||
they’re mana abilities, in which case they follow those rules instead). All relevant cards have been given
|
||
errata in the Oracle card reference.
|
||
Intervening “If” Clause
|
||
A specially worded condition checked as a triggered ability would trigger and again as it would resolve.
|
||
See rule 603.4
|
||
|
||
Intimidate
|
||
A keyword ability that restricts how a creature may be blocked. See rule 702.12, “Intimidate.”
|
||
Island
|
||
One of the five basic land types. Any land with this subtype has the ability “{T}: Add {U} to your mana
|
||
pool.” See rule 305.6.
|
||
Islandcycling
|
||
See Typecycling.
|
||
Islandhome (Obsolete)
|
||
An obsolete keyword ability that meant “This creature can’t attack unless defending player controls an
|
||
Island” and “When you control no Islands, sacrifice this creature.” Cards printed with this ability have been
|
||
given errata in the Oracle card reference.
|
||
Islandwalk
|
||
See Landwalk.
|
||
Keyword Ability
|
||
A game term, such as “flying” or “haste,” used as shorthand for a longer ability or group of abilities. See
|
||
rule 702, “Keyword Abilities.”
|
||
Keyword Action
|
||
A verb, such as “destroy” or “cast,” used as a game term rather than as its normal English meaning. See
|
||
rule 701, “Keyword Actions.”
|
||
Kicker, Kicked
|
||
Kicker is a keyword ability that represents an optional additional cost. A spell has been kicked if its
|
||
controller declared the intention to pay any or all of its kicker costs. See rule 702.31, “Kicker.”
|
||
Land
|
||
A card type. A land is a permanent. See rule 305, “Lands.”
|
||
Land Type
|
||
A subtype that’s correlated to the land card type. See rule 305, “Lands.” See rule 204.3h for the list of land
|
||
types.
|
||
Landwalk
|
||
A generic term for a group of keyword abilities that restrict whether a creature may be blocked. See rule
|
||
702.13, “Landwalk.”
|
||
Last Known Information
|
||
Information about an object that’s no longer in the zone it’s expected to be in, or information about a player
|
||
that’s no longer in the game. This information captures that object’s last existence in that zone or that
|
||
player’s last existence in the game. See rules 112.7a, 608.2b, 608.2g, and 800.4f.
|
||
Layer
|
||
A system used to determine in which order continuous effects are applied. See rule 613, “Interaction of
|
||
Continuous Effects.” See also Dependency, Timestamp Order.
|
||
Leaves the Battlefield
|
||
A permanent “leaves the battlefield” when it’s moved from the battlefield to another zone, or (if it’s phased
|
||
in) when it leaves the game because its owner leaves the game. See rules 603.6c and 603.6d.
|
||
|
||
Legal Text
|
||
Information printed directly below the text box that has no effect on game play. See rule 211, “Information
|
||
Below the Text Box.”
|
||
Legend (Obsolete)
|
||
An obsolete creature type. Cards printed with this subtype have been given errata in the Oracle card
|
||
reference so they have the legendary supertype instead. See Legendary.
|
||
Legendary
|
||
A supertype that’s normally relevant on permanents. See rule 204.4, “Supertypes.” See also Legend Rule.
|
||
Legend Rule
|
||
A state-based action that causes all legendary permanents with the same name to be put into their owners’
|
||
graveyards. See rule 704.5k.
|
||
Lethal Damage
|
||
An amount of damage greater than or equal to a creature’s toughness. See rules 119.6, 510.1, and 704.5g.
|
||
Level Symbol
|
||
A symbol that represents a keyword ability indicating abilities, power, and toughness a leveler card may
|
||
have. See rule 107.8 and rule 710, “Leveler Cards.”
|
||
Level Up
|
||
A keyword ability that can put level counters on a creature. See rule 702.85, “Level Up.”
|
||
Leveler Cards
|
||
Cards with striated text boxes and three power/toughness boxes. See rule 710, “Leveler Cards.”
|
||
Library
|
||
1. A zone. A player’s library is where that player draws cards from.
|
||
2. All the cards in a player’s library.
|
||
See rule 401, “Library.”
|
||
Life, Life Total
|
||
Each player has an amount of “life,” represented by that player’s “life total.” Life may be gained or lost.
|
||
See rule 118, “Life.”
|
||
Life Modifier
|
||
A characteristic that only vanguards have. See rule 210, “Life Modifier.”
|
||
Lifelink
|
||
A keyword ability that causes a player to gain life. See rule 702.14, “Lifelink.”
|
||
Limited
|
||
A way of playing in which each player gets a quantity of unopened Magic product and creates his or her
|
||
own deck on the spot. See rule 100.2.
|
||
Limited Range of Influence
|
||
An optional rule used in some multiplayer games that limits what a player can affect. See rule 801,
|
||
“Limited Range of Influence Option.”
|
||
Linked Abilities
|
||
Two abilities printed on the same object such that one of them causes actions to be taken or objects to be
|
||
affected and the other one directly refers to those actions or objects. See rule 607, “Linked Abilities.”
|
||
|
||
Living Weapon
|
||
A keyword ability that causes a creature token to be put onto the battlefield along with the Equipment with
|
||
the ability. See rule 702.90, “Living Weapon.”
|
||
Local Enchantment (Obsolete)
|
||
An obsolete term for an Aura. Cards printed with this text have received errata in the Oracle card reference.
|
||
Loop
|
||
A set of actions that could be repeated indefinitely. See rule 715, “Taking Shortcuts.”
