General Rulings Summary Updated 2004/01/15
Rulings are collected from many sources. See credits and disclaimer at the
end of the file for details.
This release is under rules used by EIGHTH EDITION.
These rulings have been updated monthly with the most recent version
available on the web (WWW) as the following:
This is the final update I will be doing to these files. If/when information
about future updates is available, it will be posted at the same web address
you see above.
This document contains the complete text of the Magic: The Gathering
Comprehensive Rules document published by Wizards of the Coast. These rules
are noted with numbered entries. It also contains additional rulings to
clarify or explain some rules. These are marked with the word "Ruling".
An open circle is used to mark changes since the last released version on 2003/12/18
Thanx,
Stephen.
Stephen D'Angelo (dangelo@crystalkeep.com)
Official Magic: The Gathering Rules Summary
Network Representative for Wizards of the Coast, Inc.
Table of Contents:
1 - The Game
- 100 - General
- 101 - Starting the Game
- 102 - Winning and Losing
- 103 - The Magic Golden Rules
- 104 - Numbers and Symbols
2 - Parts of the Game
- 200 - General
- 201 - Characteristics
- 202 - Name
- 203 - Mana Cost and Color
- 204 - Illustration
- 205 - Type Line
- 206 - Expansion Symbol
- 207 - Text Box
- 208 - Power/Toughness
- 209 - Illustration Credit
- 210 - Legal Text
- 211 - Collector Number
- 212 - Type, Supertype, and Subtype
- 213 - Spells
- 214 - Permanents
- 215 - Legends and Legendary Objects
- 216 - Tokens
- 217 - Zones
3 - Turn Structure
- 300 - General
- 301 - Beginning Phase
- 302 - Untap Step
- 303 - Upkeep Step
- 304 - Draw Step
- 305 - Main Phase
- 306 - Combat Phase
- 307 - Beginning of Combat Step
- 308 - Declare Attackers Step
- 309 - Declare Blockers Step
- 310 - Combat Damage Step
- 311 - End of Combat Step
- 312 - End Phase
- 313 - End of Turn Step
- 314 - Cleanup Step
4 - Spells, Abilities, and Effects
- 400 - General
- 401 - Spells on the Stack
- 402 - Abilities
- 403 - Activated Abilities
- 404 - Triggered Abilities
- 405 - Static Abilities
- 406 - Mana Abilities
- 407 - Adding and Removing Abilities
- 408 - Timing of Spells and Abilities
- 409 - Playing Spells and Activated Abilities
- 410 - Handling Triggered Abilities
- 411 - Playing Mana Abilities
- 412 - Handling Static Abilities
- 413 - Resolving Spells and Abilities
- 414 - Countering Spells and Abilities
- 415 - Targeted Spells and Abilities
- 416 - Effects
- 417 - One-Shot Effects
- 418 - Continuous Effects
- 419 - Replacement and Prevention Effects
- 420 - State-Based Effects
- 421 - Handling "Infinite" Loops
- 422 - Handling Illegal Actions
5 - Additional Rules
- 500 - Legal Attacks and Blocks
- 501 - Evasion Abilities
- 502 - Keyword Abilities
- 503 - Copying Objects
- 504 - Face-Down Spells and Permanents
- 505 - Split Cards
- 506 - Subgames
- 507 - Controlling Another Player's Turn
7 - Specialized Rules
8 - Tournament Rules
- 800 - Shared Tournament Format Rules
- 801 - Type 1 Tournament Format
- 802 - Type 1.5 Tournament Format
- 803 - Extended Tournament Format
- 804 - Standard (Type 2) Tournament Format
- 805 - Sealed Deck Formats
- 806 - Block Constructed Deck Formats
- 807 - Booster Draft Formats
G - Glossary
1 - The Game
100 - General
- 100.1 - These Magic rules assume a game between two players. Optional rules
allow for more players but aren't discussed here. These rules can be
found at the Wizards of the Coast website at
"http://www.wizards.com/default.asp?x=magic/rules/multiplayer".
[CompRules 2003/07/01]
- 100.2 - In constructed play, each player needs his or her own deck of at
least sixty cards, small items to represent any tokens and counters, and
some way to clearly track life totals. A constructed deck can have any
number of basic land cards and no more than four of any card with a
particular English name other than basic land cards.
[CompRules 2003/07/01]
- 100.3 - For sealed deck or draft play, only forty cards are required in a
deck, and a player may use as many duplicates of a card as he or she has.
Each player still needs small items to represent any tokens and counters,
and some way to clearly track life totals. [CompRules 2003/07/01]
- 100.4 - There is no maximum deck size. [CompRules 2003/07/01]
- 100.5 - Most Magic tournaments have special rules (not included here) and
may limit the use of some cards, including barring all cards from some
older sets. See the most current Magic: The Gathering DCI(tm) Floor Rules
for more information. They can be found at
"http://www.wizards.com/default.asp?x=dci/utr/intro".
[CompRules 2003/10/01]
- 100.6 - A player can concede the game at any time. A player who concedes
leaves the game immediately. He or she loses the game.
[CompRules 2003/12/01]
- Note - Also see Rule 202.3 for how to deal with non-English cards.
- Note - The rules in this section are metarules and cannot be overridden by
a card in the game. [WotC Rules Team 2003/12/01]
101 - Starting the Game
- 101.1 - At the start of a game, each player shuffles his or her own deck so
that the cards are in a random order. Each player may then shuffle his or
her opponent's deck. The players' decks become their libraries.
[CompRules 2003/07/01]
- 101.2 - After the decks have been shuffled, the players determine who
chooses which player goes first using any mutually agreeable
method (flipping a coin, rolling dice, etc.). In a match of several
games, the loser of the previous game decides who will take the first
turn. If the previous game was a draw, the person who determined who
would take the first turn in the previous game decides.
[CompRules 2003/07/01]
- 101.3 - Once the starting player has been determined, each player sets his
or her life total to 20 and draws a hand of seven cards.
[CompRules 2003/07/01]
- 101.4 - A player who is dissatisfied with his or her initial hand may
mulligan. First, the starting player takes any mulligans. To take a
mulligan, that player shuffles his or her hand back into the deck and then
draws a new hand of six cards. He or she may repeat this process as many
times as desired, drawing one fewer card each time, until the hand size
reaches zero cards. Once the starting player has decided to keep a hand,
the other player may take any number of mulligans. A player can't take
any mulligans once he or she has decided to keep a hand.
[CompRules 2003/07/01]
- 101.5 - Once both players are satisfied with their hands, the starting
player takes his or her turn. The player who plays first skips the draw
step (see Rule 304, "Draw Step") of his or her first turn.
[CompRules 2003/07/01]
- Note - The rules in this section are metarules and cannot be overridden by
a card in the game. [WotC Rules Team 2003/12/01]
102 - Winning and Losing
- 102.1 - If a player's life total is 0 or less, he or she loses the game the
next time a player would receive priority. (This is a state-based effect.
See Rule 420.) [CompRules 2003/07/01]
- 102.2 - When a player is required to draw more cards than are left in his or
her library, he or she draws the remaining cards, and then loses the game
the next time a player would receive priority. (This is a state-based
effect. See Rule 420.) [CompRules 2003/07/01]
- 102.3 - A game immediately ends when a player loses or wins or when the game
is a draw.
[CompRules 2003/07/01]
- 102.4 - If both players lose simultaneously, the game is a draw.
[CompRules 2003/07/01]
- 102.5 - If a player would both win and lose simultaneously, he or she loses.
[CompRules 2003/07/01]
- 102.6 - If the game somehow enters a "loop," repeating a sequence of events
with no way to stop, the game is a draw. Loops that contain an optional
action don't result in a draw. [CompRules 2003/07/01]
- 102.7 - A player who concedes a game leaves the game immediately. He or she
loses the game. [CompRules 2003/12/01]
- 102.8 - If a player has ten or more poison counters, he or she loses the
game the next time a player would receive priority. (This is a
state-based effect. See Rule 420.) [CompRules 2003/07/01]
103 - The Magic Golden Rules
- 103.1 - Whenever a card's text directly contradicts these rules, the card
takes precedence. The card overrides only the rule that applies to that
specific situation. The only exception is that the rules in
Rule 100, "General," and Rule 101, "Starting the Game," can't be
overridden by the cards. These rules apply at all times, regardless of
what the cards say. [CompRules 2003/12/01]
- 103.2 - When one effect says something can happen and another says it can't,
the "can't" effect wins. For example, if one effect reads "You may play
an additional land this turn" and another reads "You can't play land cards
this turn," the effect that keeps you from playing lands wins out. Note
that adding abilities to objects and removing abilities from objects don't
fall under this rule. See Rule 407, "Adding and Removing Abilities."
[CompRules 2003/07/01]
- 103.3 - If an instruction requires taking an impossible action, it's
ignored. (In many cases the card will specify consequences for this; if
it doesn't, there's no effect.) [CompRules 2003/07/01]
- 103.4 - If both players would take an action at the same time, the active
player (the player whose turn it is) makes any choices required, then the
nonactive player makes any choices required, then the actions happen
simultaneously. This rule is often referred to as the "Active Player,
Nonactive Player (APNAP) rule." [CompRules 2003/07/01]
Example: A card reads "Each player sacrifices a creature." First, the
active player chooses a creature he or she controls. Then the nonactive
player chooses a creature he or she controls. Then both creatures are
sacrificed simultaneously. [CompRules 2003/12/01]
104 - Numbers and Symbols
- 104.1 - The Magic game uses only natural numbers. You may not choose a
fractional number, deal fractional damage, and so on. When a spell or
ability could generate a fractional number, the spell or ability will tell
you whether to round up or down. [CompRules 2003/07/01]
- 104.2 - If a creature's power or toughness, a mana cost, a player's life
total, or an amount of damage would be less than 0, it's treated as 0
for all purposes except changing that total. If anyting needs to use a
number that can't be determined, it uses 0 instead. [CompRules 2003/12/01]
Example: If a 3/3 creature gets -5/-0, it deals 0 damage in combat. But
to raise its power back to 1, you'd have to give it +3/+0 (3 minus 5
plus 3 is 1). [CompRules 2003/12/01]
Example: If you control no permanents, the "highest converted mana cost
among permanents you control" can't be determined, so 0 is used instead.
[CompRules 2003/12/01]
- 104.3 - The mana symbols are {W}, {U}, {B}, {R}, {G}, {X}, {Y}, {Z} and the
numerals {0}, {1}, {2}, {3}, {4}, and so on. [CompRules 2003/07/01]
- 104.3a - Each of the colored mana symbols represents one colored mana: {W}
is white, {U} blue, {B} black, {R} red, and {G} green.
[CompRules 2003/07/01]
- 104.3b - Numeral symbols (such as {1}) are generic mana costs and represent
an amount of mana that can be paid with any color of, or colorless, mana.
[CompRules 2003/07/01]
- 104.3c - The symbols {X}, {Y}, and {Z} represent unspecified amounts of
mana; when playing a spell or activated ability with {X}, {Y}, or {Z} in
its cost, its controller decides the value of that variable.
[CompRules 2003/07/01]
- 104.3d - 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. [CompRules 2003/07/01]
- 104.3e - The symbol {0} represents zero mana and is used as a placeholder
when a spell or activated ability costs nothing to play. A spell or
ability whose cost is {0} must still be played the same way as one with a
cost greater than zero; it won't play itself automatically.
[CompRules 2003/07/01]
- 104.4 - The tap symbol is {Tap}. 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. Creatures that haven't been under a
player's control continuously since the beginning of his or her most
recent turn can't use any ability with the tap symbol in the cost.
See Rule 212.3d. [CompRules 2003/07/01]
- 104.5 - A tombstone icon appears to the left of the name of many
Odyssey(tm) 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.
[CompRules 2003/07/01]
2 - Parts of the Game
200 - General
- 200.1 - When a rule or text on a card refers to a "card," it means a Magic
card with a Magic card front and the Magic card back. Tokens aren't
considered cards--even a card that represents a token isn't considered a
card for rules purposes. [CompRules 2003/07/01]
- 200.1a - A card's owner is the player who started the game with it in his or
her deck or, for cards that didn't start the game in a player's deck, the
player who brought the card into the game. [CompRules 2003/07/01]
- 200.2 - Use the Oracle(tm) card reference when determining a card's wording.
It can be found at "http://www.wizards.com/default.asp?x=dci/oracle".
[CompRules 2003/07/01]
- 200.3 - A player is one of the two people in the game. A player's opponent
is the other player. The active player is the player whose turn it is.
The other player is the nonactive player. [CompRules 2003/07/01]
- 200.4 - A token is a marker used to represent any permanent that isn't
represented by a card. (See Rule 216, "Tokens.") [CompRules 2003/07/01]
- 200.4a - A token's owner is the player who controlled the spell or ability
that put it into play. A token's controller is the player who put it into
play. [CompRules 2003/07/01]
- 200.5 - A spell is a card or copy of a spell that's on the stack. (See
Rule 213, "Spells.") [CompRules 2003/07/01]
- 200.5a - A spell's owner is the same as the owner of the card that
represents it. A spell's controller is the player who played it.
[CompRules 2003/07/01]
- 200.6 - A permanent is a card or token that's in play. (See
Rule 214, "Permanents.") [CompRules 2003/07/01]
- 200.6a - A nontoken permanent's owner is the same as the owner of the card
that represents it. A permanent's controller is the player who put it
into play. [CompRules 2003/07/01]
- 200.7 - An ability can be one of two things. First, it can be an activated
or triggered ability on the stack. Second, it can be text on an object
that explains what the object does. (See Rule 402, "Abilities," and
Section 4, "Spells, Abilities, and Effects.") [CompRules 2003/07/01]
- 200.7a - The owner of an ability on the stack is the player who controlled
its source when it was played or triggered. The controller of an ability
on the stack is the player who played the ability, or the player who
controlled the ability's source when it triggered. [CompRules 2003/07/01]
- 200.8 - An object is an ability on the stack, a card, a token, a spell, or a
permanent. The term "object" is used in these rules when a rule applies
to abilities on the stack, cards, tokens, spells, and permanents. Combat
damage on the stack is also an object, although many uses of the
term "object" in these rules don't apply to it. [CompRules 2003/10/01]
- 200.9 - If a spell or ability uses a type, supertype, or subtype without
either the word "card," "spell," or "source," it means a permanent of that
type in play. [CompRules 2003/07/01]
- 200.9a - If a spell or ability uses a type, supertype, or subtype in
conjunction with the word "card," and the name of a zone, it means a card
with that type in the stated zone. [CompRules 2003/07/01]
- 200.9b - If a spell or ability uses a type, supertype, or subtype in
conjunction with the word "spell," it means a spell of that type on the
stack. [CompRules 2003/07/01]
- 200.9c - If a spell or ability uses a type, supertype, or subtype in
conjunction with the word "source," it means a source of that type-either
a source of an ability or a source of damage. See
Rule 419.8 "Sources of Damage." [CompRules 2003/07/01]
- 200.10 - A counter is a marker placed on an object or player, either
modifying its characteristics or interacting with an ability. A counter
is not a token, and a token is not a counter. A +X/+Y counter on a
permanent, where X and Y are numbers, adds X to that permanent's power and
Y to that permanent's toughness. Similarly, -X/-Y counters subtract from
power and toughness. Counters with the same name or description are
interchangeable. [CompRules 2003/07/01]
201 - Characteristics
- 201.1 - The parts of a card are name, mana cost, illustration, type line,
expansion symbol, text box, power and toughness, illustration credit,
legal text, and collector number. Some cards may have more than one of
any or all of these parts. [CompRules 2003/07/01]
- 201.2 - An object's characteristics are name, mana cost, color, type,
subtype, supertype, expansion symbol, rules text, abilities, power, and
toughness. Objects can have some or all of these characteristics. Any
other information about an object isn't a characteristic. Characteristics
don't include any other information, such as whether a permanent is
tapped, a spell's target, an object's owner or controller, what a local
enchantment enchants, and so on. [CompRules 2003/07/01]
202 - Name
- 202.1 - The name of a card is printed on its upper left corner.
[CompRules 2003/07/01]
- 202.2 - Text that refers to the object it's on by name means just that
particular object and not any other duplicates of it, regardless of any
name changes caused by game effects. [CompRules 2003/07/01]
- 202.2a - If an ability of an object uses a phrase such as "this [something]"
to identify an object, where [something] is a category or characteristic,
it is referring to that particular object, even if it isn't the
appropriate category or characteristic at the time. [CompRules 2003/07/01]
Example: An ability reads "Target creature gets +2/+2 until end of turn.
Destroy that creature at end of turn." The ability will destroy the
object it gave +2/+2 at the end of the turn, even if that object isn't a
creature anymore. [CompRules 2003/12/01]
- 202.2b - If an object grants to another object an ability that includes the
first object's name, the name refers only to the object granting the
ability, not to any other object with the same name.
[CompRules 2003/07/01]
Example: Saproling Burst has an ability that reads "Remove a fade
counter from Saproling Burst: Put a green Saproling creature token into
play. 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 in play. [CompRules 2003/12/01]
- 202.3 - Two cards have the same name if the English versions of their names
are identical, regardless of anything else printed on the cards.
[CompRules 2003/07/01]
203 - Mana Cost and Color
- 203.1 - The mana cost of a card is indicated by mana symbols printed on its
upper right corner. Tokens and lands have a mana cost of {0}. Paying an
object's mana cost requires matching the color of any colored mana symbols
as well as paying the generic mana cost indicated. [CompRules 2003/07/01]
- 203.2 - An object is the color or colors of the mana symbols in its mana
cost, regardless of the color of its frame. [CompRules 2003/07/01]
- 203.2a - Objects with no colored mana symbols in their mana costs are
colorless. [CompRules 2003/07/01]
- 203.2b - Objects with two or more different colored mana symbols in their
mana costs are multicolored. Multicolored cards are printed with a gold
frame, but this is not a requirement for a card to be multicolored.
[CompRules 2003/07/01]
- 203.2c - 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. [CompRules 2003/07/01]
- 203.2d - If a player is asked to choose a color, he or she must choose one
of the five colors. [CompRules 2003/07/01]
- 203.3 - The converted mana cost of an object is a number equal to the total
amount of mana in its mana cost, regardless of color. Some effects ask a
player to pay mana equal to an object's converted mana cost; this is a
generic mana cost-it may be paid with any combination of colored and/or
colorless mana, regardless of the colors in the object's mana cost.
Example: A mana cost of {3}{U}{U} translates to a converted mana cost
of 5. [CompRules 2003/07/01]
- 203.4 - Any additional cost listed in an object's rules text or imposed by
an effect isn't part of the mana cost. (See
Rule 409, "Playing Spells and Activated Abilities.") Such costs are paid
at the same time as the spell's other costs. [CompRules 2003/07/01]
- 203.Ruling.1 - If a cost has an "X" in it, the mana cost equals the amount
announced as part of playing the spell or ability while it is on the
stack, but if the card in any other zone, X is treated as zero.
[D'Angelo 2003/09/08] See Rule G24.1a.
204 - Illustration
- 204.1 - The illustration is printed on the upper half of a card and has no
game significance. For example, a creature doesn't have the flying
ability unless stated in its rules text, even if it's depicted as flying.
[CompRules 2003/07/01]
205 - Type Line
- 205.1 - The type (and subtype and supertype, if applicable) of a card is
printed directly below the illustration. (See
Rule 212, "Type, Supertype, and Subtype.") [CompRules 2003/07/01]
- 205.2 - Types
- 205.2a - The types are artifact, creature, enchantment, instant, land, and
sorcery. [CompRules 2003/07/01]
- 205.2b - Some objects can have more than one type (for example, an artifact
creature). Such objects satisfy the criteria for any effect that applies
to any of their types. [CompRules 2003/07/01]
- 205.3 - Subtypes
- 205.3a - A card can have one or more subtypes printed on its type line.
