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This search based on the January 15, 2004 release of the Rulings.

420 - State-Based Effects
  • 420.1 - State-based effects are a special category that apply only to those conditions listed below. Abilities that watch for a specified game state are triggered abilities, not state-based effects. (See Rule 404, "Triggered Abilities.") [CompRules 2003/10/01]
  • 420.2 - State-based effects are always active and are not controlled by either player. [CompRules 2003/07/01]
  • 420.3 - Whenever a player would get priority (see Rule 408, "Timing of Spells and Abilities"), the game checks for any of the listed conditions for state-based effects. All applicable effects resolve as a single event, then the check is repeated. Once no more state-based effects have been generated, triggered abilities go on the stack, and then the appropriate player gets priority. This check is also made during the cleanup step (see Rule 314); if any of the listed conditions apply, the active player receives priority. [CompRules 2003/07/01]
  • 420.4 - Unlike triggered abilities, state-based effects pay no attention to what happens during the resolution of a spell or ability.
    Example: A player controls a creature with the ability "This creature's power and toughness are each equal to the number of cards in your hand" and plays a spell whose effect is "Discard your hand, then draw seven cards." The creature will temporarily have toughness 0 in the middle of the spell's resolution but will be back up to toughness 7 when the spell finishes resolving. Thus the creature will survive when state-based effects are checked. In contrast, an ability that triggers when the player has no cards in hand goes on the stack after the spell resolves, because its trigger event happened during resolution. [CompRules 2003/07/01]
  • 420.5 - The state-based effects are as follows: [CompRules 2003/07/01]
  • 420.5a - A player with 0 or less life loses the game. [CompRules 2003/10/01]
  • 420.5b - A creature with toughness 0 or less is put into its owner's graveyard. Regeneration can't replace this event. [CompRules 2003/07/01]
  • 420.5c - A creature with lethal damage, but greater than 0 toughness, is destroyed. Lethal damage is an amount of damage greater than or equal to a creature's toughness. Regeneration does replace this event. [CompRules 2003/10/01]
  • 420.5d - A local enchantment that enchants an illegal or nonexistent permanent is put into its owner's graveyard. [CompRules 2003/07/01]
  • 420.5e - If two or more permanents with the same name have the subtype Legend or the supertype legendary, all except the one that has been a Legend or legendary permanent with that name the longest are put into their owners' graveyards. This is called "the Legend rule." In the event of a tie, each Legend or legendary permanent with the same name is put into its owner's graveyard. (If two permanents have the same name but only one is a Legend or is legendary, this rule doesn't apply.) [CompRules 2003/07/01]
  • 420.5f - A token in a zone other than the in-play zone ceases to exist. [CompRules 2003/07/01]
  • 420.5g - A player who was required to draw more cards than were in his or her library since the last time state-based effects were checked loses the game. [CompRules 2003/12/01]
  • 420.5h - A player with ten or more poison counters loses the game. [CompRules 2003/07/01]
  • 420.5i - If two or more enchant worlds are in play, all except the one that has been an enchant world in play 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. [CompRules 2003/10/01]
  • 420.5j - A copy of a spell in a zone other than the stack ceases to exist. A copy of a card in any zone other than the stack or the in-play zone ceases to exist. [CompRules 2003/12/01]
  • 420.5k - An Equipment that equips an illegal or nonexistent permanent stops equipping that permanent but remains in play. [CompRules 2003/10/01]
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