|
||
Lose the Game
|
||
There are several ways to lose the game. See rule 104, “Ending the Game,” rule 810.8 (for additional rules
|
||
for Two-Headed Giant games), rule 809.5 (for additional rules for Emperor games), and rule 903.14 (for an
|
||
additional rule for Commander games).
|
||
Loyalty
|
||
1. Part of a card that only planeswalkers have. A planeswalker card’s loyalty is printed in its lower right
|
||
corner. See rule 208, “Loyalty.”
|
||
2. A characteristic that only planeswalkers have. See rule 306.5.
|
||
Loyalty Ability
|
||
An activated ability with a loyalty symbol in its cost. See rule 606, “Loyalty Abilities.”
|
||
Madness
|
||
A keyword ability that lets a player cast a card he or she discards. See rule 702.33, “Madness.”
|
||
Main Game
|
||
The game in which a spell (or ability) that created a subgame was cast (or activated). See rule 714,
|
||
“Subgames.”
|
||
Main Phase
|
||
Part of the turn. The first, or precombat, main phase is the second phase of the turn. The second, or
|
||
postcombat, main phase is the fourth phase of the turn. See rule 505, “Main Phase.”
|
||
Mana
|
||
The primary resource in the game. It is spent to pay costs, usually when casting spells and activating
|
||
abilities. See rule 106, “Mana,” rule 107.4, and rule 202, “Mana Cost and Color.”
|
||
Mana Ability
|
||
An activated or triggered ability that could create mana and doesn’t use the stack. See rule 605, “Mana
|
||
Abilities.”
|
||
Mana Burn (Obsolete)
|
||
Older versions of the rules stated that unspent mana caused a player to lose life; this was called “mana
|
||
burn.” That rule no longer exists.
|
||
Mana Cost
|
||
A characteristic, and part of a card. A card’s mana cost is indicated by the mana symbols printed in its
|
||
upper right corner. See rule 107.4 and rule 202, “Mana Cost and Color.”
|
||
Mana Pool
|
||
Where mana created by an effect is temporarily stored. See rule 106.4.
|
||
|
||
Mana Source (Obsolete)
|
||
An obsolete card type. All cards printed with this card type are now instants. All abilities that, as printed,
|
||
said a player could “play as a mana source” are now mana abilities. All relevant cards have been given
|
||
errata in the Oracle card reference.
|
||
Mana Symbol
|
||
An icon that represents mana or a mana cost. See rule 107.4.
|
||
Match
|
||
A multiplayer game or a two-player series of games (usually best-two-of-three) played in a tournament. See
|
||
rule 100.6.
|
||
Maximum Hand Size
|
||
The number of cards in hand a player must discard down to during his or her cleanup step. See rule 402.2
|
||
and 514.1.
|
||
Modal, Mode
|
||
A spell or ability is “modal” if it has two or more options preceded by “Choose one —,” “Choose two —,”
|
||
“Choose one or both —,” or “[a specified player] chooses one —.” Each option is a “mode.” See rule
|
||
700.2.
|
||
Modular
|
||
A keyword ability that has a permanent enter the battlefield with +1/+1 counters on it and can move those
|
||
counters to other artifact creatures. See rule 702.41, “Modular.”
|
||
Mono Artifact (Obsolete)
|
||
An obsolete term that appeared on the type line of artifacts with activated abilities that caused the artifact to
|
||
become tapped as a cost. Cards printed with this text have received errata in the Oracle card reference to
|
||
simply say “Artifact,” and those abilities now include the tap symbol in their costs.
|
||
Monocolored
|
||
An object with exactly one color is monocolored. Colorless objects aren’t monocolored. See rule 105,
|
||
“Colors,” and rule 202, “Mana Cost and Color.”
|
||
Monocolored Hybrid Mana Symbols
|
||
See Hybrid Mana Symbols.
|
||
Morph
|
||
A keyword ability that lets a card be cast face down as a 2/2 creature. See rule 702.35, “Morph,” and rule
|
||
707, “Face-Down Spells and Permanents.”
|
||
Mountain
|
||
One of the five basic land types. Any land with this subtype has the ability “{T}: Add {R} to your mana
|
||
pool.” See rule 305.6.
|
||
Mountaincycling
|
||
See Typecycling.
|
||
Mountainwalk
|
||
See Landwalk.
|
||
Move
|
||
To remove a counter from one object and put it on a different object. See rule 121.5.
|
||
Some older cards used “move” with respect to Auras; those cards have received errata in the Oracle card
|
||
reference and now use the word “attach.”
|
||
|
||
Mulligan
|
||
To take a “mulligan” is to reject a prospective opening hand and draw a new one (usually with one fewer
|
||
card). See rule 103.4.
|
||
Multicolored
|
||
An object with two or more colors is multicolored. Multicolored is not a color. See rule 105, “Colors,” and
|
||
rule 202, “Mana Cost and Color.”
|
||
Multikicker
|
||
Multikicker is a variant of the kicker keyword ability. It represents an optional additional cost that may be
|
||
paid any number of times. See rule 702.31, “Kicker.” See also Kicker.
|
||
Multiplayer Game
|
||
A game that begins with more than two players. See section 8, “Multiplayer Rules.”
|
||
Name
|
||
A characteristic, and part of a card. A card’s name is printed in its upper left corner. See rule 201, “Name.”
|
||
Ninjutsu
|
||
A keyword ability that lets a creature suddenly enter combat. See rule 702.47, “Ninjutsu.”
|
||
Nonbasic Land
|
||
Any land that doesn’t have the supertype “basic.” See rule 204.4, “Supertypes.”