[CompRules 2003/07/01]
- 205.3b - Artifact, creature and land subtypes are always single words and
are listed after a long dash. Each word after the dash is a separate
subtype. Artifact subtypes are also called artifact types. Creature
subtypes are also called creature types. Land subtypes are also called
land types. Artifacts, creatures and lands may have multiple subtypes.
[Oracle 2003/10/01]
Example: "Basic Land - Mountain" means the card is a land with the
Mountain subtype. "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. [CompRules 2003/10/01]
- 205.3c - Enchantment subtypes consist of the word "enchant" and the word(s)
that follows it: "enchant creature," "enchant land," etc. A card with the
type "enchantment" has no subtype. An enchantment's subtype specifies
what the enchantment can be legally attached to. (See also
Rule 212.4, "Enchantments.") [CompRules 2003/12/01]
- 205.3d - Instants and sorceries don't have subtypes. [CompRules 2003/10/01]
- 205.3e - If an artifact creature card has subtypes printed on its type line,
those subtypes are creature types. If an artifact land card has subtypes
printed on its type line, those types are land types.
[CompRules 2003/10/01]
- 205.4 - Supertypes
- 205.4a - A card can also have one or more supertypes. These are printed
directly before the card's types. If an object's types or subtypes
change, any supertypes it has are kept, although they may not be relevant
to the new type. [CompRules 2003/07/01]
- 205.4b - Any land with the supertype "basic" is a basic land. Any land that
doesn't have this supertype is a nonbasic land.
Example: Note that 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: Forest, Island,
Mountain, Plains, Swamp, Snow-Covered Forest,
Snow-Covered Island, Snow-Covered Mountain, Snow-Covered Plains,
and Snow-Covered Swamp. [CompRules 2003/07/01]
- 205.4c - Any permanent with the supertype "legendary" is subject to the
rules for Legends and legendary permanents. See
Rule 215, "Legends and Legendary Objects." [CompRules 2003/07/01]
206 - Expansion Symbol
- 206.1 - The expansion symbol indicates which Magic set a card is from. It's
printed below the right edge of the illustration. [CompRules 2003/07/01]
- 206.2 - The color of the expansion symbol indicates the rarity of the card
within its set. A gold symbol signifies the card is rare; silver,
uncommon; and black, common or basic land. (Prior to the Exodus(tm) set,
all expansion symbols were black, regardless of rarity. Also, prior to
the Sixth Edition core set, Magic core sets didn't have expansion symbols
at all.) [CompRules 2003/07/01]
- 206.3 - A spell or ability that affects cards from a particular set "looks"
only for that set's expansion symbol. A card reprinted in the core set
receives the core 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. The first five editions of the core set
had no expansion symbol. [CompRules 2003/07/01]
207 - Text Box
- 207.1 - The text box is printed on the lower half of the card. It usually
contains rules text defining the card's abilities. [CompRules 2003/07/01]
- 207.2 - The text box may also contain italicized reminder text (in
parentheses), which summarizes a rule that applies to that card, and
italicized flavor text, which has no game function, but like the
illustration, adds artistic appeal to the game. [CompRules 2003/07/01]
208 - Power/Toughness
- 208.1 - A creature card has two numbers separated by a slash printed on its
lower right corner. The first number is the creature's 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 creature has
power 2 and toughness 3. Power and toughness can be modified or set to
particular values by effects. [CompRules 2003/07/01]
- 208.2 - Some objects have power and/or toughness of *, where * is a value
determined by the abilities of the object. As long as the object is in
play, the ability sets the value of *. The * is 0 while the object is not
in play. [CompRules 2003/07/01]
209 - Illustration Credit
- 209.1 - The illustration credit for a card is printed directly below the text
box. The credit has no effect on game play. [CompRules 2003/07/01]
210 - Legal Text
- 210.1 - Legal text (the fine print at the bottom of the card) lists the
copyright information. It has no effect on game play.
[CompRules 2003/07/01]
211 - Collector Number
- 211.1 - 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. These numbers have no effect on game play.
[CompRules 2003/07/01]
212 - Type, Supertype, and Subtype
- 212.1 - General
- 212.1a - Cards, tokens, permanents, and spells can all have types,
supertypes, and subtypes. Abilities don't have types, supertypes, or
subtypes. Instead, there are various categories of abilities. (See
Rule 402, "Abilities.") [CompRules 2003/07/01]
- 212.1b - When an object's type changes, the new type(s) replaces any
existing types. Counters, effects, and damage affecting the object
remain with it, even if they are meaningless to the new type. Similarly,
when the subtypes of one of an object's types change, the new subtype(s)
replaces any existing subtypes of that type. If an object's type is
removed, the subtypes of its old type don't exist in any way under the new
type. Those subtypes disappear completely for the entire time the
object's type is removed. Removing an object's subtype doesn't affect its
types at all. [CompRules 2003/10/01]
- 212.1c - Some effects change an object's type or subtype but specify that
the object retains a prior type or subtype. In such cases, all the
object's prior types and subtypes are retained. (This is a reversal of
previous rules.) This rule applies to effects that use the phrase "in
addition to its types" or that state that something is "still a [type]."
Some effects state that an object becomes an "artifact creature"; these
effects also allow the object to retain all of its prior types and
subtypes. [CompRules 2003/10/01]
Example: An ability reads, "All lands are 1/1 creatures that are still
lands." The affected lands now have two types: creature and land. If
there were any lands that also had the artifact type before the ability's
effect applied to them, those lands would become "artifact land
creatures," not just "creatures," or "land creatures." The effect allows
them to retain both the artifact type and the land type.
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." [CompRules 2003/07/01]
- 212.1d - An object's supertype is independent of its type and subtype.
Changing an object's type or subtype won't change its supertype. Changing
an object's supertype won't change its type or subtype.
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. [CompRules 2003/07/01]
- 212.1e - If an instruction requires choosing a subtype, you must choose one,
and only one, existing subtype, and the subtype you choose must be for the
appropriate type. For example, you can't choose a land type if an
instruction requires choosing a creature type. (Use the Oracle card
reference to determine whether a creature type exists; see Rule 200.2.
You will also find a complete list of creature types in
the "Creature Types" entry in the glossary at the end of this document.)
[CompRules 2003/12/01]
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. [CompRules 2003/10/01]
212.2 - Artifacts
- 212.2a - A player may play an artifact card from his or her hand during a
main phase of his or her turn, when he or she has priority and the stack
is empty. Playing an artifact as a spell uses the stack. (See Rule 409,
"Playing Spells and Activated Abilities.") [CompRules 2003/07/01]
- 212.2b - When an artifact spell resolves, its controller puts it into play
under his or her control. [CompRules 2003/07/01]
- 212.2c - Artifacts 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.
[CompRules 2003/10/01]
- 212.2d - Artifacts have no characteristics specific to their type. Because
artifacts have no colored mana in their mana costs, they're colorless.
Effects can give artifacts one or more colors, however, and colored
objects can become artifacts without losing any colors they had.
[CompRules 2003/07/01]
- 212.2e - Artifact creatures combine the characteristics of both the creature
and artifact types and are subject to spells and abilities that affect
either or both types. [CompRules 2003/07/01]
- 212.2f - Artifact lands combine the characteristics of both the land and
artifact types, and are subject to spells and abilities that affect either
or both types. Artifact lands can only be played as lands. They can't
be played as spells. [CompRules 2003/10/01]
- 212.2g - 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. [CompRules 2003/10/01]
- 212.2h - An Equipment is played and comes into play just like any other
artifact. An Equipment doesn't come into play attached to a creature.
The equip keyword ability moves the Equipment onto a creature you
control (see Rule 502.33, "Equip"). Control of the creature matters only
when the equip ability is played and resolved. [CompRules 2003/10/01]
- 212.2i - An Equipment that's also a creature can't equip a creature.
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 stops equipping that permanent, but remains in
play. (This is a state-based effect. See Rule 420.)
[CompRules 2003/10/01]
- 212.2j - The creature an Equipment is attached to is called the "equipped
creature." The Equipment is attached to, or "equips," that creature.
[CompRules 2003/10/01]
- 212.2k - 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 play its abilities. However, if the
Equipment adds an ability to the equipped creature (with "gains"
or "has"), the equipped creature's controller is the only one who can play
that ability. [CompRules 2003/10/01]
212.3 - Creatures
- 212.3a - A player may play a creature card from his or her hand during a
main phase of his or her turn, when he or she has priority and the stack
is empty. Playing a creature as a spell uses the stack. (See Rule 409,
"Playing Spells and Activated Abilities.") [CompRules 2003/07/01]
- 212.3b - When a creature spell resolves, its controller puts it into play
under his or her control. [CompRules 2003/07/01]
- 212.3c - Creature subtypes are always a single word and are listed after a
long dash: "Creature - Minotaur," "Artifact Creature - Golem Legend," etc.
Creature subtypes are also called creature types. Creatures may have
multiple subtypes.
Example: "Creature - Goblin Wizard" means the card is a creature with the
subtypes Goblin and Wizard. [CompRules 2003/07/01]
- 212.3d - A creature's activated ability with the tap symbol in its
activation cost can't be played unless the creature has been under its
controller's control since the start of his or her most recent turn. A
creature can't attack unless it has been under its controller's control
since the start of his or her most recent turn. This rule is informally
called the "summoning sickness" rule. Ignore this rule for creatures with
haste (see Rule 502.5). [CompRules 2003/07/01]
212.4 - Enchantments
- 212.4a - A player may play an enchantment card from his or her hand during a
main phase of his or her turn, when he or she has priority and the stack
is empty. Playing an enchantment as a spell uses the stack. (See
Rule 409, "Playing Spells and Activated Abilities.")
[CompRules 2003/07/01]
- 212.4b - When an enchantment spell resolves, its controller puts it into
play under his or her control. [CompRules 2003/07/01]
- 212.4c - A global enchantment simply has "enchantment" as its type. Local
enchantments use the word "enchant," followed by what it can enchant.
Examples of enchantments subtypes include enchant artifact, enchant
artifact creature, enchant creature, enchant permanent, enchant player,
and enchant Swamp. If a local enchantment's subtype includes more than
one word after "enchant," the enchanted permanent must match each of
those words. [CompRules 2003/10/01]
- 212.4d - A local-enchantment spell requires a target whose properties are
indicated by the enchantment's subtype. The local-enchantment permanent
the spell puts into play can only enchant that type of permanent or player
and comes into play attached to the permanent or player the spell
targeted. Any additional restrictions on what it can enchant are
indicated by phrases like "[This local enchantment] can enchant only
a [permanent or player with specified properties]." These restrictions
also limit what the local-enchantment spell can target. Similar
restrictions can limit what a permanent can be enchanted by. For example,
a permanent might have an ability that reads "[This permanent] can't be
enchanted by [local enchantments with specified properties]." These
restrictions limit whether local-enchantment spells can target the
permanent.
Example: An enchant creature spell requires a target creature; an enchant
creature in play must enchant a creature. [CompRules 2003/07/01]
- 212.4e - If a local enchantment is coming into play by any other means than
being played, and the effect putting it into play doesn't specify what it
will enchant, the player putting it into play chooses a permanent or
player for it to enchant as it comes into play. In this case, the
enchantment doesn't target the permanent, but the player who is putting it
into play still must choose a permanent or player that the enchantment can
enchant. If no legal permanent or player is available, the enchantment
remains in the zone from which it attempted to move instead of coming into
play. The same rule applies to moving a local enchantment from one
permanent to another or from one player to another. The permanent or
player to which the enchantment is to be moved must be able to be
enchanted by it. If it isn't legal, the enchantment doesn't move.
[CompRules 2003/07/01]
- 212.4f - If a local enchantment is enchanting an illegal permanent or player
or the permanent or player it was attached to no longer exists, the
enchantment is put into its owner's graveyard. (This is a state-based
effect. See Rule 420.) [CompRules 2003/07/01]
- 212.4g - A local enchantment can't be attached to itself. If this occurs
somehow, the local enchantment is put into its owner's graveyard. (This
is a state-based effect. See Rule 420.). [CompRules 2003/07/01]
- 212.4h - The permanent or player a local enchantment is attached to is
called enchanted. The enchantment "enchants" or, in more casual terms,
"is attached to" that permanent. [CompRules 2003/07/01]
- 212.4i - A local enchantment's controller is separate from the enchanted
permanent's controller; the two need not be the same. Changing control of
the permanent doesn't change control of the enchantment, and vice versa.
Only the enchantment's controller can play its abilities. However, if the
enchantment adds an ability to the enchanted permanent (with "gains" or
"has"), that enchanted permanent's controller is the only one who can play
that ability. [CompRules 2003/07/01]
- 212.4j - An object that is an "enchant world" is a global enchantment. It's
subject to the state-based effect for enchant worlds. (See Rule 420.5i)
[CompRules 2003/12/01]
212.5 - Instants
- 212.5a - A player may play an instant card from his or her hand any time he
or she has priority. Playing an instant as a spell uses the stack. (See
Rule 409, "Playing Spells and Activated Abilities.")
[CompRules 2003/07/01]
- 212.5b - When an instant spell resolves, the actions stated in its rules
text are followed. Then, it's put into its owner's graveyard.
[CompRules 2003/07/01]
- 212.5c - Instants have no subtypes. [CompRules 2003/07/01]
- 212.5d - Instants can't come into play. If an instant would come into play,
it remains in its previous zone instead. [CompRules 2003/07/01]
- 212.5e - If text states that a player may do something "any time he or she
could play 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 play.
[CompRules 2003/07/01]
212.6 - Land
- 212.6a - A player may play a land card from his or her hand only during a
main phase of his or her turn, and only when he or she has priority and
the stack is empty. A land card isn't a spell card, and at no time is it
a spell. When a player plays a land card, it's simply put into play. The
land card doesn't go on the stack, so players can't respond to it with
instants or activated abilities. [CompRules 2003/07/01]
- 212.6b - A player may play only one land card during each of his or her own
turns. Effects may allow the playing of additional lands; playing an
additional land in this way doesn't prevent a player from taking the
normal action of playing a land. Players can't begin to play a land that
an effect prohibits from being played. As a player plays a land, he or
she announces whether he or she is using the once-per-turn action of
playing a land. If not, he or she specifies which effect is allowing the
additional land play. Effects may also allow you to "put" lands into
play. This isn't the same as "playing a land" and doesn't count as the
player's one land played during his or her turn. [CompRules 2003/07/01]
- 212.6c - 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.
Example: "Basic Land - Mountain" means the card is a land with the
Mountain subtype. [CompRules 2003/07/01]
- 212.6d - 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 an intrinsic
ability to produce colored mana. (See Rule 406, "Mana Abilities.") The
land is treated as if its text box included, "{Tap}: Add [mana symbol] to
your mana pool," even if the text box doesn't actually contain text.
Plains produce white mana; Islands, blue; Swamps, black; Mountains, red;
and Forests, green. [CompRules 2003/07/01]
- 212.6e - If an effect changes a land's type to one of the basic land types,
the land no longer has its old land type. It loses any rules text it had
in its text box, other than the rules text for the snow-covered ability,
and it gains the rules text for the appropriate mana ability for that
basic land type. Note that this doesn't remove any abilities that were
granted to the land by other effects. Changing a land's type doesn't add
or remove any types (such as creature) or supertypes (such as basic and
legendary) 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. [CompRules 2003/12/01]
- 212.6f - Any land with the supertype "basic" is a basic land. Any land that
doesn't have this supertype is a nonbasic land. [CompRules 2003/07/01]
- 212.6g - If an object is both a land and another type, it can be played only
as a land. It can't be played as a spell. [CompRules 2003/10/01]
212.7 - Sorceries
- 212.7a - A player may play a sorcery card from his or her hand during a main
phase of his or her turn, when he or she has priority and the stack is
empty. Playing a sorcery as a spell uses the stack. (See Rule 409,
"Playing Spells and Activated Abilities.") [CompRules 2003/07/01]
- 212.7b - When a sorcery spell resolves, the actions stated in its rules text
are followed. Then it's put into its owner's graveyard.
[CompRules 2003/07/01]
- 212.7c - Sorceries have no subtypes. [CompRules 2003/07/01]
- 212.7d - Sorceries can't come into play. If a sorcery would come into play,
it remains in its previous zone instead. [CompRules 2003/07/01]
- 212.7e - If a spell, ability, or effect states that a player can do
something only "any time he or she could play an 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 an sorcery he or she could actually play. [CompRules 2003/07/01]
213 - Spells
- 213.1 - Every nonland card is a spell while it's being played (see Rule 409,
"Playing Spells and Activated Abilities.") and while it's on the stack.
Once it's played, a card remains a spell until it resolves, is countered,
or otherwise leaves the stack. For more information, see Rule 401,
"Spells on the Stack." [CompRules 2003/07/01]
- 213.2 - Spell type is the type of a spell on the stack. A spell's type,
supertype, and subtype are the same as those of its card.
[CompRules 2003/07/01]
- 213.3 - The term "spell" is used to refer to a card while it's on the stack.
The term "card" isn't used to refer to a card that's on the stack as a
spell. It's only used to refer to a card that's not in play or on the
stack, such as a creature card in a player's hand. [CompRules 2003/07/01]
- 213.4 - Every spell has a controller. By default, a spell's controller is
the player who played it. [CompRules 2003/07/01]
- 213.5 - If an effect changes any characteristics of a spell that becomes a
permanent, the effect continues to apply to the permanent when the spell
resolves.
Example: If an effect changes a black creature spell to white, the
creature is white when it comes into play and remains white for the
duration of the effect changing its color. [CompRules 2003/07/01]
214 - Permanents
- 214.1 - A permanent is a card or token in play. Permanents stay in play
unless moved to another zone by an effect or rule. There are four types
of permanents: artifacts, creatures, enchantments, and lands. Instant and
sorcery cards can't come into play. [CompRules 2003/07/01]
- 214.2 - Permanent type is the type of a card or token that's in play. A
nontoken permanent's types, supertypes, and subtypes are the same as those
printed on its card. A token's types, supertypes, and subtypes are set by
the spell or ability that created it. [CompRules 2003/10/01]
- 214.3 - A card or token becomes a permanent when it comes into play and it
stops being a permanent when it leaves play. Permanents come into play
untapped. The term "permanent" is used to refer to a card or token while
it's in play. The term "card" isn't used to refer to a card that's in
play as a permanent. It's only used to refer to a card that's not in play
and not on the stack, such as a creature card in a player's hand. For
more information, see Rule 217, "Zones." [CompRules 2003/10/01]
- 214.4 - Every permanent has a controller and is either tapped or untapped.
By default, a permanent's controller is the player who put it into play.
[CompRules 2003/07/01]
215 - Legends and Legendary Objects
- 215.1 - The word Legend or legendary may appear as an object's subtype or
supertype. Permanents with the subtype Legend or the supertype legendary
are subject to the Legend rule (see Rule 420, "State-Based Effects") as
well as any other rules for their types, subtypes, and supertypes.
- 215.2 - Legend is a creature type; legendary is not. If a legendary
noncreature permanent becomes a creature, it's still legendary, but it
doesn't get the creature type Legend. If a creature of type Legend
becomes a noncreature permanent, it loses the creature type Legend, but it
doesn't become legendary.
216 - Tokens
- 216.1 - Some effects put token creatures into play. A token is controlled
by whomever put it into play and owned by the controller of the spell or
ability that created it. The spell or ability may define any number of
characteristics for the token. A token doesn't have any characteristics
not defined by the spell or ability that created it. The spell or ability
that creates the token sets both its name and creature type at the same
time. A "Goblin creature token," for example, is named "Goblin" and has
the creature subtype Goblin. If a token's name is two words or more, it
has the creature subtype for each of those words. For example, a "Goblin
Scout creature token" is named "Goblin Scout" and has two creature
subtypes: Goblin and Scout. Once a token is in play, changing its name
doesn't change its creature type, and vice versa. [CompRules 2003/10/01]
- 216.2 - A token is subject to anything that affects permanents in general or
that affects the token's type or subtype. A token isn't a card (even if
represented by cards from other games or Unglued cards).