|
||
Nontraditional Magic Card
|
||
An oversized Magic card that has a Magic back but not a “Deckmaster” back. See rule 108.2.
|
||
Object
|
||
An ability on the stack, a card, a copy of a card, a token, a spell, or a permanent. See rule 109, “Objects.”
|
||
Offering
|
||
A keyword ability that modifies when you can cast a spell and how much mana you need to spend to do it.
|
||
See rule 702.46, “Offering.”
|
||
One-Shot Effect
|
||
An effect that does something just once and doesn’t have a duration. See rule 610, “One-Shot Effects.” See
|
||
also Continuous Effects.
|
||
Ongoing
|
||
A supertype that appears only on scheme cards. See rule 204.4, “Supertypes.”
|
||
Opening Hand
|
||
The hand of cards a player starts the game with, once the player has decided not to take any further
|
||
mulligans. See rule 103.4.
|
||
Opponent
|
||
Someone a player is playing against. See rules 102.2 and 102.3.
|
||
Option
|
||
An additional rule or set of rules that can be used in a multiplayer game. See rule 800.2.
|
||
Oracle
|
||
The reference that contains the up-to-date wordings (in English) for all tournament-legal cards. A card’s
|
||
Oracle text can be found using the Gatherer card database at http://gatherer.wizards.com. See rule 108.1.
|
||
|
||
Outside the Game
|
||
An object is “outside the game” if it isn’t in any of the game’s zones. See rule 400.10.
|
||
Owner
|
||
The player who (for purposes of the game) a card, token, or copy of a spell belongs to. See rules 108.3,
|
||
110.2, 110.5a, and 111.2.
|
||
Pass
|
||
To decline to take any action (such as casting a spell or activating an ability) when you have priority. See
|
||
rule 116, “Timing and Priority.”
|
||
Pass in Succession
|
||
All players “pass in succession” if each player in the game (starting with any one of them) opts not to take
|
||
an action upon receiving priority. See rule 116, “Timing and Priority.”
|
||
Pay
|
||
To perform the actions required by a cost. This often means, but is not restricted to, spending resources
|
||
such as mana or life. See rule 117, “Costs.”
|
||
Permanent
|
||
A card or token on the battlefield. See rule 110, “Permanents.”
|
||
Permanent Card
|
||
A card that could be put onto the battlefield. See rule 110.4a.
|
||
Permanent Spell
|
||
A spell that will enter the battlefield as a permanent as part of its resolution. See rule 110.4b.
|
||
Permanently (Obsolete)
|
||
An obsolete term used to indicate that a continuous effect has no duration and thus lasts until the end of the
|
||
game. Cards printed with this term have received errata in the Oracle card reference to delete it.
|
||
Persist
|
||
A keyword ability that can return a creature from the graveyard to the battlefield. See rule 702.77,
|
||
“Persist.”
|
||
Phase
|
||
1. A subsection of a turn. See section 5, “Turn Structure.”
|
||
2. A permanent “phases in” when its status changes from phased out to phased in. A permanent “phases
|
||
out” when its status changes from phased in to phased out. See rule 702.24, “Phasing.”
|
||
Phased In, Phased Out
|
||
A status a permanent may have. Phased-in is the default status. Phased-out permanents are treated as
|
||
though they do not exist. See rule 110.6 and rule 702.24, “Phasing.” (“Phased-out” was a zone in older
|
||
versions of the rules.)
|
||
Phasing
|
||
A keyword ability that causes a permanent to sometimes be treated as though it does not exist. See rule
|
||
702.24, “Phasing.”
|
||
Phyrexian Mana Symbol
|
||
A mana symbol that represents a cost that can be paid either by spending colored mana or by paying life.
|
||
See rule 107.4.
|
||
Phyrexian Symbol
|
||
A symbol used in rules text to represent any of the five Phyrexian mana symbols. See rule 107.4g.
|
||
|
||
Pile
|
||
A temporary grouping of cards. See rule 700.3.
|
||
Placed
|
||
If a spell or ability refers to a counter being “placed” on a permanent, it means putting a counter on that
|
||
permanent while it’s on the battlefield, or that permanent entering the battlefield with a counter on it. See
|
||
rule 121, “Counters.”
|
||
Plains
|
||
One of the five basic land types. Any land with this subtype has the ability “{T}: Add {W} to your mana
|
||
pool.” See rule 305.6.
|
||
Plainscycling
|
||
See Typecycling.
|
||
Plainswalk
|
||
See Landwalk.
|
||
Planar Deck
|
||
A deck of at least ten plane cards needed to play the Planar Magic casual variant. See rule 901.3.
|
||
Planar Die
|
||
A specialized six-sided die needed to play the Planar Magic casual variant. See rule 901.3.
|
||
Planar Magic
|
||
A casual variant in which plane cards add additional abilities and randomness to the game. See rule 901,
|
||
“Planar Magic.”
|
||
Plane
|
||
A card type seen only on nontraditional Magic cards in the Planar Magic casual variant. A plane card is not
|
||
a permanent. See rule 309, “Planes.”
|
||
Planeswalk
|
||
To put the face-up plane card on the bottom of its owner’s planar deck face down, then move the top card
|
||
of your planar deck off that planar deck and turn it face up in a Planar Magic game. See rule 701.20,
|
||
“Planeswalk.”
|
||
Planeswalker
|
||
A card type. A planeswalker is a permanent. See rule 306, “Planeswalkers.”
|
||
Planeswalker Symbol
|
||
The planeswalker symbol {PW} appears on the planar die in the Planar Magic casual variant. See rule
|
||
107.11.
|
||
Planeswalker Type
|
||
A subtype that’s correlated to the planeswalker card type. See rule 306, “Planeswalkers.” See rule 204.3i
|
||
for the list of planeswalker types. See also Planeswalker Uniqueness Rule.
|
||
Planeswalker Uniqueness Rule
|
||
A state-based action that causes multiple planeswalkers with the same planeswalker type to be put into their
|
||
owners’ graveyards. See rule 704.5j.
|
||
Play
|
||
1. To play a land is to put a land onto the battlefield as a special action. See rule 115, “Special Actions,”
|
||
and rule 305, “Lands.”
|
||
|
||
2. To play a card is to play that card as a land or cast that card as a spell, whichever is appropriate. See rule
|
||
601, “Casting Spells.”
|
||
3. (Obsolete) Casting a spell used to be known as playing a spell. Cards with that text have received errata
|
||
in the Oracle card reference. See Cast.
|
||
4. (Obsolete) Activating an activated ability used to be known as playing an activated ability. Cards with
|
||
that text have received errata in the Oracle card reference. See Activate.
|
||
5. (Obsolete) The battlefield used to be known as the in-play zone. Cards that were printed with text that
|
||
contains the phrases “in play,” “from play,” “into play,” or the like are referring to the battlefield and have
|
||
received errata in the Oracle card reference. See Battlefield.
|
||
Player
|
||
One of the people in the game. See rule 102, “Players.”
|
||
Poison Counter
|
||
A counter that may be given to a player. See rule 121, “Counters,” and rule 704.5c.
|
||
Poisoned
|
||
Having one or more poison counters. See rule 121, “Counters.”
|
||
Poisonous
|
||
A keyword ability that causes a player to get poison counters. See rule 702.68, “Poisonous.”
|
||
Poly Artifact (Obsolete)
|
||
An obsolete term that appeared on the type line of artifacts with activated abilities that didn’t cause the
|
||
artifact to be tapped as a cost. Cards printed with this text have received errata in the Oracle card reference
|
||
to simply say “Artifact.”
|
||
Postcombat Main Phase
|
||
A main phase that occurs after a combat phase. See Main Phase.
|
||
Power
|
||
1. Part of a card that only creatures have. A creature card’s power is printed before the slash in its lower
|
||
right corner. See rule 207, “Power/Toughness.”
|
||
2. A characteristic that only creatures have. See rule 302.4.
|
||
Precombat Main Phase
|
||
The first main phase of a turn. See Main Phase.
|
||
Prevent
|
||
A word used by prevention effects to indicate what damage will not be dealt. See rule 615, “Prevention
|
||
Effects.”
|
||
Prevention Effect
|
||
A kind of continuous effect that watches for a damage event that would happen and completely or partially
|
||
prevents the damage that would be dealt. See rule 615, “Prevention Effects.”
|
||
Priority
|
||
Which player can take actions at any given time is determined by a system of “priority.” See rule 116,
|
||
“Timing and Priority.”
|
||
Proliferate
|
||
To give an additional counter to any number of players and/or permanents that already have a counter. See
|
||
rule 701.23, “Proliferate.”
|
||
|
||
Protection
|
||
A keyword ability that provides a range of benefits against objects with a specific quality. See rule 702.15,
|
||
“Protection.”
|
||
Provoke
|
||
A keyword ability that can force a creature to block. See rule 702.37, “Provoke.”
|
||
Prowl
|
||
A keyword ability that may allow a spell to be cast for an alternative cost. See rule 702.74, “Prowl.”
|
||
Public Zone
|
||
A zone in which all players can be expected to see the cards’ faces. See rule 400.2. See also Hidden Zone.
|
||
Rampage
|
||
A keyword ability that can make a creature better in combat. See rule 702.21, “Rampage.”
|
||
Range of Influence
|
||
See Limited Range of Influence.
|
||
Reach
|
||
A keyword ability that allows a creature to block an attacking creature with flying. See rule 702.16,
|
||
“Reach.” See also Flying.
|
||
Rebound
|
||
A keyword ability that allows an instant or sorcery spell to be cast a second time. See rule 702.86,
|
||
“Rebound.”
|
||
Recover
|
||
A keyword ability that lets a player return a card from his or her graveyard to his or her hand. See rule
|
||
702.57, “Recover.”
|
||
Redirect (Obsolete)
|
||
Some older cards were printed with the term “redirect” to indicate a redirection effect. Such cards have
|
||
received errata in the Oracle card reference so they explicitly state that damage that would be dealt to one
|
||
object or player is dealt “instead” to another. See Redirection Effect.
|
||
Redirection Effect
|
||
A kind of replacement effect that causes damage that would be dealt to one creature, planeswalker, or
|
||
player to be dealt instead to another creature, planeswalker, or player. See rule 614.9.
|
||
Regenerate
|
||
To replace a permanent’s destruction with an alternate sequence of events. See rule 701.11, “Regenerate.”
|
||
Reinforce
|
||
A keyword ability that lets a player put +1/+1 counters on a creature. See rule 702.75, “Reinforce.”
|
||
Reminder Text
|
||
Parenthetical text in italics in the text box of a card that summarizes a rule that applies to that card, but is
|
||
not actually rules text and has no effect on play. See rule 206.2.
|
||
Removed from Combat
|
||
Certain events can cause an attacking or blocking creature, or a planeswalker that’s being attacked, to be
|
||
“removed from combat.” A permanent that’s removed from combat has no further involvement in that
|
||
combat phase. See rule 506.4.