[CompRules 2003/07/01]
- 216.3 - A token in a zone other than the in-play zone ceases to exist. This
is a state-based effect. (Note that a token changing zones will set off
triggered abilities before the token ceases to exist.) Once a token has
left play, it can't be returned to play by any means.
[CompRules 2003/07/01]
217 - Zones
- 217.1 - A zone is a place where objects can be during a game. There are
normally six zones: library, hand, graveyard, in play, stack, and removed
from the game. Some older cards also use the ante and phased-out zones.
Each player has his or her own library, hand, and graveyard. The other
zones are shared by all players. [CompRules 2003/07/01]
- 217.1a - If an object would go to any library, graveyard, or hand other than
its owner's, it goes to the corresponding zone of its owner's instead. If
an instant or sorcery card would come into play, it remains in its
previous zone instead. [CompRules 2003/07/01]
- 217.1b - 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. Objects in other
zones can be arranged however their owners wish, although who controls
those objects, whether they're tapped, and what enchants or equips them
must remain clear to both players. [CompRules 2003/10/01]
- 217.1c - An object that moves from one zone to another is treated as a new
object. Effects connected with its previous location will no longer
affect it. There are two exceptions to this rule: Effects that edit the
characteristics of an artifact, creature, or enchantment spell on the
stack will continue to apply to the permanent that spell creates, and
abilities that trigger when an object moves from one zone to another (for
example, "When Rancor is put into a graveyard from play") can find the
object in the zone it moved to when the ability triggered.
[CompRules 2003/07/01]
- 217.1d - If an object would move from one zone to another, first determine
what event is moving the object. Then apply any appropriate replacement
effects to that event. If an effect or rule tries 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 what the
effect does to the object. Then the event moves the object.
[CompRules 2003/07/01]
- 217.1e - An object is outside the game if it's in the removed-from-the-game
zone, or if it isn't in any of the game's zones. All other objects are
inside the game. Outside the game is not a zone. [CompRules 2003/07/01]
217.2 - Library
- 217.2a - When a game begins, each player's deck becomes his or her library.
[CompRules 2003/07/01]
- 217.2b - Each library must be kept in a single face-down pile. Players
can't look at or change the order of cards in a library.
[CompRules 2003/07/01]
- 217.2c - Any player may count the number of cards remaining in either
player's library at any time. [CompRules 2003/07/01]
- 217.2d - If an effect puts two or more cards on the top or bottom of a
library at the same time, the owner of those cards may arrange them in any
order. That library's owner doesn't reveal the order in which the cards
go into his or her library. [CompRules 2003/07/01]
- 217.2e - Some effects tell a player to play with the top card of his or her
library revealed. If the top card of the player's library changes while
a spell or ability is being played, the new top card won't be revealed
until the spell or ability becomes played (see Rule 409.1i).
[CompRules 2003/10/01]
- 217.2.Ruling.1 - If player puts two or more cards on the top or bottom of
another player's library (as with Misinformation), that player may
arrange them in any order (unless otherwise specified) and doesn't reveal
this order to the owner of the library. [D'Angelo 2003/09/08]
217.3 - Hand
- 217.3a - The hand is where a player holds cards that have been drawn but not
yet played. At the beginning of the game, each player draws a hand of
seven cards. (See Rule 101, "Starting the Game.") [CompRules 2003/07/01]
- 217.3b - Each player has a maximum hand size, which is normally seven cards.
A player may have any number of cards in his or her hand, but as part of
his or her cleanup step, the player must discard excess cards down to the
maximum hand size. [CompRules 2003/07/01]
- 217.3c - A player may arrange his or her hand in any convenient fashion and
look at it as much as he or she wishes. A player can't look at the cards
in another player's hand but may count those cards at any time.
[CompRules 2003/07/01]
217.4 - Graveyard
- 217.4a - A graveyard is a 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. [CompRules 2003/07/01]
- 217.4b - Each graveyard is kept in a single face-up pile. A player can
examine the cards in any graveyard at any time but can't change their
order. [CompRules 2003/07/01]
- 217.4c - 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.
[CompRules 2003/07/01]
217.5 - In Play
- 217.5a - Most of the area between the players represents the in-play zone.
The in-play zone starts out empty. Permanents a player controls (other
than local enchantments enchanting the other player's permanents) are kept
in front of him or her in the in-play zone. [CompRules 2003/07/01]
- 217.5b - A spell or ability affects and checks only the in-play zone unless
it specifically mentions a player or another zone. Permanents exist only
in the in-play zone. [CompRules 2003/07/01]
- 217.5c - Whenever a permanent enters the in-play zone, it's considered a
brand-new permanent and has no relationship to any previous permanent
represented by the same object. This is also true for any objects
entering any zone (see Rule 217.1c). [CompRules 2003/10/01]
- 217.5d - An object not in the in-play zone isn't "in play" and isn't
considered tapped or untapped. Objects that aren't either in play or on
the stack aren't controlled by either player. [CompRules 2003/07/01]
217.6 - Stack
- 217.6a - When a spell is played, the physical card is put on the stack.
When an ability is played, it goes on top of the stack without any card
associated with it (See Rule 409.1, "Playing Spells and Activated
Abilities.") [CompRules 2003/07/01]
- 217.6b - 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 is put on
top of all objects already there. (See Rule 408, "Timing of Spells and
Abilities.") [CompRules 2003/07/01]
- 217.6c - 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 played the spell. The controller
of an activated ability is the player who played the ability. The
controller of a triggered ability is the player who controlled the
ability's source when it triggered. [CompRules 2003/07/01]
- 217.6d - When both players pass in succession, the top (last-added) spell or
ability on the stack resolves. If the stack is empty when both players
pass, the current step or phase ends and the next begins.
[CompRules 2003/07/01]
- 217.6e - Combat damage also uses the stack, in the same way as other objects
that use the stack. [CompRules 2003/07/01]
217.7 - Removed from the Game
- 217.7a - Effects can remove objects from the game. Some effects may provide
a way for a card to return to a zone and use the term "set aside." Cards
that are set aside this way are still removed from the game, even though
that removal may be temporary. Objects that aren't cards can't be
returned in any way. [CompRules 2003/07/01]
- 217.7b - Cards in the removed-from-the-game zone are kept face up and may be
examined by either player at any time. Cards "removed from the game face
down" can't be examined by either player except when instructions allow
it. [CompRules 2003/07/01]
- 217.7c - Cards that might return to play should be kept in separate piles to
keep track of their respective ways of returning. [CompRules 2003/07/01]
217.8 - Phased-Out
- 217.8a - Permanents that phase out are placed in the phased-out zone. (See
Rule 502.15, "Phasing.") [CompRules 2003/07/01]
- 217.8b - Face-up objects in the phased-out zone may be examined by either
player at any time. Face-down objects in the phased-out zone are covered
by the rules for face-down creatures. (See Rule 502.26, "Morph," and
Rule 504, "Face-Down Spells and Permanents.") [CompRules 2003/10/01]
- 217.8c - Phased-out objects are not in play, so they do not count as tapped
or untapped, nor are they controlled by anyone. However, an object in
this zone "remembers" the state of the permanent as it phased out and
returns to play in the same state as when it left. (See Rule 502.15,
"Phasing.") This is an exception to Rule 217.1c. [CompRules 2003/07/01]
- 217.8d - Tokens in the phased-out zone cease to exist. This is a
state-based effect (see Rule 420, "State-Based Effects"). Any phased-out
local enchantments or Equipment that were attached to those tokens remain
phased out for the rest of the game. [CompRules 2003/10/01]
217.9 - Ante
- 217.9a - 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 DCI Universal Tournament Rules. [CompRules 2003/07/01]
- 217.9b - When playing for ante, each player puts one random card from his or
her deck into the ante zone at the beginning of the game. Cards in the
ante zone may be examined by either player at any time. At the end of the
game, the winner becomes the owner of all the cards in the ante zone.
[CompRules 2003/07/01]
- 217.9c - 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 a player's ante zone or change a card's
owner. [CompRules 2003/10/01]
- 217.9d - 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. [CompRules 2003/07/01]
3 - Turn Structure
300 - General
- 300.1 - A turn consists of five phases, in this order: beginning, precombat
main, combat, postcombat main, and end. Each of these phases takes place
every turn, even if nothing happens during the phase. The beginning,
combat, and end phases are further broken down into steps, which proceed
in order. [CompRules 2003/07/01]
- 300.2 - A phase or step ends when the stack is empty and both players pass
in succession. No game events can occur between turns, phases, or steps.
Simply having the stack become empty doesn't cause the phase or step to
end; both players have to pass with the stack empty. Because of this,
each player always gets a chance to add new things to the stack before the
current phase or step ends. [CompRules 2003/07/01]
- 300.3 - When a phase ends (but not a step), any unused mana left in a
player's mana pool is lost. That player loses 1 life for each one mana
lost this way. This is called mana burn. Note that mana burn is loss of
life, not damage, so it can't be prevented or altered by effects that
affect damage. This game action doesn't use the stack. (See Rule 406,
"Mana Abilities.") [CompRules 2003/07/01]
- 300.4 - When a phase or step ends, any effects scheduled to last "until end
of" that phase or step expire. When a phase or step begins, any effects
scheduled to last "until" that phase or step expire. Effects that last
"until end of combat" expire at the end of the combat phase, not at the
beginning of the end of combat step. Effects that last "until end of
turn" are subject to special rules; see Rule 314.2. [CompRules 2003/07/01]
- 300.5 - When a phase or step begins, any abilities that trigger "at the
beginning of" that phase or step are added to the stack.
[CompRules 2003/07/01]
- 300.6 - 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 both players get extra turns during a single turn, the
extra turns are added one at a time. The most recently created turn will
be taken first. [CompRules 2003/07/01]
- 300.7 - 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. [CompRules 2003/10/01]
- 300.8 - 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. [CompRules 2003/10/01]
- 300.9 - 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 419.6e and Rule 419.6f. [CompRules 2003/07/01]
301 - Beginning Phase
- 301.1 - The beginning phase consists of three steps, in this order: untap,
upkeep, and draw. [CompRules 2003/07/01]
302 - Untap Step
- 302.1 - First, all permanents with phasing that the active player controls
phase out, and all phased-out objects that the active player controlled
when they phased out simultaneously phase in (this game action doesn't use
the stack). See Rule 217.8, "Phased-Out," and Rule 502.15, "Phasing."
[CompRules 2003/07/01]
- 302.2 - Next the active player determines which permanents he or she
controls will untap. Then he or she untaps them all simultaneously (this
game 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. [CompRules 2003/10/01]
- 302.3 - No player receives priority during the untap step, so no spells or
abilities can be played or resolved. Any ability that triggers during
this step will be held until a player would receive priority during the
upkeep step. (See Rule 303, "Upkeep Step.") [CompRules 2003/07/01]
303 - Upkeep Step
- 303.1 - As the upkeep step begins, any abilities that trigger at the
beginning of that upkeep step and any abilities that triggered during the
turn's untap step go on the stack. (See Rule 410, "Handling Triggered
Abilities.") Then the active player gets priority and players may play
spells and abilities. [CompRules 2003/10/01]
304 - Draw Step
- 304.1 - First, the active player draws a card. This special action doesn't
use the stack. (This is a reversal of previous rules.) Then any
abilities that trigger at the beginning of the draw step and any other
abilities that have triggered go on the stack. Then the active player
gets priority and players may play spells and abilities.
[CompRules 2003/10/01]
305 - Main Phase
- 305.1 - There are two main phases in a turn. In each turn, the first main
phase, known as the precombat main phase, and the second main phase, known
as the postcombat main phase, are separated by the combat phase (see
Rule 306, "Combat Phase"). The precombat and postcombat main phases are
individually and collectively known as the main phase.
[CompRules 2003/10/01]
- 305.2 - The main phase has no steps, so a main phase ends when both players
pass in succession while the stack is empty. [CompRules 2003/07/01]
- 305.3 - As the main phase begins, any abilities that trigger at the
beginning of that main phase go on the stack. (See Rule 410, "Handling
Triggered Abilities.") Then the active player gets priority and players
may play spells and abilities. (This is the only phase in which a player
can normally play artifact, creature, enchantment, and sorcery spells, and
only the active player may play these spells.) [CompRules 2003/10/01]
- 305.4 - 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 212.6, "Lands.") This action doesn't use the stack and it isn't a
spell or ability of any kind. It can't be countered, and players can't
respond to it with instants or activated abilities. [CompRules 2003/07/01]
306 - Combat Phase
- 306.1 - The combat phase has five steps, which proceed in order: beginning
of combat, declare attackers, declare blockers, combat damage, and end of
combat. The declare blockers and combat damage steps are skipped if no
creatures are declared as attackers (see Rule 308.4). There are two
combat damage steps if any attacking or blocking creature has first
strike (see Rule 502.2) or double strike (see Rule 502.28).
[CompRules 2003/07/01]
- 306.2 - A creature is removed from combat if it leaves play (such as by
being destroyed or removed from the game), if it regenerates (see
Rule 419.6b), if its controller changes, if it stops being a creature, or
if an effect removes it from combat. Removed from combat means the
creature stops being an attacking, blocking, blocked, and/or unblocked
creature. [CompRules 2003/07/01]
- 306.2a - 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.
[CompRules 2003/07/01]
- 306.2b - 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. [CompRules 2003/07/01]
- 306.3 - During the combat phase, the active player is attacking and is the
attacking player. The nonactive player is being attacked and is the
defending player. [CompRules 2003/07/01]
- 306.4 - An attacking creature is attacking alone if no other creatures are
attacking. A blocking creature is blocking alone if no other creatures
are blocking. [CompRules 2003/07/01]
307 - Beginning of Combat Step
- 307.1 - As the beginning of combat step begins, any abilities that trigger
at the beginning of combat go on the stack. (See Rule 410, "Handling
Triggered Abilities.") Then the active player gets priority and players
may play spells and abilities. [CompRules 2003/10/01]
308 - Declare Attackers Step
- 308.1 - As the declare attackers step begins, the active player declares
attackers (this game action doesn't use the stack). Then any abilities
that triggered on attackers being declared go on the stack. (See
Rule 410, "Handling Triggered Abilities.") Then the active player gets
priority and players may play spells and abilities. [CompRules 2003/07/01]
- 308.2 - 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 was illegal; the game returns to the moment before the
declaration (see Rule 422, "Handling Illegal Actions," and Rule 500,
"Legal Attacks and Blocks"). [CompRules 2003/07/01]
- 308.2a - The active player either chooses to not attack or chooses one or
more creatures he or she controls and then determines whether this set of
creatures could attack. Only creatures can attack, and the following
creatures can't attack: tapped creatures (even those that can attack
without tapping), creatures with creature type Wall, and creatures the
active player didn't control continuously since the beginning of the
turn (except those with haste). Other effects may also affect whether or
not a set of creatures could attack. (See Rule 500, "Legal Attacks and
Blocks.") [CompRules 2003/10/01]
- 308.2b - 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 502.10, "Banding.") [CompRules 2003/07/01]
- 308.2c - 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. [CompRules 2003/07/01]
- 308.2d - If any of the 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.
[CompRules 2003/07/01]
- 308.2e - If any of the costs require mana, the active player then has a
chance to play mana abilities (see Rule 411, "Playing Mana Abilities").
[CompRules 2003/07/01]
- 308.2f - 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.
[CompRules 2003/07/01]
- 308.2g - Each chosen creature becomes an attacking creature if all costs
have been paid, but only if it's still controlled by the active player.
It remains an attacking creature until it's removed from combat or the
combat phase ends, whichever comes first. See Rule 306.2.
[CompRules 2003/07/01]
- 308.3 - Abilities that trigger on a creature attacking trigger only at the
point the creature starts to attack. They will not trigger if a creature
attacks and the characteristics of that creature are then changed 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.
[CompRules 2003/07/01]
- 308.4 - If no creatures are declared as attackers, finish the declare
attackers step, but skip the declare blockers and combat damage steps.
[CompRules 2003/07/01]
309 - Declare Blockers Step
- 309.1 - As the declare blockers step begins, the defending player declares
blockers (this game action doesn't use the stack). Then any abilities
that triggered on blockers being declared go on the stack. (See Rule 410,
"Handling Triggered Abilities.") Then the active player gets priority and
players may play spells and abilities. [CompRules 2003/10/01]
- 309.2 - 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 was illegal; the game returns to the moment before the
declaration (see Rule 422, "Handling Illegal Actions," and Rule 500,
"Legal Attacks and Blocks"). [CompRules 2003/07/01]
- 309.2a - The defending player chooses zero or more creatures he or she
controls, chooses one attacking creature for each one to block, then
determines whether this set of blocks is legal. Only untapped creatures
can block, but blocking does not cause creatures to tap. Other effects
may also affect whether or not a set of creatures could block. (See
Rule 500, "Legal Attacks and Blocks.") [CompRules 2003/10/01]
- 309.2b - If any of the 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.
[CompRules 2003/07/01]
- 309.2c - If any of the costs require mana, the defending player then has a
chance to play mana abilities (see Rule 411, "Playing Mana Abilities").
[CompRules 2003/07/01]
- 309.2d - 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.
[CompRules 2003/07/01]
- 309.2e - Each chosen creature becomes a blocking creature, but only if it's
controlled by the defending player. Each one is blocking the attacking
creature chosen for it. It remains a blocking creature until it's removed
from combat or the combat phase ends, whichever comes first. See
Rule 306.2. [CompRules 2003/07/01]
- 309.2f - An attacking creature with one or more creatures declared as
blockers for it becomes a blocked creature; one with no blockers becomes
an unblocked creature. The creature's status remains unchanged until the
creature is removed from combat or the combat phase ends, whichever comes
first. (Some effects can change a creature's status.)
[CompRules 2003/07/01]
- 309.3 - Abilities that trigger on a creature blocking or becoming blocked
trigger only at the point the creature blocks or becomes blocked. They
will not trigger if a creature blocks or becomes blocked, and then the
characteristics of that creature are changed to match the ability's
trigger condition.
Example: A creature has the ability "Whenever this creature becomes
blocked by a white creature, destroy that creature at end of combat." If
that creature is blocked by a black creature that is later turned white,
the ability will not trigger. [CompRules 2003/07/01]
310 - Combat Damage Step
- 310.1 - As the combat damage step begins, the active player announces how
each attacking creature will assign its combat damage. Then the defending
player announces how each blocking creature will assign its combat damage.
All assignments of combat damage go on the stack as a single object.
Then any abilities that triggered on damage being assigned go on the
stack. (See Rule 410, "Handling Triggered Abilities.") Then the active
player gets priority and players may play spells and abilities.
[CompRules 2003/10/01]
- 310.2 - A player may divide a creature's combat damage as he or she chooses
among the legal recipients. Dividing combat damage is subject to the
following restrictions: [CompRules 2003/07/01]
- 310.2a - Each attacking creature and each blocking creature will assign
combat damage equal to its power. [CompRules 2003/07/01]
- 310.2b - An unblocked attacking creature will assign all its combat damage
to the defending player. [CompRules 2003/07/01]
- 310.2c - A blocked creature will assign combat damage, divided as its
controller chooses, to the creatures blocking it. If no creatures are
currently blocking it (if, for example, they were destroyed or removed
from combat), it will assign no combat damage. [CompRules 2003/07/01]
- 310.2d - A blocking creature will assign combat damage, divided as its
controller chooses, to the attacking creatures it's blocking. If it isn't
currently blocking any creatures (if, for example, they were destroyed or
removed from combat), it will assign no combat damage.
[CompRules 2003/07/01]
- 310.2e - An effect that states a creature deals its combat damage in a
different manner than normal affects the assignment of combat damage.
[CompRules 2003/07/01]
- 310.3 - Although combat-damage assignments go on the stack as an object,
they aren't spells or abilities, so they can't be countered.
[CompRules 2003/07/01]
- 310.4 - Combat damage resolves as an object on the stack. When it resolves,
it's all dealt at once, as originally assigned. After combat damage
finishes resolving, the active player gets priority.