|
||
|
||
Remove from the Game, Removed, Removed-from-the-Game Zone (Obsolete)
|
||
“Remove [something] from the game” is an obsolete term for “exile [something].” “The removed card” is
|
||
an obsolete term for “the exiled card.” The removed-from-the-game zone is an obsolete term for the exile
|
||
zone. Cards with that text have received errata in the Oracle card reference. See Exile.
|
||
Replacement Effect
|
||
A kind of continuous effect that watches for a particular event that would happen and completely or
|
||
partially replaces that event with a different event. See rule 614, “Replacement Effects.”
|
||
Replicate
|
||
A keyword ability that creates copies of a spell. See rule 702.54, “Replicate.”
|
||
Requirement
|
||
An effect that forces one or more creatures to attack or block. See rules 508.1d and 509.1c.
|
||
Resolve
|
||
When the spell or ability on top of the stack “resolves,” its instructions are followed and it has its effect.
|
||
See rule 608, “Resolving Spells and Abilities.”
|
||
Restart the Game
|
||
To immediately end the current game and restart it. See rule 104, “Ending the Game.”
|
||
Respond
|
||
To cast an instant spell or activate an ability while another spell or ability is already on the stack. See rule
|
||
116.7.
|
||
Restriction
|
||
An effect that precludes one or more creatures from attacking or blocking. See rules 508.1c and 509.1b.
|
||
Retrace
|
||
A keyword ability that lets a player cast a card from his or her graveyard. See rule 702.79, “Retrace.”
|
||
Reveal
|
||
To show a card to all players for a brief time. See rule 701.12, “Reveal.”
|
||
Ripple
|
||
A keyword ability that may let a player cast extra cards from his or her library for no cost. See rule 702.58,
|
||
“Ripple.”
|
||
Rules Text
|
||
A characteristic that defines a card’s abilities. See rule 206.1.
|
||
Sacrifice
|
||
To move a permanent you control to its owner’s graveyard. See rule 701.13, “Sacrifice.”
|
||
Scheme
|
||
A card type seen only on nontraditional Magic cards in the Archenemy casual variant. A scheme card is not
|
||
a permanent. See rule 311, “Schemes.”
|
||
Scry
|
||
To manipulate some of the cards on top of your library. See rule 701.17, “Scry.”
|
||
Search
|
||
To look at all cards in a stated zone and possibly find a card that matches a given description. See rule
|
||
701.14, “Search.”
|
||
|
||
Set Aside (Obsolete)
|
||
“Set [something] aside” is an obsolete term for “exile [something].” Cards with that text have received
|
||
errata in the Oracle card reference. See Exile.
|
||
Set in Motion
|
||
To move a scheme card off the top of your scheme deck and turn it face up. See rule 701.21, “Set in
|
||
Motion.”
|
||
Shadow
|
||
A keyword ability that restricts how a creature may be blocked and which creatures it can block. See rule
|
||
702.26, “Shadow.”
|
||
Shared Life Total
|
||
In the Two-Headed Giant multiplayer variant, each team has a “shared life total” rather than each player
|
||
having an individual life total. See rule 810, “Two-Headed Giant Variant.”
|
||
Shared Team Turns Option
|
||
An option that may be used in certain multiplayer variants, such as Two-Headed Giant and Archenemy.
|
||
See rule 805, “Shared Team Turns Option.”
|
||
Shortcut
|
||
A mutually understood way for the game to advance forward a number of game choices (either taking an
|
||
action or passing priority) without players needing to explicitly identify each such choice. See rule 715,
|
||
“Taking Shortcuts.”
|
||
Shroud
|
||
A keyword ability that precludes a permanent or player from being targeted. See rule 702.17, “Shroud.”
|
||
Shuffle
|
||
To randomize the cards in a deck (before a game) or library (during a game). See rule 103.1.
|
||
Sideboard
|
||
Extra cards that may be used to modify a deck between games of a match. See rules 100.4.
|
||
Skip
|
||
Effects that use the word “skip” are replacement effects. The word “skip” indicates what events, steps,
|
||
phases, or turns will be replaced with nothing. See rule 614, “Replacement Effects.”
|
||
Slivercycling
|
||
See Typecycling.
|
||
Snow
|
||
A supertype that’s normally relevant on permanents. See rule 204.4, “Supertypes.”
|
||
Snow Mana Symbol
|
||
The snow mana symbol {S} represents a cost that can be paid with one mana produced by a snow
|
||
permanent. See rule 107.4h.
|
||
Snow-Covered (Obsolete)
|
||
Some older cards were printed with the term “snow-covered” in their rules text. Except when referencing
|
||
card names, such cards have received errata in the Oracle card reference to reference the supertype “snow”
|
||
instead. See Snow.
|
||
Sorcery
|
||
A card type. A sorcery is not a permanent. See rule 307, “Sorceries.”
|
||
|
||
Soulshift
|
||
A keyword ability that lets a player return a card from his or her graveyard to his or her hand. See rule
|
||
702.44, “Soulshift.”
|
||
Source of an Ability
|
||
The object that generated that ability. See rule 112.7.
|
||
Source of Damage
|
||
The object that dealt that damage. See rule 609.7.
|
||
Special Action
|
||
An action a player may take that doesn’t use the stack. See rule 115, “Special Actions.”
|
||
Spell
|
||
A card on the stack. Also a copy (of either a card or another spell) on the stack. See rule 111, “Spells.”
|
||
Spell Ability
|
||
A kind of ability. Spell abilities are abilities that are followed as instructions while an instant or sorcery
|
||
spell is resolving. See rule 112.3a.
|
||
Spell Type
|
||
A subtype that’s correlated to the instant card type and the sorcery card type. See rule 304, “Instants,” and
|
||
rule 307, “Sorceries.” See rule 204.3j for the list of spell types.
|
||
Splice
|
||
A keyword ability that lets a player copy a card’s text box onto another spell. See rule 702.45, “Splice.”
|
||
Split Cards
|
||
Cards with two card faces on a single card. See rule 708, “Split Cards.”
|
||
Split Second
|
||
A keyword ability that makes it nearly impossible for a player to respond to a spell. See rule 702.59, “Split
|
||
Second.”
|
||
Stack
|
||
A zone. The stack is the zone in which spells, activated abilities, and triggered abilities wait to resolve. See
|
||
rule 405, “Stack.”
|
||
Starting Player
|
||
The player chosen to take the first turn of a game. See rule 103.2.
|
||
Starting Team
|
||
The team chosen to take the first turn of a game using the shared team turns option. See rule 103.2.
|
||
State-Based Actions
|
||
Game actions that happen automatically whenever certain conditions are met. See rule 704, “State-Based
|
||
Actions.”
|
||
State Trigger
|
||
A triggered ability that triggers when a game state is true rather than triggering when an event occurs. See
|
||
rule 603.8.
|
||
Static Ability
|
||
A kind of ability. Static abilities do something all the time rather than being activated or triggered. See rule
|
||
112, “Abilities,” and rule 604, “Handling Static Abilities.”
|
||
|
||
Status
|
||
The physical state of a permanent. See rule 110.6.
|
||
Step
|
||
A subsection of a phase. See section 5, “Turn Structure.”
|
||
Storm
|
||
A keyword ability that creates copies of a spell. See rule 702.38, “Storm.”
|
||
Subgame
|
||
A completely separate Magic game created by an effect. See rule 714, “Subgames.”
|
||
Subtype
|
||
A characteristic that appears after the card type and a long dash on a card’s type line. See rule 204.3,
|
||
“Subtypes.”
|
||
Successfully Cast (Obsolete)
|
||
A term that was printed on some older cards. In general, cards that referred to a spell being “successfully
|
||
cast” have received errata in the Oracle card reference to simply refer to a spell being “cast.”
|
||
Summon (Obsolete)
|
||
Older creature cards were printed with “Summon [creature type]” on their type lines. All such cards have
|
||
received errata in the Oracle card reference to say “Creature — [creature type].” (Many of these cards’
|
||
creature types have also been updated.) See Creature.
|
||
Summoning Sickness Rule
|
||
Informal term for a player’s inability to attack with a creature or to activate its abilities that include the tap
|
||
symbol or the untap symbol unless the creature has been under that player’s control since the beginning of
|
||
that player’s most recent turn. See rule 302.6. See also Haste.
|
||
Sunburst
|
||
A keyword ability that can have a permanent enter the battlefield with +1/+1 counters or charge counters on
|
||
it. See rule 702.42, “Sunburst.”
|
||
Supertype
|
||
A characteristic that appears before the card type on a card’s type line. Most cards don’t have a supertype.
|
||
See rule 204.4, “Supertypes.”
|
||
Supervillain Rumble
|
||
A Free-for-All game in which each player is an archenemy. See rule 806, “Free-for-All,” and rule 904,
|
||
“Archenemy.”
|
||
Suspend
|
||
A keyword ability that provides an alternate way to play a card. See rule 702.60, “Suspend.” A card is
|
||
“suspended” if it’s in the exile zone, has suspend, and has a time counter on it.
|
||
Swamp
|
||
One of the five basic land types. Any land with this subtype has the ability “{T}: Add {B} to your mana
|
||
pool.” See rule 305.6.
|
||
Swampcycling
|
||
See Typecycling.
|
||
Swampwalk
|
||
See Landwalk.
|
||
|
||
Tap
|
||
To turn a permanent sideways from an upright position. See rule 701.16, “Tap and Untap.”
|
||
Tapped
|
||
A status a permanent may have. See rule 110.6 and rule 701.16, “Tap and Untap.” See also Untapped.
|
||
Tap Symbol
|
||
The tap symbol {T} in an activation cost means “Tap this permanent.” See rule 107.5.
|
||
Target
|
||
A preselected object, player, and/or zone a spell or ability will affect. See rule 114, “Targets.”
|
||
Team
|
||
A group of players who share a common victory condition in a multiplayer game. See rule 808, “Team vs.
|
||
Team Variant,” rule 809, “Emperor Variant,” rule 810, “Two-Headed Giant Variant,” and rule 811,
|
||
“Alternating Teams Variant.”
|
||
Teammate
|
||
In a multiplayer game between teams, a player’s teammates are the other players on his or her team. See
|
||
rule 102.3.
|
||
Team vs. Team Variant
|
||
A multiplayer variant played among two or more teams, each of which sits together. See rule 808, “Team
|
||
vs. Team Variant.”
|
||
Text Box
|
||
Part of a card. The text box is printed on the lower half of the card and contains the card’s rules text,
|
||
reminder text, and flavor text. See rule 206, “Text Box.”
|
||
Text-Changing Effect
|
||
A continuous effect that changes the text that appears in an object’s text box and/or type line. See rule 612,
|
||
“Text-Changing Effects.”