[CompRules 2003/10/01]
- 310.4a - Combat damage is dealt as it was originally assigned even if the
creature dealing damage is no longer in play, its power has changed, or
the creature receiving damage has left combat. [CompRules 2003/07/01]
- 310.4b - The source of the combat damage is the creature as it currently
exists, or as it most recently existed if it is no longer in play.
[CompRules 2003/07/01]
- 310.4c - If a creature that was supposed to receive combat damage is no
longer in play or is no longer a creature, the damage assigned to it isn't
dealt. [CompRules 2003/07/01]
- 310.5 - At the start of the combat damage step, if at least one attacking or
blocking creature has first strike (see Rule 502.2) or double strike (see
Rule 502.28), creatures without first strike or double strike don't assign
combat damage. Instead of proceeding to end of combat, the phase gets a
second combat damage step to handle the remaining creatures. In the
second combat damage step, surviving attackers and blockers that didn't
assign combat damage in the first step, plus any creatures with double
strike, assign their combat damage. [CompRules 2003/07/01]
311 - End of Combat Step
- 311.1 - All "at end of combat" abilities trigger and go on the stack. (See
Rule 410, "Handling Triggered Abilities.") Then the active player
gets priority and players may play spells and abilities.
[CompRules 2003/10/01]
- 311.2 - As soon as the end of combat step ends, all creatures are removed
from combat. After the end of combat step ends, the combat phase is
over and the postcombat main phase begins. [CompRules 2003/10/01]
312 - End Phase
- 312.1 - The end phase consists of two steps: end of turn and cleanup.
[CompRules 2003/07/01]
313 - End of Turn Step
- 313.1 - As the end of turn step begins, all abilities that trigger "at end
of turn" go on the stack. (See Rule 410, "Handling Triggered Abilities.")
Then the active player gets priority and players may play spells and
abilities. [CompRules 2003/07/01]
- 313.2 - If "at end of turn"-triggered abilities are created or if cards with
"at end of turn"-triggered abilities come into play after preexisting ones
have already gone on the stack at the beginning of the end of turn step,
those abilities won't go on the stack until the next turn's end phase. In
other words, the step doesn't "back up" so new "at end of turn"-triggered
abilities can go on the stack. This only applies to triggered abilities
that say "at end of turn." It doesn't apply to continuous effects whose
durations say "until end of turn" or "this turn." (See Rule 314,
"Cleanup Step.") [CompRules 2003/07/01]
314 - Cleanup Step
- 314.1 - If the active player's hand contains more cards than his or her
maximum hand size (normally seven), he or she discards enough cards to
reduce the hand size to that number (this game action doesn't use the
stack). [CompRules 2003/07/01]
- 314.2 - Simultaneously, all damage is removed from permanents and all "until
end of turn" and "this turn" effects end (this game action doesn't use the
stack). [CompRules 2003/07/01]
- 314.3 - If the conditions for any state-based effects exist or if any
triggered abilities are waiting to be put onto the stack, the active
player gets priority and players may play spells and abilities. Once the
stack is empty and both players pass, another cleanup step begins.
Otherwise, no player receives priority and the step ends.
[CompRules 2003/07/01]
4 - Spells, Abilities, and Effects
400 - General
- 400.1 - An ability is something an object does or can do. Abilities
generate effects. An object's abilities are defined in the object's text
box (if it has one) or by the effect that created the object. Abilities
can also be granted to objects by effects. Reminder text and flavor text
are not abilities. Reminder text and flavor text always appear in
italics. [CompRules 2003/07/01]
- 400.2 - Spells, activated abilities, and triggered abilities generate
effects when they resolve. Static abilities generate continuous effects.
Text itself is never an effect. [CompRules 2003/07/01]
401 - Spells on the Stack
- 401.1 - A card on the stack is a spell. As the first step of being played,
the card becomes a spell and goes on the stack from the zone it was played
from (usually the player's hand). (See Rule 217.6, "Stack.") A copy of a
spell is also a spell, even if it has no card associated with it.
[CompRules 2003/07/01]
- 401.2 - A spell stops being a spell when it resolves (see Rule 413,
"Resolving Spells and Abilities"), is countered (see Rule 414,
"Countering Spells and Abilities"), or otherwise leaves the stack.
Example: A played creature card is a creature spell until it resolves, is
countered, or leaves the stack. [CompRules 2003/07/01]
- 401.3 - Instant and sorcery spells have abilities, just like any other
objects. These abilities are instructions that are followed when the
spells resolve, unless the instructions can only be applied at some other
time. [CompRules 2003/07/01]
Example: Some abilities that are not followed when the spell resolves are
activated abilities or triggered abilities, any abilities that define the
zone from which it can be played (see Rule 401.4), any abilities that
apply while the spell is in a zone from which it can be played (see
Rule 401.5), or any abilities that apply while the spell is on the
stack (see Rule 401.6). [CompRules 2003/10/01]
- 401.4 - Any object can have static abilities that allow it to be played from
a zone other than a player's hand. These abilities are active while the
object is in that zone. [CompRules 2003/07/01]
- 401.5 - Any object can have static abilities that apply while the object is
in a zone from which it can be played. These include restrictions on
playing the object and abilities that allow the object to be played at a
time that it otherwise could not or in a manner that it otherwise could
not. [CompRules 2003/07/01]
- 401.6 - Any spell can have static abilities that apply while the spell is on
the stack. These include, but are not limited to, additional costs,
alternative costs, and cost reductions. See Rule 409, "Playing Spells and
Activated Abilities." [CompRules 2003/10/01]
- 401.7 - As the final part of an instant or sorcery spell's resolution, the
card is put into its owner's graveyard. As the final part of an artifact,
creature, or enchantment spell's resolution, the card becomes a permanent
and is put into the in-play zone under the control of the spell's
controller. If any spell is countered, the card is put into its owner's
graveyard as part of the resolution of the countering spell or
ability. (See Rule 413, "Resolving Spells and Activated Abilities.")
[CompRules 2003/07/01]
402 - Abilities
- 402.1 - An ability is text on an object that's not reminder text or flavor
text (see Rule 400.1). The result of following such an instruction is an
effect. (See Rule 416, "Effects.") Abilities can affect the objects
they're on; they can also affect other objects and/or players. Abilities
can grant abilities to other objects or to the objects they're on; they do
so when the words "has," "have," "gains," or "gain" are used.
[CompRules 2003/07/01]
- 402.2 - There are three general categories of abilities: activated,
triggered, and static. Activated and triggered abilities can also be mana
abilities. Abilities can generate one-shot effects or continuous effects.
Some effects are replacement effects or prevention effects.
[CompRules 2003/07/01]
- 402.3 - Abilities can be beneficial or detrimental. For example,
"[This creature] can't block" is an ability. [CompRules 2003/07/01]
- 402.4 - An additional cost or alternative cost to play a card is an ability
of the card. [CompRules 2003/07/01]
- 402.5 - An ability isn't a spell and therefore can't be countered by
anything that counters only spells. Abilities can be countered by effects
that specifically counter abilities, as well as by the rules (for example,
an ability with one or more targets is countered if all its targets become
illegal). [CompRules 2003/07/01]
- 402.6 - Once activated or triggered, an ability exists independently of its
source as an ability on the stack. Destruction or removal of the source
after that time won't affect the ability. Note that some abilities cause
a source to do something (for example, "Prodigal Sorcerer deals 1
damage to target creature or player") rather than the ability doing
anything directly. In these cases, any activated or triggered ability
that references information about the source will check that information
when the ability resolves, or will use the source's last known information
if it's no longer in play. [CompRules 2003/07/01]
- 402.7 - An object may have multiple abilities. Aside from certain defined
abilities that may be strung together on a single line (see Rule 502,
"Keyword Abilities"), each paragraph break in a card's text marks a
separate ability. An object may also have multiple instances of the same
ability. Each instance functions independently. This may or may not
produce more effects than a single instance; refer to the specific ability
for more information. [CompRules 2003/07/01]
- 402.8 - Abilities function only while the permanent with the ability is in
play unless the ability is a characteristic-setting ability that sets type
or color, an ability of an instant or sorcery, an additional cost, an
alternative cost, or a play restriction. Abilities can also function in
other zones if they state otherwise or if the ability can only trigger or
be played in a zone other than the in-play zone. 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.
Example: An ability with a cost that includes "Discard this card from your
hand" can be played only if the card is in your hand.
[CompRules 2003/07/01]
- 402.9 - Some objects have activated abilities that can be played when the
object is not in play. Some objects have triggered abilities that can
trigger while the object is in a zone other than the in-play zone.
[CompRules 2003/07/01]
403 - Activated Abilities
- 403.1 - An activated ability is written as "[cost]: [effect]." The
activation cost is everything before the colon (:). An ability's
activation cost must be paid by the player who is playing it.
[CompRules 2003/07/01]
- 403.2 - Only an object's controller (or its owner, if it doesn't have a
controller) can play its activated ability unless the object specifically
says otherwise. [CompRules 2003/07/01]
- 403.3 - If an activated ability has a restriction on its use (for example,
"Play this ability only once each turn"), the restriction continues to
apply to that object even if its controller changes.
[CompRules 2003/07/01]
- 403.4 - A creature's activated ability with the tap symbol ({Tap}) in its
activation cost can't be played unless the creature has been under its
controller's control since the start of his or her most recent turn.
Creatures with haste may ignore this rule (see Rule 502.5).
[CompRules 2003/07/01]
- 403.5 - Activated abilities that read "Play this ability only any time you
could play a sorcery" mean the player must follow the timing rules for
playing a sorcery, though the ability isn't actually a sorcery. Activated
abilities that read "Play this ability only any time you could play an
instant" mean the player must follow the timing rules for playing an
instant, though the ability isn't actually an instant.
[CompRules 2003/07/01]
404 - Triggered Abilities
- 404.1 - A triggered ability begins with the word "when," "whenever," or
"at." The phrase containing one of these words is the trigger condition,
which defines the trigger event. [CompRules 2003/07/01]
- 404.2 - Triggered abilities aren't played. Instead, a triggered ability
automatically "triggers" each time its trigger event occurs. Once an
ability has triggered, it goes on the stack the next time a player would
receive priority. See Rule 408.1, "Timing, Priority, and the Stack," and
Rule 410, "Handling Triggered Abilities." [CompRules 2003/07/01]
- 404.3 - A triggered ability may read "When/Whenever/At ...,
if [condition], [effect]." The ability checks for the stated condition to
be true when the trigger event occurs. If it is, the ability triggers.
On resolution, the ability rechecks the condition. If the condition isn't
true at either of those times, the ability does nothing. This rule is
referred to as the "intervening 'if' clause" rule. Note that the word
"if" has only its normal English meaning anywhere else in the text of a
card; this rule only applies to an "if" that immediately follows a trigger
condition. [CompRules 2003/07/01]
- 404.4 - 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. [CompRules 2003/07/01]
- 404.4a - Delayed triggered abilities come from spells or other abilities
that create them on resolution. That means a delayed triggered ability
won't trigger until it has actually been created, even if its trigger
event occurred just beforehand. Other events that happen earlier may make
the trigger event impossible.
Example: Part of an effect reads "When this creature leaves play," but the
creature in question leaves play before the spell or ability creating the
effect resolves. In this case, the delayed ability never triggers. As
another example, if an effect reads "When this creature becomes untapped"
and the named creature becomes untapped before the effect resolves, the
ability waits for the next time that creature untaps.
[CompRules 2003/07/01]
- 404.4b - 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." [CompRules 2003/07/01]
- 404.4c - A delayed triggered ability that refers to a particular object
still affects it even if the object changes characteristics.
Example: An ability reading, "At end of turn, destroy that creature" will
destroy the permanent even if it's no longer a creature during the end of
turn step. [CompRules 2003/07/01]
- 404.4d - A delayed triggered ability that refers to a particular permanent
will fail if the permanent leaves play (even if it returns again before
the specified time). Similarly, abilities that create a one-shot effect
that applies to an object in a particular zone will fail if the object
leaves that zone.
Example: An ability reading, "At end of turn, remove this creature from
the game" won't do anything if the creature leaves play before the end of
turn step. [CompRules 2003/07/01]
- 404.5 - Some objects have a static ability that's linked to a triggered
ability. 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.
[CompRules 2003/07/01]
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. [CompRules 2003/12/01]
Example: An ability that reads "The controller of enchanted creature
sacrifices it at the end of his or her turn" is a triggered ability.
[CompRules 2003/12/01]
405 - Static Abilities
- 405.1 - A static ability does something all the time rather than being
activated or triggered. The ability isn't played-it just "exists." Such
abilities apply only while the ability is on a permanent in play, unless
the ability is covered by Rule 402.8 or Rule 402.9. [CompRules 2003/07/01]
- 405.2 - Some objects have static abilities which state that the object
"has" one or more abilities or characteristic values; "is" a particular
type, supertype, subtype, or color; or that one or more of its
characteristics "is" or "are" a particular value. These abilities are
characteristic-setting abilities. Abilities of an object that affect the
characteristics of another object are not characteristic-setting
abilities. See Rule 201, "Characteristics," and Rule 418.5a.
[CompRules 2003/10/01]
- 405.2a - A characteristic-setting ability that states that an object is a
particular type, supertype, subtype, or color applies no matter which zone
the object it's on is in. This rule doesn't apply to other
characteristic-setting abilities. [CompRules 2003/07/01]
406 - Mana Abilities
- 406.1 - A mana ability is either (a) an activated ability that could put
mana into a player's mana pool when it resolves or (b) a triggered ability
that triggers from a mana ability and could produce additional mana. A
mana ability can generate other effects at the same time it produces mana.
[CompRules 2003/07/01]
- 406.2 - Spells that put mana into a player's mana pool aren't mana
abilities. They're played and resolved exactly like any other spells.
Triggered abilities that put mana into a player's mana pool aren't mana
abilities if they trigger from events other than activating mana
abilities. They go on the stack and resolve like any other triggered
abilities. [CompRules 2003/07/01]
- 406.3 - A mana ability remains a mana ability even if the game state doesn't
allow it to produce mana. [CompRules 2003/07/01]
Example: A permanent has an ability that reads "{Tap}: 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.
[CompRules 2003/10/01]
- 406.4 - A mana ability can be activated or triggered. Mana abilities are
played and resolved like other abilities, but they don't go on the stack,
so they can't be countered or responded to. See Rule 411, "Playing Mana
Abilities," and Rule 408.2, "Actions That Don't Use the Stack."
[CompRules 2003/07/01]
- 406.5 - Abilities (other than mana abilities) that trigger on playing mana
abilities do use the stack. [CompRules 2003/07/01]
- 406.6 - If a mana ability would produce one or more mana of an undefined
type, it produces no mana instead. [CompRules 2003/12/01]
Example: If you control no lands, an ability that reads "{Tap}: Add to
your mana pool one mana of any type that a land you control could produce"
will not produce any mana. [CompRules 2003/12/01]
- 406.Ruling.1 - If a mana ability can't produce any mana, it's still legal to
play the ability, but no mana will be produced on resolution.
[WotC Rules Team 2003/12/01]
407 - Adding and Removing Abilities
- 407.1 - 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. If two or more effects add and remove the same ability, in
general the most recent one prevails. (See Rule 418.5, "Interaction of
Continuous Effects.") [CompRules 2003/07/01]
- 407.2 - 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 405.2.) [CompRules 2003/07/01]
Example: An effect reads, "Enchanted creature has 'This creature is an
artifact creature.'" This effect grants an ability to the creature that
can be removed by other effects. Another effect reads, "Enchanted
creature is an artifact creature." This effect simply defines a
characteristic of the creature. It doesn't grant an ability, so effects
that would cause the creature to lose its abilities wouldn't cause the
enchanted creature to stop being an artifact. [CompRules 2003/10/01]
- 407.3 - Effects that remove an ability remove all instances of it.
Example: If a creature with flying is enchanted with Flight, it has two
instances of the flying ability. A single effect that reads "Target
creature loses flying" will remove both. [CompRules 2003/07/01]
408 - Timing of Spells and Abilities
408.1 - Timing, Priority, and the Stack
- 408.1a - Spells and activated abilities can be played only at certain times
and follow a set of rules for doing so. [CompRules 2003/07/01]
- 408.1b - Spells and activated abilities are played by players (if they
choose) using a system of priority, while other types of abilities and
effects are automatically generated by the game rules. Each time a player
would get priority, all applicable state-based effects resolve first as a
single event (see Rule 420, "State-Based Effects"). Then, if any new
state-based effects have been generated, they resolve as a single event.
This process repeats until no more applicable state-based effects are
generated. Then triggered abilities are added to the stack (see
Rule 410, "Handling Triggered Abilities"). These steps repeat in order
until no further state-based effects or triggered abilities are generated.
Then the player who would have received priority does so and may play a
spell or ability, or take a special action (such as playing a land), or
pass, as governed by the rules for that phase or step.
[CompRules 2003/10/01]
- 408.1c - The active player gets priority at the beginning of most phases and
steps, after any game actions are dealt with and abilities that trigger at
the beginning of that phase or step go on the stack. No player gets
priority during the untap step and players usually don't get priority
during the cleanup step (see Rule 314.3). The player with priority may
either play a spell or ability, take a special action, or pass. If he or
she plays a spell or ability, or takes a special action, the player again
receives priority; otherwise, his or her opponent receives priority. If
both players pass in succession (that is, if both players pass without
taking any actions in between passing), the top object on the stack
resolves, then the active player receives priority. If the stack is empty
when both players pass in succession, the phase or step ends and the next
one begins. [CompRules 2003/10/01]
- 408.1d - A player may play a spell or activated ability only when he or she
has priority. Spells other than instants can be played only during a
player's main phase, when that player has priority, and only when the
stack is empty. [CompRules 2003/07/01]
- 408.1e - When a spell is played, it goes on top of the stack. When an
activated ability is played, it goes on top of the stack.
[CompRules 2003/07/01]
- 408.1f - Triggered abilities can trigger at any time, including during the
playing or resolution of a spell or another ability. However, nothing
actually happens at the time the abilities trigger. Each time a player
would receive priority, each ability that has triggered is put on the
stack (if it hasn't already been put on the stack). Then the player gets
priority and may play spells or abilities. (See Rule 410, "Handling
Triggered Abilities.") [CompRules 2003/07/01]
- 408.1g - Combat damage goes on the stack once it's been assigned. For more
information, see Rule 310, "Combat Damage Step." [CompRules 2003/07/01]
- 408.1h - Static abilities aren't played-they continuously affect the game.
Priority doesn't apply to them. (See Rule 405, "Static Abilities,"
Rule 418, "Continuous Effects," and Rule 419, "Replacement and Prevention
Effects.") [CompRules 2003/07/01]
- 408.1i - Special actions don't use the stack. The special actions are
playing a land (see Rule 408.2d), turning a face-down creature face
up (see Rule 408.2h), ending continuous effects or preventing delayed
triggered abilities (see Rule 408.2i), and suspending or ignoring
continuous effects (see Rule 408.2j). [CompRules 2003/12/01]
408.2 - Actions That Don't Use the Stack
- 408.2a - Effects don't go on the stack; they're the result of spells and
abilities resolving. Effects may create delayed triggered abilities,
however, and these may go on the stack when they trigger (see Rule 404.4).
[CompRules 2003/07/01]
- 408.2b - Static abilities continuously generate effects and don't go on the
stack. [CompRules 2003/07/01]
- 408.2c - State-based effects (see Rule 420) resolve whenever a player would
receive priority as long as the required game condition is true.
[CompRules 2003/07/01]
- 408.2d - Playing a land is a special action consisting of putting that land
into play. (See Rule 212.6, "Lands.") A player can play a land only
during a main phase of his or her turn, when he or she has priority and
the stack is empty. The player who played the land gets priority after
this special action. [CompRules 2003/10/01]
- 408.2e - Mana abilities resolve immediately. If a mana ability produces
both mana and another effect, both the mana and the other effect happen
immediately. If a player had priority before a mana ability was played,
that player gets priority after it resolves. (See Rule 406, "Mana
Abilities.") [CompRules 2003/10/01]
- 408.2f - Characteristic-setting abilities, such as "[This object] is red,"
are simply read and followed as applicable. (See also Rule 405.2.)