|
||
Threshold
|
||
“Threshold” used to be a keyword ability. It is now an ability word and has no rules meaning. All cards
|
||
printed with the threshold keyword have received errata in the Oracle card reference.
|
||
Timestamp Order
|
||
A system used to determine in which order continuous effects in the same layer or sublayer are applied. See
|
||
rule 613.6. See also Dependency.
|
||
Token
|
||
A marker used to represent any permanent that isn’t represented by a card. See rule 110.5.
|
||
Tombstone Icon
|
||
An icon that appears in the upper left of some Odyssey block cards that has no effect on game play. See
|
||
rule 107.9.
|
||
Total Casting Cost (Obsolete)
|
||
An obsolete term for converted mana cost. Cards printed with this text have received errata in the Oracle
|
||
card reference.
|
||
Total Cost
|
||
What a player actually has to pay, in practical terms, to cast a spell or activated ability: the mana cost,
|
||
activation cost, or alternative cost, plus all cost increases (including additional costs) and minus all cost
|
||
reductions. See rule 601.2e.
|
||
|
||
Totem Armor
|
||
A keyword ability that allows an Aura to protect the permanent it’s enchanting. See rule 702.87, “Totem
|
||
Armor.”
|
||
Toughness
|
||
1. Part of a card that only creatures have. A creature card’s toughness is printed after the slash in its lower
|
||
right corner. See rule 207, “Power/Toughness.”
|
||
2. A characteristic that only creatures have. See rule 302.4.
|
||
Tournament
|
||
An organized play activity where players compete against other players. See rule 100.6.
|
||
Tournament Rules
|
||
Additional rules that apply to games played in a sanctioned tournament. See rule 100.6.
|
||
Traditional Magic Card
|
||
A Magic card that measures approximately 2.5 inches (6.3 centimeters) by 3.5 inches (8.8 centimeters) and
|
||
has a “Deckmaster” back. See rule 108.2.
|
||
Trample
|
||
A keyword ability that modifies how a creature assigns combat damage. See rule 702.18, “Trample.”
|
||
Transfigure
|
||
A keyword ability that lets a player search his or her library for a replacement creature card. See rule
|
||
702.69, “Transfigure.”
|
||
Transmute
|
||
A keyword ability that lets a player search his or her library for a replacement card. See rule 702.51,
|
||
“Transmute.”
|
||
Tribal
|
||
A card type. Whether or not a tribal is a permanent depends on its other card type. See rule 308, “Tribals.”
|
||
Trigger
|
||
Whenever a game event or game state matches a triggered ability’s trigger event, that ability automatically
|
||
“triggers.” That means its controller puts it on the stack the next time a player would receive priority. See
|
||
rule 603, “Handling Triggered Abilities.”
|
||
Trigger Condition
|
||
The first part of a triggered ability, consisting of “when,” “whenever,” or “at” followed by a trigger event.
|
||
See rule 603, “Handling Triggered Abilities.”
|
||
Triggered Ability
|
||
A kind of ability. Triggered abilities begin with the word “when,” “whenever,” or “at.” They’re written as
|
||
“[Trigger condition], [effect].” See rule 112, “Abilities,” and rule 603, “Handling Triggered Abilities.”
|
||
Trigger Event
|
||
The event that a triggered ability looks for. Whenever the trigger event occurs, the triggered ability triggers.
|
||
See rule 603, “Handling Triggered Abilities.”
|
||
Turn-Based Actions
|
||
Game actions that happen automatically when certain steps or phases begin, or when each step or phase
|
||
ends. See rule 703, “Turn-Based Actions.”
|
||
|
||
Turn Markers
|
||
Markers used to keep track of which players are taking turns in a Grand Melee game. See rule 807.4.
|
||
Two-Headed Giant Variant
|
||
A multiplayer variant played among two-player teams that each have a shared life total and take a
|
||
simultaneous turn. See rule 810, “Two-Headed Giant Variant.”
|
||
Type
|
||
1. An object’s card type or, more broadly, its card type, subtype, and/or supertype. See rule 204, “Type
|
||
Line,” and section 3, “Card Types.”
|
||
2. An attribute mana has. See rule 106, “Mana.”
|
||
Type Icon
|
||
An icon that appears in the upper left of some Future Sight cards that has no effect on game play. See rule
|
||
107.10.
|
||
Type Line
|
||
Part of a card. The type line is printed directly below the illustration and contains the card’s card type(s),
|
||
subtype(s), and/or supertype(s). See rule 204, “Type Line.”
|
||
Type-Changing Effect
|
||
An effect that changes an object’s card type, subtype, and/or supertype. See rule 613.1d.
|
||
Typecycling
|
||
A variant of the cycling ability. See rule 702.27, “Cycling.”
|
||
Unattach
|
||
To move an Equipment away from the creature it’s attached to so that the Equipment is on the battlefield
|
||
but is not equipping anything. See rule 701.3d.
|
||
Unblockable
|
||
An attribute of a creature that precludes it from being blocked. See rule 700.5.
|
||
Unblocked Creature
|
||
An attacking creature once no creature has been declared as a blocker for it, unless an effect has caused it to
|
||
become blocked. It remains an unblocked creature until it’s removed from combat or the combat phase
|
||
ends, whichever comes first. See rule 509, “Declare Blockers Step.”
|
||
Unearth
|
||
A keyword ability that lets a player return a creature card from his or her graveyard to the battlefield. See
|
||
rule 702.82, “Unearth.”
|
||
Unflipped
|
||
A default status a permanent may have. See rule 110.6 and rule 709, “Flip Cards.” See also Flipped.