[CompRules 2003/07/01]
- 408.2g - Game actions-phasing in and out during the untap step, untapping
during the untap step, drawing a card during the draw step, declaring
attacking or blocking creatures, cleanup, and mana burn-don't use the
stack. [CompRules 2003/07/01]
- 408.2h - The controller of a face-down permanent may turn it face up.
This is a special action. (See Rule 504, "Face-Down Spells and
Permanents.") A player can turn a face-down permanent face up only when
he or she has priority. That player gets priority after this special
action. [CompRules 2003/12/01]
- 408.2i - 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.
This is a special action. A player can end a continuous effect or stop a
delayed triggered ability only if the effect or ability allows it and only
when he or she has priority. The player who took the action gets priority
after this special action. [CompRules 2003/12/01]
- 408.2j - Some effects from static abilities allow a player to take an action
to ignore or suspend the effect from that ability for a duration. This is
a special action. A player can take an action to ignore or suspend an
effect only when he or she has priority. The player who took the action
gets priority after this special action. [CompRules 2003/12/01]
- 408.2.Ruling.1 - The only things that do use the stack are spells,
nonmana activated abilities, nonmana triggered abilities, and combat
damage. [DeLaney 2003/12/14]
409 - Playing Spells and Activated Abilities
- 409.1 - Playing a spell or activated ability follows the steps listed below,
in order. If, at any point during the playing of a spell or ability, a
player is unable to comply with any of the steps listed below, the spell
was played illegally; the game returns to the moment before that spell or
ability was played (see Rule 422, "Handling Illegal Actions").
Announcements and payments can't be altered after they've been made.
[CompRules 2003/07/01]
- 409.1a - The player announces that he or she is playing the spell or
activated ability. It moves from the zone it's in to the stack and
remains there until it's countered or resolves. In the case of spells,
the physical card goes onto the stack. In the case of activated
abilities, the ability goes onto the stack without any card associated
with it. Each spell has all the characteristics of the card associated
with it. Each activated 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 player who played the spell. The controller of an
activated ability is the player who played the ability.
[CompRules 2003/07/01]
- 409.1b - If the spell or ability is modal (uses the phrase "Choose one -"
or "[specified player] chooses one -"), the player announces the mode
choice. If the spell or ability has a variable mana cost (indicated
by {X}) or some other variable cost, the player announces the value of
that variable at this time. If the spell or ability has alternative,
additional, or other special costs (such as buyback or kicker costs), the
player announces his or her intentions to pay any or all of those
costs (see Rule 409.1f). You can't apply two alternative methods of
playing or two alternative costs to a single spell or ability. Previously
made choices (such as choosing to play a spell with flashback from his or
her graveyard or choosing to play a creature with morph face down) may
restrict the player's options when making these choices.
[CompRules 2003/07/01]
- 409.1c - If the spell or ability requires any targets, the player first
announces how many targets he or she will choose (if the spell or ability
has a variable number of targets), then announces the targets themselves.
A spell or ability can't be played unless the required number of legal
targets are chosen. The same target can't be chosen multiple times.
[CompRules 2003/07/01]
- 409.1d - If the spell or ability targets one or more targets only if an
alternative, additional, or special cost (such as a buyback or kicker
cost) is paid for it, or if a particular mode is chosen for it, its
controller chooses those targets only if he or she announced the intention
to pay that cost or chose that mode. Otherwise, the spell or ability is
played as though it did not have those targets. [CompRules 2003/07/01]
- 409.1e - If the spell or ability affects several targets in different ways,
the player announces how it will affect each target. If the spell or
ability requires the player to divide an effect (such as damage or
counters) among one or more targets, or any number of untargeted objects
or players, the player announces the division. Each of these targets,
objects, or players must receive at least one of whatever is being
divided. [CompRules 2003/12/01]
- 409.1f - The player determines the total cost of the spell or ability.
Usually this is just the mana cost (for spells) or activation cost (for
abilities). Some cards list additional or alternative costs in their
text, and some effects may increase or reduce the cost to pay. Costs may
include paying mana, tapping permanents, sacrificing permanents,
discarding cards, and so on. The total cost is the mana cost, activation
cost, or alternative cost, plus all cost increases and minus all cost
reductions. Once the total cost is determined, it becomes "locked in."
If effects would change the total cost after this time, they have no
effect. [CompRules 2003/07/01]
- 409.1g - The player then has a chance to play mana abilities (see Rule 411,
"Playing Mana Abilities"). Mana abilities must be played before costs
are paid. [CompRules 2003/12/01]
- 409.1h - Once the player has finished playing mana abilities, he or she pays
the total cost in any order. Partial payments are not allowed.
[CompRules 2003/12/01]
Example: You play 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 play. 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.
[CompRules 2003/07/01]
- 409.1i - Once the steps described in Rule 409.1a through Rule 409.1h are
completed, the spell or ability becomes played. Any abilities that
trigger on a spell or ability being played or put onto the stack trigger
at this time. The spell or ability's controller gets priority.
[CompRules 2003/10/01]
- 409.2 - Some spells and abilities specify that their controller's opponent
does something the controller would normally do while it's being played,
such as choose a mode, choose targets, or choose how the spell or ability
will affect its targets. In these cases, the opponent does so when the
spell or ability's controller normally would do so. If the spell or
ability instructs both players to do something at the same time as it's
being played, the spell's controller goes first, then his or her opponent.
This is an exception to Rule 103.4. [CompRules 2003/07/01]
- 409.3 - Playing a spell or ability that alters costs won't do anything to
spells and abilities that are already on the stack. [CompRules 2003/07/01]
- 409.4 - A player can't begin to play a spell or activated ability that's
prohibited from being played by an effect. [CompRules 2003/07/01]
- 409.Ruling.1 - As a note on Rule 409.1e, dividing an effect can be
communicated using a bunch of possible words, including "divide"
and "distribute". This is not locked to the word "divide".
[DeLaney 2003/12/14]
410 - Handling Triggered Abilities
- 410.1 - Because they aren't played, triggered abilities can trigger even
when it isn't legal to play spells and abilities, and effects that prevent
abilities from being played don't affect them. [CompRules 2003/07/01]
- 410.2 - Whenever a game event or game state matches a triggered ability's
trigger event, that ability triggers. When a phase or step begins, all
abilities that trigger "at the beginning of" that phase or step trigger.
The ability doesn't do anything when it triggers but automatically puts
the ability on the stack as soon as a player would receive priority. The
ability is controlled by the player who controlled its source at the time
it triggered. It has the text of the ability that created it, and no
other characteristics. [CompRules 2003/07/01]
- 410.3 - If multiple abilities have triggered since the last time a player
received priority, the abilities controlled by the active player go on the
stack first, in any order he or she chooses, then those controlled by the
opponent go on the stack in any order that opponent chooses. Then players
once again check for and resolve state-based effects until none are
generated, then abilities that triggered during this process go on the
stack. This process repeats until no new state-based effects are
generated and no abilities trigger. Then the appropriate player gets
priority. [CompRules 2003/07/01]
- 410.4 - When a triggered ability goes on the stack, the controller of the
ability makes any choices that would be required while playing an
activated ability, following the same procedure (see Rule 409, "Playing
Spells and Activated Abilities"). If no legal choice can be made (or if a
rule or a continuous effect otherwise makes the ability illegal), the
ability is simply removed from the stack. [CompRules 2003/07/01]
- 410.5 - Some triggered abilities' effects are optional (they contain "may,"
as in "At the beginning of your upkeep, you may draw a card"). These
abilities go on the stack when they trigger, regardless of whether their
controller intends to exercise the ability's option or not. The choice is
made when the ability resolves. Likewise, triggered abilities that have
an effect "unless" something is true or a player chooses to do something
will go on the stack normally; the "unless" part of the ability is dealt
with when the ability resolves. [CompRules 2003/07/01]
- 410.6 - An ability triggers only once each time its trigger event occurs.
However, it can trigger repeatedly if one event contains multiple
occurrences. See also Rule 410.9.
Example: A permanent has an ability whose trigger condition reads,
"Whenever a land is put into a graveyard from play, ...." If someone
plays a spell that destroys all lands, the ability will trigger once for
each land put into the graveyard during the spell's resolution.
[CompRules 2003/07/01]
- 410.7 - An ability triggers only if its trigger event actually occurs. An
event that's prevented or replaced won't trigger anything.
Example: An ability that triggers on damage being dealt won't trigger if
all the damage is prevented. [CompRules 2003/07/01]
- 410.8 - Triggered abilities with a condition directly following the trigger
event (for example, "When/Whenever/At [trigger],
if [condition], [effect]"), check for the condition to be true as part of
the trigger event; if it isn't, the ability doesn't trigger. The ability
checks the condition again on resolution. If it's not satisfied, the
ability does nothing. Note that this mirrors the check for legal targets.
Note that this rule doesn't apply to any triggered ability with an "if"
condition elsewhere within its text. This rule is referred to as
the "intervening 'if' clause" rule. [CompRules 2003/07/01]
- 410.9 - Some abilities trigger when creatures block or are blocked in
combat. (See Rule 306 through Rule 311 and Section 500, "Legal Attacks
and Blocks.") They may trigger once or repeatedly, depending on the
wording of the ability. [CompRules 2003/07/01]
- 410.9a - An ability that reads "Whenever [this creature] blocks" or
"Whenever [this creature] becomes blocked" triggers only once each combat
for that creature, even if it blocks or is blocked by multiple creatures.
An effect that causes the creature to become blocked (if the creature
wasn't already blocked) will also trigger such abilities.
[CompRules 2003/07/01]
- 410.9b - An ability that reads "Whenever [this creature] blocks a creature"
triggers once for each attacking creature the named creature blocks.
[CompRules 2003/07/01]
- 410.9c - An ability that reads "Whenever a creature blocks [this creature]"
triggers once for each creature that blocks the named creature. It
doesn't trigger if the attacking creature becomes blocked by an effect
rather than a blocking creature. [CompRules 2003/07/01]
- 410.9d - If an ability triggers when a creature blocks or is blocked by a
particular number of creatures, the ability triggers only if the creature
blocks or is blocked by that many creatures when the attack or block
declaration is made. Effects that add or remove blockers can cause such
abilities to trigger. This also applies to abilities that trigger on a
creature blocking or being blocked by at least a certain number of
creatures. [CompRules 2003/07/01]
- 410.10 - 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 types of zone-change triggers are comes-into-play triggers and
leaves-play triggers. [CompRules 2003/07/01]
- 410.10a - Comes-into-play abilities trigger when a permanent enters the
in-play zone. These are written, "When [this card] comes into
play, ..." or "Whenever a [type] comes into play, ..." Each time an
event puts one or more permanents into play, all permanents in
play (including the newcomers) are checked for any comes-into-play
triggers that match the event. [CompRules 2003/07/01]
- 410.10b - Continuous effects that modify characteristics of a permanent do
so the moment the permanent is in play (and not before then). The
permanent is never in play with its unmodified characteristics.
Continuous effects don't apply before the permanent is in play,
however (see Rule 410.10e).
Example: If an effect reads "All lands are creatures" and a land card is
played, the effect makes the land card into a creature the moment it
enters play, so it would trigger abilities that trigger when a creature
comes into play. Conversely, if an effect reads "All creatures lose all
abilities" and a creature card with a comes-into-play triggered ability
enters play, that effect will cause it to lose its abilities the moment it
enters play, so the comes-into-play ability won't trigger.
[CompRules 2003/07/01]
- 410.10c - Leaves-play abilities trigger when a permanent leaves the in-play
zone. These are written as, but aren't limited to, "When [this object]
leaves play, ..." or "Whenever [something] is put into a graveyard from
play, ...." An ability that attempts to do something to the card that
left play checks for it only in the first zone that it went to.
[CompRules 2003/10/01]
- 410.10d - Abilities that trigger on one or more permanents leaving play, or
on a player losing control of a permanent, must be treated specially
because the permanent with the ability may no longer be in play after the
event. The game has to "look back in time" to determine what triggered.
Each time an event removes from play or changes who controls one or more
permanents, all the permanents in play just before the event (with
continuous effects that existed at that time) are checked for trigger
events that match what just left play or changed control.
Example: Two creatures are in play along with an artifact that has the
ability "Whenever a creature is put into a graveyard from play, you
gain 1 life." Someone plays a spell that destroys all artifacts,
creatures, and enchantments. The artifact's ability triggers twice, even
though the artifact goes to its owner's graveyard at the same time as the
creatures. [CompRules 2003/07/01]
- 410.10e - Some permanents have text that reads "[This permanent] comes into
play with ...," "As [this permanent] comes into play ...," "[This
permanent] comes into play as ...," or "[This permanent] comes into
play tapped." Such text is a static ability-not a triggered ability-whose
effect occurs as part of the event that puts the permanent into play.
[CompRules 2003/07/01]
- 410.11 - Some triggered abilities trigger on a game state, such as a player
controlling no permanents of a particular type, rather than triggering
when an event occurs. These abilities trigger as soon as the game state
matches the condition. 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 effects.) 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. [CompRules 2003/07/01]
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 plays a spell that reads "Discard your hand,
then draw the same number of cards," the ability will trigger during the
spell's resolution because the player's hand was momentarily empty.
[CompRules 2003/10/01]
- 410.Ruling.1 - Cards that are not in play that have text that defines a
trigger do work. For example, Dragon Scales does trigger on the
appropriate creature coming into play. [Jordan 2003/07/27] The text of
Rule 410.10a is too narrow in saying that only permanents in play can
trigger.
411 - Playing Mana Abilities
- 411.1 - To play a mana ability, the player announces that he or she is
playing it and pays the activation cost, following the steps in
Rule 409.1b through Rule 409.1i. It resolves immediately afterward and
doesn't go on the stack. (See Rule 408.2e.) [CompRules 2003/12/01]
- 411.2 - A player may play an activated mana ability whenever he or she has
priority. A player may also play one whenever a rule or effect asks for a
mana payment, even in the middle of playing or resolving a spell or
ability. [CompRules 2003/07/01]
- 411.3 - Triggered mana abilities trigger when an activated mana ability is
played. These abilities resolve immediately after the mana ability that
triggered them, without waiting for priority. If an activated or
triggered ability produces both mana and another effect, both the mana and
the other effect resolve immediately.
Example: An enchantment reads, "Whenever a player taps a land for mana,
that land produces one additional mana of the same color." If a player
taps lands for mana while playing a spell, the additional mana is added to
the player's mana pool immediately and can be used to pay for the spell.
[CompRules 2003/07/01]
- 411.3a - If a triggered mana ability adds mana "of the same type" or "of the
same color" to a player's mana pool and the mana ability that triggered it
produced more than one type or color of mana, the player to whose mana
pool the mana is being added chooses which type or color of mana the
triggered ability adds. [CompRules 2003/07/01]
412 - Handling Static Abilities
- 412.1 - A static ability may generate a continuous effect or a prevention or
replacement effect. These effects last as long as the object with the
static ability remains in the appropriate zone. [CompRules 2003/07/01]
- 412.2 - Many local enchantments and Equipment have static abilities that
modify the permanent they're attached to, but those abilities don't target
that permanent. If a local enchantment or Equipment is moved to a
different permanent, the ability stops applying to the original permanent
and starts modifying the new one. [CompRules 2003/10/01]
- 412.3 - Some static abilities apply while a spell is on the stack. These
are often abilities that refer to countering the spell. Also, abilities
that say "As an additional cost to play ...," "You may pay [cost] rather
than pay [this object]'s mana cost," and "You may play [this object]
without paying its mana cost" work while a spell is on the stack.
[CompRules 2003/10/01]
- 412.4 - Some static abilities apply while a card is in any zone that you
could play it from (usually your hand). These are limited to those that
read, "You may play [this card] ..." and "You can't play [this card] ...."
[CompRules 2003/07/01]
- 412.5 - 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. [CompRules 2003/07/01]
413 - Resolving Spells and Abilities
- 413.1 - Each time both players pass in succession, the object (a spell, an
ability, or combat damage) on top of the stack resolves. (See Rule 416,
"Effects.") [CompRules 2003/07/01]
- 413.2 - Resolution of a spell or ability may involve several steps. These
steps are followed in the order listed below. [CompRules 2003/07/01]
- 413.2a - If the spell or ability specifies targets, it checks whether the
targets are still legal. A target that's removed from play, or from the
zone designated by the spell or ability, is illegal. A target may also
become illegal if its characteristics changed since the spell or ability
was played or if an effect changed the text of the spell. If all targets
are now illegal, the spell or ability is countered. If the spell or
ability is not countered, it will resolve normally, affecting only the
targets that are still legal. If a target is illegal, the spell or
ability can't perform any actions on it or make the target perform any
actions. If the spell or ability needs to know information about one or
more targets that are now illegal, it will use the illegal targets'
current or last known information. [CompRules 2003/10/01]
- 413.2b - The controller of the spell or ability follows its instructions in
the order written. However, replacement effects may modify these actions.
In some cases, later text on the card may modify the meaning of earlier
text (for example, "Destroy target creature. It can't be regenerated" or
"Counter target spell. If you do, 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. [CompRules 2003/07/01]
- 413.2c - If an effect offers any choices other than choices already made as
part of playing the spell or ability, the player announces these while
applying the effect. The player can't choose an option that's illegal or
impossible. (For example, a player can't avoid the consequences of not
taking an optional action if he or she can't meet all the immediate
requirements of that action.)
Example: A spell's instruction reads, "You may sacrifice a creature. If
you don't, you lose 4 life." A player who controls no creatures can't
choose the sacrifice option. [CompRules 2003/07/01]
- 413.2d - If an effect requires both players to make choices or take actions
at the same time, the active player makes and announces his or her choices
first, and then the nonactive player does (knowing the active player's
choices). Then the actions take place simultaneously. See Rule 103.4.
If a player must make more than one choice at a time, he or she makes the
choices in the order written, or in the order he or she chooses if the
choices aren't ordered. Then the actions are processed simultaneously.
Some spells and abilities have multiple steps or actions, denoted by
separate sentences or clauses. In these cases, the active player makes
any choices required for the first action, then the nonactive player makes
any choices required for that action, then the first action is processed
simultaneously. Then the active player makes any choices required for
the second action, then the nonactive player makes any choices required
for that action, then that action is processed simultaneously, and so on.
Example: Stronghold Gambit reads, in part, "Each player chooses a card
in his or her hand. Then each player reveals his or her chosen card."
First the active player chooses a card, then the nonactive player does so.
Each player reveals the cards simultaneously. [CompRules 2003/10/01]
- 413.2e - If an effect gives a player the option to pay mana, he or she may
play mana abilities as part of the action. No other spells or abilities
can be played during resolution. [CompRules 2003/07/01]
- 413.2f - If an effect requires information from the game (such as the number
of creatures in play), the answer is determined only once, when the effect
is applied. The effect uses the current information of a specific
permanent if that permanent is still in play, or of a specific card in the
stated zone; otherwise, the effect uses the last known information the
object had before leaving that zone. The exception is that static
abilities can't use last known information; see Rule 412.5. If the
ability text states that an object does something, it's the object as it
exists (or most recently existed) that does it, not the ability.
[CompRules 2003/07/01]
- 413.2g - An effect that refers to characteristics of an object checks only
for the value of the specified characteristics, regardless of any related
ones the 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. [CompRules 2003/07/01]
- 413.2h - A spell is put into play from the stack under the control of the
spell's controller (for permanents) or is put into its owner's graveyard
from the stack (for instants and sorceries) as the final step of the
spell's resolution. [CompRules 2003/07/01]
- 413.2i - If an effect could result in a tie, the text of the spell or
ability that created the effect will specify what to do in the event of a
tie. The Magic game has no default for ties. [CompRules 2003/07/01]
414 - Countering Spells and Abilities
- 414.1 - To counter a spell is to move the spell from the stack to its
owner's graveyard. Countering an ability removes it from the stack.