|
||
Unless
|
||
A word used to indicate a certain style of cost. See rule 117.12a.
|
||
Untap
|
||
To rotate a permanent back to the upright position from a sideways position. See rule 701.16, “Tap and
|
||
Untap.”
|
||
Untap Step
|
||
Part of the turn. This step is the first step of the beginning phase. See rule 502, “Untap Step.”
|
||
|
||
Untap Symbol
|
||
The untap symbol {Q} in an activation cost means “Untap this permanent.” See rule 107.6.
|
||
Untapped
|
||
A default status a permanent may have. See rule 110.6 and rule 701.16, “Tap and Untap.” See also Tapped.
|
||
Upkeep Step
|
||
Part of the turn. This step is the second step of the beginning phase. See rule 503, “Upkeep Step.”
|
||
Vanguard
|
||
1. A casual variant in which each player plays the role of a famous character. See rule 902, “Vanguard.”
|
||
2. A card type seen only on nontraditional Magic cards in the Vanguard casual variant. A vanguard card is
|
||
not a permanent. See rule 310, “Vanguards.”
|
||
Vanishing
|
||
A keyword ability that limits how long a permanent remains on the battlefield. See rule 702.61,
|
||
“Vanishing.”
|
||
Variant
|
||
An additional set of rules that determines the style of a multiplayer game. See rule 800.2.
|
||
Vigilance
|
||
A keyword ability that lets a creature attack without tapping. See rule 702.19, “Vigilance.”
|
||
Wall
|
||
A creature type with no particular rules meaning. Older cards with the Wall creature type but without
|
||
defender had an unwritten ability that precluded them from attacking. Those cards have received errata in
|
||
the Oracle card reference to have defender. Some older cards that referenced the Wall creature type have
|
||
also received errata. See Defender.
|
||
Win the Game
|
||
There are several ways to win the game. See rule 104, “Ending the Game,” and rules 810.8 (for additional
|
||
rules for Two-Headed Giant games) and rule 809.5 (for additional rules for Emperor games).
|
||
Wither
|
||
A keyword ability that affects how an object deals damage to a creature. See rule 702.78, “Wither.”
|
||
Wizardcycling
|
||
See Typecycling.
|
||
World
|
||
A supertype that’s normally relevant on enchantments. See rule 204.4, “Supertypes.” See also World Rule.
|
||
World Rule
|
||
A state-based action that causes all permanents with the world supertype except the newest to be put into
|
||
their owners’ graveyards. See rule 704.5m.
|
||
X
|
||
A placeholder for a number that needs to be determined. See rule 107.3.
|
||
Y
|
||
See X.
|
||
You, Your
|
||
Words that refer to an object’s controller, its would-be controller (if a player is attempting to cast or
|
||
activate it), or its owner (if it has no controller). See rule 109.5.
|
||
|
||
Zone
|
||
A place where objects can be during a game. See section 4, “Zones.”
|
||
Zone-Change Triggers
|
||
Trigger events that involve objects changing zones. See rule 603.6.
|
||
|
||
Credits
|
||
Magic: The Gathering Original Game Design: Richard Garfield
|
||
Comprehensive Rules Design and Development: Paul Barclay, Beth Moursund, and Bill Rose, with
|
||
contributions from Charlie Action, John Carter, Elaine Chase, Laurie Cheers, Stephen D’Angelo, Dave
|
||
DeLaney, Brady Dommermuth, Mike Donais, Skaff Elias, Mike Elliott, Richard Garfield, Mark L.
|
||
Gottlieb, Dan Gray, Robert Gutschera, Collin Jackson, William Jockusch, Jeff Jordan, Yonemura Kaoru,
|
||
Russell Linnemann, Jim Lin, Steve Lord, Sheldon Menery, Michael Phoenix, Mark Rosewater, David
|
||
Sachs, Lee Sharpe, Eli Shiffrin, Henry Stern, Matt Tabak, Ingo Warnke, Tom Wylie, Donald X. Vaccarino,
|
||
Thijs van Ommen, and Bryan Zembruski
|
||
Editing: Del Laugel
|
||
Magic Rules Manager: Matt Tabak
|
||
The Magic: The Gathering game was designed by Richard Garfield, with contributions from Charlie
|
||
Catuna, 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 effective as of June 17, 2011.
|
||
Published by Wizards of the Coast LLC, P.O. Box 707, Renton WA 98057-0707, U.S.A. Wizards of the
|
||
Coast, Magic: The Gathering, Magic, Oracle, Exodus, Odyssey, Mirrodin, Kamigawa, Ravnica, Time
|
||
Spiral, Future Sight, Lorwyn, Shadowmoor, Zendikar, and Scars of Mirrodin are trademarks of Wizards of
|
||
the Coast LLC in the U.S.A. and other countries. ©1993–2011 Wizards. U.S. Pat. No. RE 37,957.
|
||
|
||
Customer Service Information
|
||
Contact the office nearest you.
|
||
U.S., Canada, Asia Pacific & Latin America
|
||
www.wizards.com/customerservice
|
||
Wizards of the Coast LLC
|
||
P.O. Box 707
|
||
Renton WA 98057-0707
|
||
U.S.A.
|
||
Tel: 1-800-324-6496 (within the U.S. and Canada)
|
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|
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|
||
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|
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|
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|
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|
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Tel: +08457 125599
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All Other European Countries
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|
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Tel: +32.70.233.277
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||
Email: [email protected]
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||
Visit our website: magicthegathering.com
|