Spells and abilities that are countered don't resolve and none of their
effects occur. [CompRules 2003/07/01]
- 414.2 - The player who played the countered spell or ability doesn't get a
"refund" of any costs that were paid. [CompRules 2003/07/01]
415 - Targeted Spells and Abilities
- 415.1 - An instant or sorcery spell is targeted if the text that will be
followed when it resolves uses the phrase "target [something]," where the
"something" is a phrase that describes an object or player. (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.
[CompRules 2003/07/01]
- 415.2 - An activated or triggered ability is targeted if it uses the phrase
"target [something]," where the "something" is a phrase that describes an
object or player. [CompRules 2003/07/01]
- 415.3 - Local-enchantment spells are always targeted, even though they don't
use the phrase "target [something]." They target the permanent or player
they will enchant. A local-enchantment permanent doesn't target anything;
only the spell is targeted. An activated or triggered ability of the
local-enchantment permanent can be targeted. [CompRules 2003/07/01]
Neither Equipment spells nor Equipment permanents target anything. The
equip ability is targeted; see Rule 502.33, "Equip." An activated or
triggered ability of an Equipment permanent can be targeted.
[CompRules 2003/10/01]
- 415.4 - Spells and abilities that can have zero or more targets are targeted
only if one or more targets have been chosen for them.
[CompRules 2003/07/01]
- 415.5 - Only permanents are legal targets for spells and abilities, unless a
spell or ability (a) specifies that it can target an object in another
zone or a player or (b) targets an object that can't exist in the in-play
zone, such as a spell or ability. [CompRules 2003/07/01]
- 415.6 - A spell or ability on the stack is an illegal target for itself.
[CompRules 2003/07/01]
- 415.7 - Changing Targets
- 415.7a - The target of a spell or ability can change only to another legal
target. If the target can't be changed to another legal target, the
original target is unchanged. [CompRules 2003/07/01]
- 415.7b - Modal spells and abilities may have different targeting
requirements for each mode. Changing a spell or ability's target can't
change its mode. [CompRules 2003/07/01]
- 415.7c - The word "you" in an object's text isn't a target.
[CompRules 2003/07/01]
416 - Effects
- 416.1 - When a spell or ability resolves, it may create one or more one-shot
or continuous effects. Static abilities may create one or more continuous
effects. Some effects are replacement effects or prevention effects.
State-based effects are not created by spells or abilities; they are
generated by specific rules of the game. [CompRules 2003/07/01]
- 416.2 - 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. [CompRules 2003/07/01]
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 play will apply only to spells on the stack, since a spell is
always on the stack while you are playing it. [CompRules 2003/10/01]
- 416.3 - If an effect attempts to do something impossible, it does only as
much as possible.
Example: If a player is holding only one card, an effect that reads
"Discard two cards" causes him or her to discard only that card. If an
effect moves cards out of the library (as opposed to drawing), it moves as
many as possible. [CompRules 2003/07/01]
417 - One-Shot Effects
- 417.1 - A one-shot effect does something just once and doesn't have a
duration. Examples include damage dealing, destruction of permanents, and
moving objects between zones. [CompRules 2003/07/01]
- 417.2 - Some one-shot effects instruct a player to do something later in the
game (usually at a specific time) rather than when they resolve. This
kind of effect actually creates a new ability that waits to be
triggered. (See Rule 404.4.) [CompRules 2003/07/01]
418 - Continuous Effects
- 418.1 - A continuous effect modifies characteristics of objects or modifies
the rules of the game for a fixed or indefinite period. A continuous
effect may be generated by the resolution of a spell or ability or by a
static ability of an object. [CompRules 2003/07/01]
- 418.2 - Continuous effects that modify characteristics of permanents do so
simultaneously with the permanent coming into play. They don't wait until
the permanent is in play and then change it. Because such effects apply
as the permanent comes into play, apply them before determining whether
the permanent will cause an ability to trigger when it comes into play.
[CompRules 2003/07/01]
418.3 - Continuous Effects from Spells or Abilities
- 418.3a - A continuous effect generated by the resolution of a spell or
ability lasts as long as stated by the spell or ability creating it (such
as "until end of turn"). If no duration is stated, it lasts until the end
of the game. [CompRules 2003/07/01]
- 418.3b - Continuous effects from spells, activated abilities, and triggered
abilities that modify the characteristics or change the controller of one
or more objects don't affect objects that weren't affected when the
continuous effect began. Note that these work differently than continuous
effects from static abilities. Continuous effects that don't modify
characteristics or change the controller of objects modify the rules of
the game, so they can affect objects that weren't affected when the
continuous effect began.
Example: An effect that reads "All white creatures get +1/+1 until end of
turn" gives the bonus to all permanents that are white creatures when the
spell or ability resolves-even if they change color later-and doesn't
affect those that come into play or turn white afterward.
Example: An effect that reads "Prevent all damage creatures would deal
this turn" doesn't modify any 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 in play when the continuous effect began. It
also affects damage from permanents that become creatures later in the
turn. [CompRules 2003/07/01]
- 418.3c - If a resolving spell or ability that creates a continuous effect
contains a variable, the value of that variable is determined only once,
on resolution. See Rule 413.2f. [CompRules 2003/07/01]
- 418.3d - Some effects from activated or triggered abilities have durations
worded "as long as ...." If the "as long as" duration ends between the end
of playing the activated ability or putting the triggered ability onto the
stack and the moment when the effect would first be applied, the effect
does nothing. It doesn't start and immediately stop again, and it doesn't
last forever.
Example: Endoskeleton is an artifact with an activated ability that
reads "{2},{Tap}: Target creature gets +0/+3 as long as Endoskeleton
remains tapped." If you play this ability and then Endoskeleton becomes
untapped before the ability resolves, it does nothing, because its
duration-remaining tapped-was over before the effect began.
[CompRules 2003/07/01]
418.4 - Continuous Effects from Static Abilities
- 418.4a - A continuous effect generated by a static ability isn't "locked
in"; it applies at any given moment to whatever its text indicates.
[CompRules 2003/07/01]
- 418.4b - The effect applies at all times that the permanent generating it is
in play 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 in play. If a creature becomes white, it gets this bonus; a
creature that stops being white loses it. A creature spell that would
normally create a 1/1 white creature instead creates a 2/2 white creature.
The creature doesn't come into play as 1/1 and then change to 2/2.
[CompRules 2003/07/01]
418.5 - Interaction of Continuous Effects
- 418.5a - The values of an object's characteristics are determined by
starting with the actual object, then applying continuous effects in a
series of layers in the following order: (1) copy effects (see Rule 503,
"Copying Object"), (2) control-changing effects, (3) text-changing
effects, (4) type-, subtype-, and supertype-changing effects, (5) all
other continuous effects, except those that change power or toughness,
and (6) power- or toughness-changing effects. Inside each layer, apply
effects from characteristic-setting abilities first, then effects from
all other abilities. For power- or toughness-changing effects, apply
changes from counters after changes from characteristic setting abilities.
See also the rules for timestamp order and dependency (Rule 418.5b through
Rule 418.5g). [CompRules 2003/10/01]
Example: Crusade is an enchantment that reads "White creatures
get +1/+1." Crusade and a 2/2 black creature are in play. If an effect
then turns the creature white, it gets +1/+1 from Crusade, becoming 3/3.
If the creature's color is later changed to red, Crusade's effect stops
applying to it, and it will return to being a 2/2. [CompRules 2003/12/01]
- 418.5b - If an effect other than a type-, subtype-, and supertype-changing
effect should be applied in different layers, the parts of the effect each
apply in their appropriate layers. If a type-, subtype-, and
supertype-changing effect should be applied in different layers, all are
applied only in layer four (type-, subtype- and supertype changing
effects). [CompRules 2003/12/01]
Example: A player plays an ability that reads "{2}: Until end of turn,
Chimeric Sphere becomes a 3/2 artifact creature," which is a both a
type-changing effect and a power- and toughness-changing effect. Since
it's a type-changing effect, the entire effect is applied when
type-changing effects are applied, in layer four, even though power- and
toughness-changing effects are normally applied in layer six. Later in
the turn, Chimeric Sphere is affected by an ability that reads "Target
creature becomes 0/2 until end of turn," which is applied only in layer
six since it's solely a power- and toughness- changing effect. At this
point, playing Chimeric Sphere's (layer 4) ability again won't do
anything, as the layer-six effect will always be applied after it. The
artifact creature remains 0/2. [CompRules 2003/12/01]
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 an "other" kind of effect. The "becomes the color of
your choice" part is applied in layer five, and then the "gets +1/+1" part
is applied in layer six. [CompRules 2003/12/01]
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 "other" effect. The "you gain control"
part is applied in layer two, and then the "it gains haste" part is
applied in layer five. [CompRules 2003/12/01]
- 418.5c - An effect is said to "depend on" another if (a) it is applied in
the same layer as the other effect (see rule 418.5a) and (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.
Otherwise, the effect is considered to be independent of the other effect.
[CompRules 2003/12/01]
- 418.5d - Whenever one effect depends on another, the independent one is
applied first. If several dependent effects form a loop, or if none
depends on another, they're applied in "timestamp order."
[CompRules 2003/07/01]
- 418.5e - An object's timestamp is the time it entered the zone it's
currently in, with three exceptions: (1) If two or more objects enter a
zone (or zones) simultaneously, the active player determines their
timestamp order at the time they enter that zone. (2) Whenever a local
enchantment or Equipment becomes attached to a permanent, the enchantment
or Equipment receives a new timestamp. (3) Permanents that phase in keep
the same timestamps they had when they phased out. [CompRules 2003/10/01]
- 418.5f - Continuous effects generated by static abilities have the same
timestamp as the objects that generate them. [CompRules 2003/10/01]
- 418.5g - Continuous effects generated by the resolution of a spell or
ability receive a timestamp at the time they're created.
[CompRules 2003/07/01]
- 418.5h - One continuous effect can override another. Sometimes the results
of one effect determine whether another effect applies or what another
effect does. [CompRules 2003/12/01]
Example: Two enchantments are played on the same creature: "Enchanted
creature gains flying" and "Enchanted creature loses flying." Neither of
these depends on the other, since nothing changes what they affect or what
they're doing to it. Applying them in timestamp order means the one that
was generated last "wins." It's irrelevant whether an effect is
temporary (such as "Target creature loses flying until end of turn") or
global (such as "All creatures lose flying"). [CompRules 2003/07/01]
Example: One effect reads, "White creatures get +1/+1," and
another "Enchanted creature is white." The enchanted creature gets +1/+1
from the first effect, regardless of its previous color.
[CompRules 2003/12/01]
- 418.5i - Some effects can switch a creature's power and toughness. When
they're applied, they take the value of power and apply it to the object's
toughness, and take the object's toughness and apply it to the object's
power. Any effects that are applied after the switching effect apply
normally. [CompRules 2003/07/01]
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. After the "switch" effect resolves, another effect gives
the creature +5/+0. Its power and toughness is 9/1. [CompRules 2003/10/01]
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 a 3/1. [CompRules 2003/10/01]
- 418.5.Ruling.1 - If a single ability creates multiple different effects and
those effects could be applied in more than one layer (as per
Rule 418.5a), apply each of the effects in the appropriate layer.
[WotC Rules Team 2003/09/01]
418.6 - Text-Changing Effects
- 418.6a - An effect that changes the text of an object 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). The effect can't change a
proper noun, such as a card name, even if that proper noun contains a word
or a series of letters that is the same as a Magic color word, basic land
type, or creature type. [CompRules 2003/07/01]
- 418.6b - 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 changed by effects that change the text of that object.
[CompRules 2003/07/01]
- 418.6c - Spells and abilities that create creature tokens use creature types
to define both the creature types and the names of the tokens. These
words can be changed, because they are being used as creature types, even
though they're also being used as names. [CompRules 2003/07/01]
- 418.6d - A creature token's creature type and rules text are defined by the
spell or ability that created the token. These characteristics can be
changed by text-changing effects. [CompRules 2003/07/01]
419 - Replacement and Prevention Effects
- 419.1 - Replacement and prevention effects are continuous effects that watch
for a particular event to happen and then completely or partially replace
that event. These effects act like "shields" around whatever they're
affecting. [CompRules 2003/07/01]
- 419.1a - 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 and use the word "skip" to indicate what
events, steps, phases, or turns will be replaced with nothing.
[CompRules 2003/07/01]
- 419.1b - Effects that read "[This permanent] comes into play with ...,"
"As [this permanent] comes into play ...," or "[This permanent] comes into
play as ..." are replacement effects. [CompRules 2003/07/01]
- 419.1c - Continuous effects that read "[This permanent] comes into play ..."
or "[Objects] come into play ..." are replacement effects.
[CompRules 2003/07/01]
- 419.1d - Effects that use the word "prevent" are prevention effects.
Prevention effects use "prevent" to indicate what events will not occur.
[CompRules 2003/07/01]
- 419.2 - Replacement and prevention effects apply continuously as events
happen-they aren't locked in ahead of time. [CompRules 2003/07/01]
- 419.3 - There are no special restrictions on playing a spell or ability that
generates a replacement or prevention effect. Such effects last until
they're used up or their duration has expired. [CompRules 2003/07/01]
- 419.4 - Replacement or prevention effects must exist before the appropriate
event occurs-they can't "go back in time" and change something that's
already happened. Usually spells and abilities that generate these
effects are played in response to whatever would produce the event and
thus resolve before that event would occur.
Example: A player can play a regeneration ability in response to a spell
that would destroy a creature he or she controls. [CompRules 2003/07/01]
- 419.5 - If an event is prevented or replaced, it never happens. A modified
event occurs instead, which may in turn trigger abilities. Note that the
modified event may contain instructions that can't be carried out, in
which case the player simply ignores the impossible instruction.
[CompRules 2003/07/01]
- 419.5a - If a source would deal 0 damage, it does not deal damage at all.
That means abilities that trigger on damage being dealt won't trigger. It
also means that replacement effects that increase damage dealt have no
event to replace when 0 damage is dealt, so they have no effect.
[CompRules 2003/07/01]
- 419.5b - Some abilities read, "Whenever [X], you may [Y]. If you do, [Z]."
The "if you do" clause refers to choosing to do the event Y, regardless of
what events actually occur as a result of that decision. If Y is replaced
entirely or in part by a different event, the "if you do" clause refers to
the event that replaced Y. [CompRules 2003/10/01]
419.6 - Replacement Effects
- 419.6a - A replacement effect doesn't invoke itself repeatedly and gets only
one opportunity for each event.
Example: A player controls two permanents, each with an ability that
reads "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. [CompRules 2003/07/01]
- 419.6b - 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 from it, tap it,
and (if it's in combat) remove it from combat." Abilities that trigger
from damage being dealt still trigger even if the permanent regenerates.
[CompRules 2003/07/01]
- 419.6c - Some effects replace damage dealt to one creature or player with
the same damage dealt to another creature or player; such effects are
called "redirection" effects. If either creature is no longer in play or
is no longer a creature when the damage would be redirected, the effect
does nothing. [CompRules 2003/07/01]
- 419.6d - Some spells and abilities replace part or all of their own
effect(s) when they resolve. Such effects are called self-replacement
effects. When applying replacement effects to an event, apply
self-replacement effects first, then apply other replacement effects.
[CompRules 2003/07/01]
- 419.6e - Skipping an action, 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.
[CompRules 2003/07/01]
- 419.6f - 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.
[CompRules 2003/07/01]
419.7 - Prevention Effects
- 419.7a - Prevention effects usually apply to damage that would be dealt.
[CompRules 2003/07/01]
- 419.7b - Some prevention effects 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 sources at the same time, the
player or the controller of the creature chooses which damage the shield
prevents first. Once the shield has been reduced to 0, any remaining
damage is dealt normally. Such effects count only the amount of damage;
the number of events or sources dealing it doesn't matter.
[CompRules 2003/10/01]
419.8 - Sources of Damage
- 419.8a - 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." If an effect requires a player to choose a source,
he or she may choose either a permanent, a spell on the stack (including
an artifact, creature, or enchantment spell), or any card or permanent
referred to by a spell or ability on the stack. The source is chosen when
the effect is created. If the player chooses a permanent, the prevention
will apply to the next damage from that permanent, regardless of whether
it's from one of that permanent's abilities or combat damage dealt by it.
If the player chooses an artifact, creature, or enchantment spell, the
prevention will apply to any damage from that spell and from the permanent
that it becomes when it resolves. [CompRules 2003/10/01]
- 419.8b - Some effects from 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.
[CompRules 2003/07/01]
- 419.8c - 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 in play that have that property.
[CompRules 2003/10/01]
419.9 - Interaction of Replacement or Prevention Effects
- 419.9a - If two or more replacement 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. Then the other effect applies if it is still
appropriate. If one or more of the applicable replacement effects is a
self-replacement effect (see Rule 419.6d), that effect is applied before
any other replacement effects. If both players have to make these choices
at the same time, follow the "Active Player, Nonactive Player rule" (see
Rule 103.4). [CompRules 2003/10/01]
Example: Two cards are in play. One is an enchantment that reads "If a
card would be put into a graveyard, instead remove it from the game," and
the other is a creature that reads "If [this creature] would be put into a
graveyard from play, 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. [CompRules 2003/10/01]
- 419.9b - A replacement effect can become applicable to an event as the
result of another replacement effect that modifies the event.
[CompRules 2003/07/01]
Example: One effect reads "For each 1 life you would gain, instead draw a
card," 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.
[CompRules 2003/10/01]
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]
421 - Handling "Infinite" Loops
- 421.1 - Occasionally the game can get into a state in which a set of actions
could be repeated forever. These rules (sometimes called the
"infinity rules") govern how to break such loops. [CompRules 2003/07/01]
- 421.2 - If the loop contains one or more optional actions and one player
controls them all, that player chooses a number. The loop is treated as
repeating that many times or until the other player intervenes, whichever
comes first. [CompRules 2003/07/01]
- 421.3 - If the loop contains at least one optional action controlled by each
player and actions by both players are required to continue the loop, the
active player chooses a number. The nonactive player then has two
choices. He or she can choose a lower number, in which case the loop
continues that number of times plus whatever fraction is necessary for the
active player to "have the last word." Or he or she can agree to the
number the active player chose, in which case the loop continues that
number of times plus whatever fraction is necessary for the nonactive
player to "have the last word." (Note that either fraction may be zero.)
Example: One player controls a creature with the ability "{0}: [This
creature] gains flying." Another player controls a permanent with the
ability "{0}: Target creature loses flying." The "infinity rule" ensures
that regardless of which player initiated the gain/lose flying ability,
the nonactive player will always have the final choice and therefore be
able to determine whether the creature has flying. (Note that this
assumes that the first player attempted to give the creature flying at
least once.) [CompRules 2003/07/01]
- 421.4 - If the loop contains only mandatory actions, the game ends in a
draw. (See Rule 102.6.) [CompRules 2003/07/01]
- 421.5 - If the loop contains at least one optional action controlled by each
player and these actions don't depend on one another, the active player
chooses a number. The nonactive player can either agree to that number or
choose a higher number. Note that this rule applies even if the actions
could exist in separate loops rather than in a single loop.
[CompRules 2003/07/01]
422 - Handling Illegal Actions
- 422.1 - If a player realizes that he or she can't legally take an action
after starting to do so, the entire action is reversed and any payments
already made are canceled. No abilities trigger and no effects apply as a
result of an undone action. If the action was playing a spell, the spell
returns to the zone it came from. The player may also reverse any legal
mana abilities played while making the illegal play, unless mana from them
or from any triggered mana abilities they triggered was spent on another
mana ability that wasn't reversed. Players may not reverse actions that
moved cards to a library or from a library to any zone other than the
stack. Players may not reverse actions that involved a random choice or
random zone change. [CompRules 2003/07/01]
- 422.2 - When reversing illegal spells and abilities, the player who had
priority retains it and may take another action or pass. The player may
redo the reversed action in a legal way or take any other action allowed
by the rules. [CompRules 2003/07/01]
5 - Additional Rules
500 - Legal Attacks and Blocks
- 500.1 - Some effects restrict declaring attackers or blockers in combat or
require certain creatures to be declared as attackers or blockers. (See
Rule 308, "Declare Attackers Step," and Rule 309, "Declare Blockers
Step.") A restriction is an effect which says that a creature can't
block (or attack) or that it can't block (or attack) unless some condition
is met. A requirement is an effect which says that a creature must
block (or attack) or that it must block (or attack) if some condition is
met. [CompRules 2003/07/01]
- 500.2 - As part of declaring attackers, the active player checks each
creature he or she controls to see whether it must attack, can't attack,
or has some other attacking restriction or requirement. If such a
restriction or requirement conflicts with the proposed attack, the attack
is illegal, and the active player must then propose another set of
attacking creatures. (Tapped creatures and creatures with unpaid costs to
attack are exempt from effects that would require them to attack.)
Example: A player controls two creatures, each with a restriction that
states "[This creature] can't attack alone." It's legal to declare both
as attackers.
Example: A player controls two creatures: one that "attacks if able" and
one with no abilities. An effect states, "No more than one creature may
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. [CompRules 2003/07/01]
- 500.3 - As part of declaring blockers, the defending player checks each
creature he or she controls to see whether it must block, can't block, or
has some other blocking restriction or requirement. If such a restriction
or requirement conflicts with the proposed set of blocking creatures, the
block is illegal, and the defending player must then propose another set
of blocking creatures. (Tapped creatures and creatures with unpaid costs
to block are exempt from effects that would require them to block.)
[CompRules 2003/10/01]
- 500.4 - A restriction conflicts with a proposed set of attackers or blockers
if it isn't being followed. A requirement conflicts with a proposed set
of attackers or blockers if it isn't being followed and (1) the
requirement could be obeyed without violating a restriction and (2) doing
so will allow the total number of requirements that the set obeys to
increase. [CompRules 2003/07/01]
- 500.5 - When determining what requirements could be obeyed without violating
restrictions, you don't need to consider any options for a creature that
don't satisfy a requirement on it. But you do need to consider any
options for any creature(s) that will satisfy a requirement, as long as
the total number of obeyed requirements is increased (even if the option
means not obeying another requirement that was previously met).
[CompRules 2003/10/01]
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." The creature with no abilities isn't
required to block. It's legal to declare both creatures as blockers, or
to declare neither creature as a blocker, but illegal to block with only
one of the two. [CompRules 2003/07/01]
- 500.Ruling.1 - As a side-effect of these rules, if one creature has two
copies of Lure on it and another creature has one copy of Lure on
it, then blockers must block the one with two Lures if possible, because
that blocking assignment satisfies two requirements instead of just one.
[Barclary 2003/12/11]
501 - Evasion Abilities
- 501.1 - Evasion abilities restrict what can block an attacking creature.
These are static abilities that modify the declare blockers step of
combat. [CompRules 2003/07/01]
- 501.2 - Evasion abilities are cumulative. [CompRules 2003/07/01]
Example: A Wall without flying can't block a creature that can be blocked
only by Walls and by creatures with flying. [CompRules 2003/07/01]
- 501.3 - Some creatures have abilities that restrict how they can block. As
with evasion abilities, these modify only the rules for the declare
blockers step of combat. (If a creature gains or loses an evasion ability
after a legal block has been declared, it doesn't affect that block.)
[CompRules 2003/07/01]
502 - Keyword Abilities
- 502.1 - 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.
[CompRules 2003/07/01]
502.2 - First Strike
- 502.2a - First strike is a static ability that modifies the rules for the
combat damage step. (See Rule 310, "Combat Damage Step.")
[CompRules 2003/07/01]
- 502.2b - At the start of the combat damage step, if at least one attacking
or blocking creature has first strike or double strike (see Rule 502.28),
creatures without first strike or double strike don't assign combat
damage. Instead of proceeding to end of combat, the phase gets a second
combat damage step to handle the remaining creatures. In the second
combat damage step, surviving attackers and blockers that didn't assign
combat damage in the first step, plus any creatures with double strike,
assign their combat damage. [CompRules 2003/07/01]
- 502.2c - Adding or removing first strike after the first combat damage step
won't prevent a creature from dealing combat damage or allow it to deal
combat damage twice. [CompRules 2003/07/01]
- 502.2d - Multiple instances of first strike on the same creature are
redundant. [CompRules 2003/07/01]
- Note - Also see Rule G6.4, "First Strike".
502.3 - Flanking
- 502.3a - Flanking is a triggered ability that triggers during the declare
blockers step. (See Rule 309, "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."
[CompRules 2003/07/01]
- 502.3b - If a creature has multiple instances of flanking, each triggers
separately. [CompRules 2003/07/01]
- 502.3.Ruling.1 - This may kill the blocker prior to damage being assigned in
combat, but the attacker is still blocked. [D'Angelo 1998/02/03]
- 502.3.Ruling.2 - Flanking applies to blockers which are not assigned to the
Flanking creature directly. For example, creatures that become blockers
due to blocking a member of a band which includes the Flanking creature
are subject to the Flanking -1/-1 ability. [D'Angelo 1999/05/01]
- 502.3.Ruling.3 - Gaining Flanking after blockers are declared will have no
effect on the blockers because the time for Flanking to trigger has
already passed. [D'Angelo 1999/05/01]
- 502.3.Ruling.4 - If an attacking creature has multiple instances of the
Flanking ability, even one instance of Flanking on the blocking creature
will negate the effect. [D'Angelo 1998/06/15]
- Note - Also see Rule G6.6, "Flanking".
502.4 - Flying
- 502.4a - Flying is an evasion ability. [CompRules 2003/07/01]
- 502.4b - A creature with flying can't be blocked by creatures without
flying. A creature with flying can block a creature with or without
flying. (See Rule 309, "Declare Blockers Step.") [CompRules 2003/07/01]
- 502.4c - Multiple instances of flying on the same creature are redundant.
[CompRules 2003/07/01]
- Note - Also see Rule G6.11, "Flying".
502.5 - Haste
- 502.5a - Haste is a static ability. [CompRules 2003/07/01]
- 502.5b - A creature with haste can attack or use activated abilities whose
cost includes the tap symbol even if it hasn't been controlled by its
controller continuously since the beginning of his or her most recent
turn. (See Rule 212.3d.) [CompRules 2003/07/01]
- 502.5c - Multiple instances of haste on the same creature are redundant.
[CompRules 2003/07/01]
- 502.5.Ruling.1 - Haste removes the normal "cannot attack" restriction due
to not being controlled at the start of a player's turn. It does not
remove any other combat restrictions. For example, it will not make a
Wall able to attack, give you a second attack in a turn, or allow you to
attack using a Raging Goblin if the defending player has
Island Sanctuary activated. [D'Angelo 2000/11/17]
- Note - Also see Rule G8.2, "Haste".
502.6 - Landwalk
- 502.6a - Landwalk and snow-covered landwalk are generic terms; a card's
rules text will give a specific subtype or supertype (such as in
"islandwalk," "snow-covered swampwalk," or "legendary landwalk").
[CompRules 2003/10/01]
- 502.6b - Landwalk and snow-covered landwalk are evasion abilities. A
creature with landwalk is unblockable as long as the defending player
controls at least one land with the specified subtype or supertype. (See
Rule 309, "Declare Blockers Step.") [CompRules 2003/07/01]
- 502.6c - Snow-covered landwalk is a special type of landwalk. A creature
with snow-covered landwalk is unblockable as long as the defending player
controls at least one land with the specified subtype or supertype that
has snow-covered. If a player is allowed to choose any landwalk ability,
that player may choose a snow-covered landwalk ability. If an effect
causes a permanent to lose all landwalk abilities, snow-covered landwalk
abilities are removed as well. [CompRules 2003/07/01]
- 502.6d - Landwalk or snow-covered landwalk abilities don't "cancel" one
another. [CompRules 2003/07/01]
Example: If a player controls a snow-covered Forest, that player can't
block an attacking creature with snow-covered forestwalk even if he or she
also controls a creature with snow-covered forestwalk.
[CompRules 2003/10/01]
- 502.6e - Multiple instances of the same type of landwalk or snow-covered
landwalk on the same creature are redundant. [CompRules 2003/07/01]
- Note - Also see Rule G12.4, "Landwalk".
502.7 - Protection
- 502.7a - Protection is a static ability, written "Protection
from [quality]." This quality is usually a color (as in "protection from
black") but can be any characteristic value. If the quality is a type,
subtype, or supertype, the protection applies to sources that are
permanents with that type, subtype, or supertype and to any sources not
in play that are of that type, subtype, or supertype.
[CompRules 2003/10/01]
- 502.7b - A permanent 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. [CompRules 2003/10/01]
- 502.7c - A permanent with protection can't be enchanted by enchantments that
have the stated quality. Such enchantments enchanting the permanent with
protection will be put into their owners' graveyards as a state-based
effect. (See Rule 420, "State-Based Effects.") [CompRules 2003/10/01]
- 502.7d - A permanent with protection can't be equipped by Equipment that have
the stated quality. Such an Equipment stops equipping that permanent, but
remains in play. (See Rule 420, "State-Based Effects.")
[CompRules 2003/10/01]
- 502.7e - Any damage that would be dealt by sources that have the stated
quality to a permanent that has protection is prevented.
[CompRules 2003/10/01]
- 502.7f - If a creature with protection attacks, it can't be blocked by
creatures that have the stated quality. [CompRules 2003/10/01]
- 502.7g - Multiple instances of protection from the same quality on the same
permanent are redundant. [CompRules 2003/10/01]
- 502.7.Ruling.1 - The Protection ability does not grant immunity to effects.
Only the specific list in Rule 502.7b is granted. So, untargeted spells
and abilities can affect the creature. For example, Wrath of God can
affect a creature with Protection from White because Wrath of God is not
targeted. And creatures with Protection from Red are still affected by
the untargeted static ability of Orcish Oriflamme.
[D'Angelo 1999/05/01]
- 502.7.Ruling.2 - Untargeted spells and abilities which do damage will assign
damage to the creature, but that damage will be prevented by the
Protection ability so the damage is never actually dealt. For example,
Pestilence cannot damage a White Knight. The ability is untargeted,
but the damage is prevented. [D'Angelo 1999/05/01]
- 502.7.Ruling.3 - Not being enchantable by enchantments of the given quality
means that the appropriate local enchantment (Enchant Creature) cards are
put into the graveyard if they are ever on the creature. So giving a card
protection will put any existing local enchantments of that color into the
graveyard. This is a state-based effect. [D'Angelo 2001/07/23]
- 502.7.Ruling.4 - Protection does not protect any enchantments on the
creature from being targeted. [D'Angelo 1998/02/03]
- 502.7.Ruling.5 - Protection only works while the card is in play, so it does
not prevent the spell from being targeted in the graveyard or on the
spell stack. This means a Counterspell can target a spell that would
create a creature with Protection from Blue, and that Raise Dead can
target a creature in the graveyard with Protection from Black.
[D'Angelo 1999/11/23]
- 502.7.Ruling.6 - Protection from Instants and Sorceries means that the
permanent cannot be targeted by an instant or a sorcery and that damage
that would be dealt by an instant or a sorcery to that permanent is
prevented. [Odyssey FAQ 2001/10/04]
- 502.7.Ruling.7 - Protection from Creatures means that the permanent cannot
be the target of abilities of creatures, that damage from a creature is
prevented, and that it cannot be blocked by a creature.
[Odyssey FAQ 2001/10/04]
- 502.7.Ruling.8 - Protection from Enchantments means that the permanent
cannot be target of enchantment spells or the abilities of enchantment,
that damage from enchantments is prevented, that it cannot be enchanted
by any enchantments, and that it cannot be blocked by any enchantment
that also happens to be a creature. [Odyssey FAQ 2001/10/04]
- Note - Also see Rule G16.23, "Protection".
502.8 - Shadow
- 502.8a - Shadow is an evasion ability. [CompRules 2003/07/01]
- 502.8b - A creature with shadow can't be blocked by creatures without
shadow, and a creature without shadow can't be blocked by creatures with
shadow. (See Rule 309, "Declare Blockers Step.") [CompRules 2003/07/01]
- 502.8c - Multiple instances of shadow on the same creature are redundant.
[CompRules 2003/07/01]
- 502.8.Ruling.1 - It is possible for Banding to result in a Shadow creature
blocking or being blocked by a non-Shadow creature. This is legal.
[D'Angelo 1998/02/03]
- Note - Also see Rule G19.5, "Shadow".
502.9 - Trample
- 502.9a - Trample is a static ability that modifies the rules for assigning
an attacking creature's combat damage. A creature with trample has no
special abilities when blocking or dealing noncombat damage. (See
Rule 310, "Combat Damage Step.") [CompRules 2003/07/01]
- 502.9b - The controller of an attacking creature with trample first assigns
damage to the creature(s) blocking it. If all those blocking creatures
are assigned lethal damage, any remaining damage is assigned as its
controller chooses among the blocking creatures and the defending player.
When checking for assigned lethal damage, take into account damage already
on the creature and damage from other creatures that is to be assigned at
the same time (see Rule 502.9e). The controller need not assign lethal
damage to all blocking creatures but in that case can't assign any damage
to the defending player. [CompRules 2003/07/01]
- 502.9c - If all the creatures blocking an attacking creature with trample
are removed from combat before the combat damage step, all its damage is
assigned to the defending player. [CompRules 2003/07/01]
- 502.9d - Assigning damage from a creature with trample considers only the
actual toughness of a blocking creature, not any abilities or effects that
might change the final amount of damage dealt. [CompRules 2003/07/01]
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 then choose to assign the rest of the damage to the
defending player. [CompRules 2003/10/01]
- 502.9e - When there are several attacking creatures, it's legal to assign
damage from those without trample so as to maximize the damage of those
with trample. [CompRules 2003/10/01]
Example: A 2/2 creature with an ability that enables it to block multiple
attackers blocks two attackers: a 1/1 with no special abilities and a 3/3
with trample. The attacking 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.
[CompRules 2003/10/01]
- 502.9f - Multiple instances of trample on the same creature are redundant.
[CompRules 2003/07/01]
- 502.9.Ruling.1 - As per Rule 502.9b, you are not required to assign damage
to the defending player and you are not required to divide the damage
among the blockers in any particular way, but if you do assign it so that
all the blockers receive lethal damage, you have the option to assign to
the defending player.
Example: If a Force of Nature (8/8 Trample) is blocked by three 2/2
creatures, you could (a) assign all 8 damage to one blocker, (b) 4 to each
of two blockers, (c) 3 to one 3 to another and 2 to the third, (d) 3 to
one, 2 to each other, and 1 to the defending player, (e) 2 to each blocker
and 2 to the defending player, and so on. [D'Angelo 2001/08/15]
- 502.9.Ruling.2 - As per Rule 502.9d, assigning damage from a Trample
creature only considers the actual toughness of the creature, not any
abilities or effects that might prevent or redirect damage once it is
assigned. Another way of thinking of this is that you need to assign
enough damage that the creature would be lethally damaged if nothing
prevented or redirected the damage.
Example: If a 2/2 creature with Protection from Green blocked a
Force of Nature, you would only need to assign 2 damage to it, even
though that damage will be prevented by the ability.
[D'Angelo 2001/07/23]
- Note - Also see Rule G20.15, "Trample".
502.10 - Banding
- 502.10a - Banding is a static ability that modifies the rules for declaring
attackers and assigning combat damage. [CompRules 2003/07/01]
- 502.10b - As a player declares attackers, he or she may declare that any
number of those creatures with banding, and up to one of those creatures
without banding, are all in a "band." (Defending players can't declare
bands but may use banding in a different way; see Rule 502.10h.)
[CompRules 2003/07/01]
- 502.10c - A player may declare as many attacking bands as he or she wants,
but each creature may be a member of only one of them.
[CompRules 2003/07/01]
- 502.10d - Once an attacking band has been announced, it lasts for the rest
of combat, even if something later removes the banding ability from one or
more creatures. However, creatures in a band that are removed from combat
are also removed from the band. [CompRules 2003/07/01]
- 502.10e - If an attacking creature becomes blocked by a creature, each other
creature in the same band as the attacking creature becomes blocked by
that same blocking creature. [CompRules 2003/07/01]
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). [CompRules 2003/10/01]
- 502.10f - Banding doesn't cause attacking creatures to share abilities, nor
does it remove any abilities. The attacking creatures in a band are
separate permanents. [CompRules 2003/07/01]
- 502.10g - If one member of a band would become blocked due to an effect, the
entire band becomes blocked. [CompRules 2003/07/01]
- 502.10h - A player who controls an attacking creature with banding chooses
how combat damage is assigned by creatures blocking that creature. A
player who controls a blocking creature with banding chooses how combat
damage is assigned by creatures it blocks. If the creature had banding
when it attacked or blocked, but the ability was removed before the combat
damage step, damage is assigned normally. [CompRules 2003/07/01]
- 502.10i - Multiple instances of banding on the same creature are redundant.
[CompRules 2003/07/01]
- 502.10.Ruling.1 - If a creature dies before damage is assigned, it does
not count toward determining who assigns combat damage as per
Rule 502.10h. If it dies after damage is assigned, but before it is
dealt, the damage is still distributed as assigned.
[D'Angelo 2003/09/08]
- 502.10.Ruling.2 - Effects that change how damage can be assigned or that
offer other options for damage assignment do fall under the "damage
sharing" rule (Rule 502.10h). For example, the Thorn Elemental or
Butcher Orgg choices would be made by the defending player if banding
is present in the blockers. [Jordan 2003/05/19]
- Note - Also see Rule G2.1, "Banding".
502.11 - Bands with Other
- 502.11a - Bands with other is a special form of banding. If an effect
causes a permanent to lose banding, the permanent loses all bands with
other abilities as well. [CompRules 2003/07/01]
- 502.11b - An attacking creature with "bands with other [creature type]" can
form an attacking band with other creatures that have the same "bands with
other [creature type]" ability. Creatures with banding can also join this
band, but creatures without banding can't. The creatures in this band
don't have to have the creature type specified in the "bands with
other [creature type]" ability. Blocking this band follows the same
general rules as for banding. [CompRules 2003/07/01]
- 502.11c - If an attacking creature is blocked by at least two creatures with
the same "bands with other [creature type]" ability, the defending player
chooses how the attacking creature's damage is assigned. Similarly, if a
blocking creature blocks at least two attacking creatures with the same
"bands with other [creature type]" ability, the attacking player chooses
how the blocking creature's damage is assigned. [CompRules 2003/07/01]
- 502.11d - Multiple instances of bands with other of the same type on the
same creature are redundant. [CompRules 2003/07/01]
502.12 - Rampage
- 502.12a - Rampage is a triggered ability. "Rampage [X]" means "Whenever
this creature becomes blocked, it gets +X/+X until end of turn for each
creature blocking it beyond the first." (See Rule 309, "Declare Blockers
Step.") [CompRules 2003/07/01]
- 502.12b - The rampage bonus is calculated only once per combat, when the
triggered ability resolves. Adding or removing blockers later in combat
won't change the bonus. [CompRules 2003/07/01]
- 502.12c - If a creature has multiple instances of rampage, each triggers
separately. [CompRules 2003/07/01]
- 502.12.Ruling.1 - Rampage does apply to blockers which are not assigned to
the Rampage creature directly. For example, creatures that become
blockers due to blocking a member of a band which includes the Rampage
creature do count as additional blockers for the Rampage ability.
[D'Angelo 1999/05/01]
- Note - Also see Rule G18.1, "Rampage".
502.13 - Cumulative Upkeep
- 502.13a - Cumulative upkeep is a triggered ability that imposes an
increasing cost on a permanent. The phrase "Cumulative upkeep [cost]"
means "At the beginning of your upkeep, put an age counter on this
permanent, then sacrifice this permanent unless you pay [cost] for each
age counter on it." [CompRules 2003/07/01]
- 502.13b - If a permanent has multiple instances of cumulative upkeep, each
triggers separately. However, the age counters are not linked to any
particular ability; each cumulative upkeep ability will count the total
number of age counters on the permanent at the time that ability resolves.
Example: A creature has two instances of "Cumulative upkeep - Pay 1 life."
The creature currently has no counters but both cumulative upkeep
abilities trigger. When the first ability resolves, the controller adds a
counter and then chooses to pay 1 life. When the second ability resolves,
the controller adds another counter and then chooses to pay an
additional 2 life. [CompRules 2003/07/01]
- 502.13.Ruling.1 - The result of adding counters is that the cost to be paid
is one times the cost the first time it is paid, two times the cost the
second time, three times the cost the third time, and so on.
Example: If a card has "Cumulative Upkeep: {B} and 2 life", you pay {B}
and 2 life on the first upkeep, {B}{B} and 4 life on the next upkeep,
{B}{B}{B} and 6 life on the next upkeep, and so on. [D'Angelo 1998/02/03]
- 502.13.Ruling.2 - If cumulative upkeep is not paid for some period of time
because the permanent is not in play or was temporarily changed so that it
no longer had a cumulative upkeep, the cumulative upkeep tracking is not
reset because the cumulative upkeep counters are not removed. Payment
resumes as soon as it applies. [D'Angelo 1999/05/01]
- 502.13.Ruling.3 - Cumulative upkeep is not reset if the permanent changes
controllers, because the counters are not removed. [D'Angelo 1999/05/01]
- 502.13.Ruling.4 - Permanents which count their last paid cumulative upkeep
count the number of cumulative upkeep counters on the card and multiply
by the cost per counter. [D'Angelo 1999/05/01]
- 502.13.Ruling.5 - This ability is put on the stack at the beginning of
upkeep. If the permanent leaves play before this ability resolves, you
still have to resolve it. Of course, you can just decide not to pay and
there will be nothing to sacrifice. But you can also choose to pay if you
really want to. [D'Angelo 1999/05/01]
- 502.13.Ruling.6 - If the cumulative upkeep cost somehow changes between the
time the ability is placed on the stack and when it resolves, use the cost
at the time it was put on the stack. [DeLaney 2000/01/13]
- Note - Also see Rule G3.33, "Cumulative Upkeep".
502.14 - Snow-Covered
- 502.14a - Snow-covered is an ability that doesn't do anything in its own
right; it's simply a keyword that other cards look for. When a rule or an
effect refers to a "snow-covered land," it means a land with the
snow-covered ability. When a rule or an effect refers to a "snow-covered
Forest," it means a Forest with the snow-covered ability, and so on.
[CompRules 2003/10/01]
- 502.14b - Five snow-covered lands were printed in the Ice Age(tm) expansion.
Their names are Snow-Covered Plains, Snow-Covered Island,
Snow-Covered Swamp, Snow-Covered Mountain, and
Snow-Covered Forest. These lands are basic lands, even though they
have a different name and they have the snow-covered ability.
[CompRules 2003/07/01]
- 502.14c - Some effects can add or remove the snow-covered ability. This
doesn't change the existing name of the land, or any types, subtypes, or
supertypes it has. For example, a card named Snow-Covered Forest is
named "Snow-Covered Forest," while a Forest that has been granted the
snow-covered ability is still named "Forest." [CompRules 2003/10/01]
- 502.14d - Multiple instances of snow-covered on the same land are redundant.
[CompRules 2003/07/01]
502.15 - Phasing
- 502.15a - Phasing is a static ability that modifies the rules of the untap
step. [CompRules 2003/07/01]
- 502.15b - During each player's untap step, before the active player untaps
his or her permanents, all permanents with phasing the player controls
phase out. Simultaneously, all objects that had phased out under that
player's control phase in. (See Rule 217.8, "Phased-Out," and
Rule 302.1.) [CompRules 2003/07/01]
- 502.15c - If an effect causes a player to skip his or her untap step, the
phasing event simply doesn't occur that turn. [CompRules 2003/07/01]
- 502.15d - Permanents phasing in don't trigger any comes-into-play abilities,
and effects that modify how a permanent comes into play are ignored.
Abilities and effects that specifically mention phasing can modify or
trigger on this event, however. Permanents phasing out trigger
leaves-play abilities as usual. (Because no player receives priority
during the untap step, any abilities triggering off of the phasing event
won't go onto the stack until the upkeep step begins.)
[CompRules 2003/07/01]
- 502.15e - When a permanent phases out, all damage dealt to it is removed.
[CompRules 2003/07/01]
- 502.15f - A card that returns to play from the phased-out zone is considered
the same permanent it was when it left. This is an exception to
Rule 217.1c, which stipulates that a permanent "forgets" its previous
existence when it changes zones. [CompRules 2003/07/01]
- 502.15g - Effects with limited duration and delayed triggered abilities that
specifically reference a permanent will be unable to further affect that
permanent if it phases out. However, other effects that reference the
permanent (including effects with unlimited duration) can affect the
permanent when it returns to play.
Example: A creature is affected by Giant Growth and then phases out
during the same turn. If the creature phases back in somehow before the
turn is over, it won't get the +3/+3 bonus from the Giant Growth because
its effect has a limited duration. [CompRules 2003/07/01]
- 502.15h - Phased-out cards "remember" their past histories and will return
to play in the same state. They "remember" any counters they had on them,
any choices made when they first came into play, and whether they were
tapped or untapped when they left play. They also "remember" who
controlled them when they phased out, although they may phase in under the
control of a different player if a control effect with limited duration
has expired.
Example: Diseased Vermin reads, in part, "At the beginning of your
upkeep, Diseased Vermin deals X damage to target opponent previously dealt
damage by it, where X is the number of infection counters on it." If
Diseased Vermin phases out, it "remembers" how many counters it has and
also which opponents it has previously damaged. When it phases back in,
it will still be able to target those opponents with its upkeep-triggered
ability. [CompRules 2003/07/01]
- 502.15i - When a permanent phases out, any local enchantments or Equipment
attached to that permanent phase out at the same time. This alternate way
of phasing out is known as phasing out "indirectly." An enchantment or
Equipment that phased out indirectly won't phase in by itself, but instead
phases in along with the card it's attached to. [CompRules 2003/10/01]
- 502.15j - If a local enchantment or Equipment phased out directly (rather
than phasing out along with the permanent it's attached to), then
it "remembers" the permanent it was enchanting or equipping and returns to
play attached to that permanent. If a local enchantment phases in and the
permanent has left play or is no longer legal to enchant, the enchantment
returns to play and then is placed in its owner's graveyard afterwards.
This is a state-based effect; see Rule 420. If an Equipment phases in
and the permanent has left play or is no longer legal to equip, the
Equipment returns to play and then stays in play, not equipping anything.
This is a state-based effect; see Rule 420.
[CompRules 2003/10/01]
- 502.15k - Permanents that phase in keep the same timestamps (see Rule 418.5d
and Rule 418.5e) they had when they phased out. This doesn't change the
fact that the permanents phase in simultaneously, however. For example,
if two Legends with the same name phase in, they both go to their owners'
graveyards. [CompRules 2003/07/01]
- 502.15m - A permanent that phases in can attack and tap to play abilities as
though it had haste. This applies even if that permanent phased out and
phased back in the turn it came into play. The permanent remains able to
attack and tap to play abilities until it changes controllers or leaves
play. [CompRules 2003/10/01]
- 502.15n - A spell or ability that targets a permanent will resolve normally
with respect to that permanent if the permanent phases out and back in
before the spell or ability resolves. [CompRules 2003/07/01]
- 502.15p - Multiple instances of phasing on the same permanent are redundant.
[CompRules 2003/07/01]
- Note - Also see Rule G16.8, "Phasing".
502.16 - Buyback
- 502.16a - Buyback is a static ability of some instants and sorceries that
functions while the spell is on the stack. The phrase "Buyback [cost]"
means "You may pay an additional [cost] as you play this spell. If you
do, put the spell into your hand instead of into your graveyard as it
resolves." Paying a spell's buyback cost follows the rules for paying
additional costs in Rule 409.1b and Rule 409.1f through Rule 409.1h.
[CompRules 2003/07/01]
- 502.16.Ruling.1 - The spell does not go to your hand if it is countered.
[D'Angelo 1999/04/23] Remember that a targeted spell is countered if all
of its targets are illegal on resolution. [D'Angelo 1999/04/23]
- 502.16.Ruling.2 - Cost reducing effects can be applied to Buyback costs.
[D'Angelo 1997/10/17]
- 502.16.Ruling.3 - If a Buyback spell is cast by someone other than the owner
(using Grinning Totem), the card goes to the owner's graveyard, not to
anyone's hand. [D'Angelo 2000/01/18]
- Note - Also see Rule G2.12a, "Buyback".
502.17 - Horsemanship
- 502.17a - Horsemanship is an evasion ability that appeared in the Portal
Three Kingdoms(tm) set. [CompRules 2003/07/01]
- 502.17b - A creature with horsemanship can't be blocked by creatures without
horsemanship. A creature with horsemanship can block a creature with or
without horsemanship. (See Rule 309, "Declare Blockers Step.")
[CompRules 2003/07/01]
- 502.17c - Multiple instances of horsemanship on the same creature are
redundant. [CompRules 2003/07/01]
- Note - Also see Rule G8.3, "Horsemanship".
502.18 - Cycling
- 502.18a - Cycling is an activated ability that functions only while the card
with cycling is in a player's hand. The phrase "Cycling [cost]" means
"[Cost], Discard this card from your hand: Draw a card."
[CompRules 2003/07/01]
- 502.18b - Although the cycling ability is playable only if the card is in a
player's hand, it continues to exist while the object is in play and in
all other zones. Therefore objects with cycling will be affected by
effects that depend on objects having one or more activated abilities.
[CompRules 2003/07/01]
- 502.18c - Landcycling is a variant of the cycling ability. The phrase
"[Land type]cycling [cost]" means "[Cost], Discard this card from your
hand: Search your library for a [land type] card, reveal it, and put it
into your hand. Then shuffle your library." Any cards that trigger when
a player cycles a card will trigger when a card's landcycling ability is
played. Any effect that stops players from cycling cards will stop
players from playing cards' landcycling abilities. [CompRules 2003/07/01]
- 502.18.Ruling.1 - Using Cycling is not a spell, it's an activated ability of
a card in your hand. It cannot be countered by things which counter
spells or things that counter activated abilities of permanents.
[D'Angelo 1999/05/01]
- 502.18.Ruling.2 - You draw the card when the ability resolves, and if that
card can be legally played, you can play it before letting any of the
other spells and abilities on the stack resolve. [D'Angelo 1999/05/01]
- 502.18.Ruling.4 - Effects that trigger on "when this card is cycled" trigger
when the cycling ability is played. The triggered ability will resolve
before the card is drawn during the resolution of the Cycle ability.
[Onslaught FAQ 2002/09/24]
- 502.18.Ruling.5 - This ability can only be played while this card is in your
hand. Effects that let you play a card from another zone as if it were
in your hand will not allow you to play this ability as if it were in
your hand. [DeLaney 2003/06/14]
- Note - Also see Rule G3.34, "Cycling" and Rule G12.3, "Landcycling".
502.19 - Echo
- 502.19a - Echo is a triggered ability. "Echo" means "At the beginning of
your upkeep, if this permanent came under your control since the beginning
of your last upkeep, sacrifice it unless you pay its mana cost."
[CompRules 2003/07/01]
- 502.19.Ruling.1 - The Echo payment is required if you gained control of the
creature by any means, such as putting it into play from the graveyard,
taking control from another player, or having the card phase in.
[D'Angelo 1999/05/01]
- 502.19.Ruling.2 - The Echo payment is only required if you control this card
at the beginning of your upkeep. [D'Angelo 1999/05/01]
- 502.19.Ruling.3 - If you gain and lose control of the card several times
before your upkeep, you still only pay the Echo cost once.
[D'Angelo 1999/05/01]
- 502.19.Ruling.4 - Effects which modify the cost to play a spell, like the
Emerald Medallion or Gloom, cannot be used to modify the Echo cost.
These effects only apply to the announcing of spells, and do not apply to
the mana cost that Echo sees. [D'Angelo 1998/11/25]
- 502.19.Ruling.5 - This ability is put on the stack at the beginning of
upkeep. If the permanent leaves play before this ability resolves, you
still have to resolve it. Of course, you can just decide not to pay and
there will be nothing to sacrifice. But you can also choose to pay if you
really want to. [D'Angelo 1999/05/01]
- 502.19.Ruling.6 - You decide on resolution of the upkeep triggered ability
whether to pay for the Echo cost or not. [Barclay 1999/06/02]
- Note - Also see Rule 203 for information on Mana Cost.
- Note - Also see Rule G5.1, "Echo".
502.20 - Fading
- 502.20a - Fading is a keyword that represents two abilities. The phrase
"Fading [X]" means "This permanent comes into play with X fade counters on
it" and "At the beginning of your upkeep, remove a fade counter from this
permanent. If you can't, sacrifice the permanent." [CompRules 2003/07/01]
- Note - Also see Rule G6.2.
502.21 - Kicker
- 502.21a - Kicker is a static ability that functions while the spell is on
the stack. The phrase "Kicker [cost]" means "You may pay an
additional [cost] as you play this spell." The phrase "Kicker [cost 1]
and/or [cost 2]" means the same thing as "Kicker [cost 1],
kicker [cost 2]." Paying a spell's kicker cost(s) follows the rules for
paying additional costs in Rule 409.1b and Rule 409.1f through
Rule 409.1h. [CompRules 2003/07/01]
- 502.21b - Objects with kicker have additional abilities that specify what
happens if the kicker cost is paid. Objects with more than one kicker
cost have abilities that correspond to each kicker cost.
[CompRules 2003/07/01]
- 502.21c - If the text that depends on a kicker cost being paid targets one
or more permanents and/or players, the spell's controller chooses those
targets only if he or she declared the intention to pay the appropriate
kicker cost. Otherwise, the targets aren't chosen at all.
[CompRules 2003/07/01]
- 502.21d - A card with kicker may contain the phrases "if the [A] kicker cost
was paid" and "if the [B] kicker cost was paid," where A and B are the
first and second kicker costs listed on the card, respectively. This text
just refers to one kicker cost or the other, regardless of what the
spell's controller actually spent when paying the cost. In other words,
read "if the [A] kicker cost was paid" as "if the first kicker cost listed
was paid," and read "if the [B] kicker cost was paid" as "if the second
kicker cost listed was paid." [CompRules 2003/07/01]
- 502.21.Ruling.1 - The kicker cost does not count as part of the mana cost or
converted mana cost for the spell. [Invasion FAQ 2000/10/03]
- 502.21.Ruling.2 - You can only pay the kicker cost once each time you play
the spell. You cannot choose to pay it multiple times.
[Invasion FAQ 2000/10/03]
- 502.21.Ruling.3 - You can only pay kicker costs when playing the spell from
your hand (or when playing it as though it were in your hand). You
cannot pay when the card is put into play directly.
[Invasion FAQ 2000/10/03]
- 502.21.Ruling.4 - Cost reducing effects can be applied to Kicker costs.
[D'Angelo 2001/01/16]
- Note - Also see G11.2, "Kicker".
502.22 - Flashback
- 502.22a - Flashback is a static ability of some instant and sorcery cards
that functions while the card is in a player's graveyard. The phrase
"Flashback [cost]" means "You may play this card from your graveyard by
paying [cost] rather than paying its mana cost. If you do, remove this
card from the game instead of putting it anywhere else any time it would
leave the stack." Playing a spell using its flashback ability follows
the rules for paying alternative costs in Rule 409.1b and Rule 409.1f
through Rule 409.1h. [CompRules 2003/07/01]
- 502.22.Ruling.1 - Any restrictions on when the spell can be played or
options on how the spell is played apply as normal. Flashback does not
override these restrictions or options based on card type or those defined
in the card text. [DeLaney 2001/11/07]
- 502.22.Ruling.2 - If the spell is countered, it is removed from the game
instead of going to the graveyard. [D'Angelo 2001/12/16]
- 502.22.Ruling.3 - The card is removed from the graveyard and placed on the
stack during announcement just as if you played it from your hand. On
resolution or on being countered, it is removed from the game instead of
going to the graveyard (or anywhere else). [D'Angelo 2002/10/15]
- Note - Also see Rule G6.7, "Flashback".
502.23 - Threshold
- 502.23a - Threshold is a characteristic-setting ability, written
"Threshold - [text]." It alters the rules text of the object it's on,
based on a condition. The text can create any kind of ability. The
phrase "Threshold - [text]" means "As long as you have seven or more cards
in your graveyard, [this object] has '[text].'" [CompRules 2003/07/01]
- 502.23b - Spells and permanents with threshold have the threshold text only
if their controller has seven or more cards in his or her graveyard.
Otherwise, the text after "Threshold -" is treated as though it did not
appear on the spell or permanent. [CompRules 2003/07/01]
- 502.23c - An instant or sorcery with threshold has the threshold text only
while the spell is on the stack. An artifact, creature, enchantment, or
land with threshold has the threshold text only if the permanent is in
play. [CompRules 2003/12/01]
- 502.23.Ruling.1 - If the ability is static, the ability is either "on"
or "off". [Odyssey Rules Insert 2001/10/04] When it is "on", it is
treated as if it were always on the permanent. It is ordered for
continuous effects as if it entered play at the same time the permanent
did. [DeLaney 2001/10/13]
- 502.23.Ruling.2 - Activated abilities only check the Threshold condition
when the ability is announced. It is not checked again at resolution.
[Odyssey Rules Insert 2001/10/04]
- 502.23.Ruling.3 - For triggered abilities, they only trigger if the
Threshold is true at the time when (think "just before") the trigger
condition occurs. [Odyssey Rules Insert 2001/10/04]
- 502.23.Ruling.4 - For instants and sorceries on the spell stack, the
threshold text is on the spell at any time Threshold has been met.
At the start of resolution, check if Threshold has been met to decide if
the text applies during resolution. [D'Angelo 2003/09/14]
- 502.23.Ruling.5 - You may still use text altering spells and abilities such
as from Sleight of Mind. These spells and abilities can be used when
there is no text to alter (or when text only exists in a potential form)
and once the ability appears (when Threshold is met), the alteration will
be applied to the text as it would have been had the text been there the
whole time. [Barclay 2001/10/22]
- 502.23.Ruling.6 - A card may achieve Threshold during the announcement of a
spell or ability. If so the Threshold ability text starts at the time
Threshold is gained. Usually this doesn't matter, but it may.
For example, if Boneshard Slasher is in play and someone uses
Narcissism (discard a card and target a creature), you can refer to
Rule 409.1 and see that the targeting occurs before the discard, so the
Boneshard Slasher is targeted before Threshold occurs. Therefore, the
Slasher's ability to trigger on becoming targeted won't trigger this
time. [Jordan 2002/05/14]
- Note - Also see Rule G20.6, "Threshold".
502.24 - Madness
- 502.24a - Madness is a keyword that represents two abilities. The first is
a static ability that functions while the card with madness is in a
player's hand. The second is a triggered ability that functions when the
first ability is applied. The phrase "Madness [cost]" means "If a player
would discard this card from his or her hand, that player discards it, but
may remove it from the game instead of putting it into his or her
graveyard" and "When this card is removed from the game this way, until
that player passes next, the player may play it any time he or she could
play an instant as though it were in his or her hand by paying [cost]
rather than paying its mana cost. When the player passes next, he or she
puts this card into his or her graveyard." [CompRules 2003/10/01]
- 502.24b - Playing a spell using its madness ability follows the rules for
paying alternative costs in Rule 409.1b and Rule 409.1f through
Rule 409.1h. [CompRules 2003/07/01]
- 502.24.Ruling.1 - The fine grain timing around this ability can be a bit
difficult to follow. What happens is that if you discard the card (it
does not matter why you are discarding), then you get the choice of
whether or not you want a chance to play the card. If you don't want to,
simply put it in your graveyard as normal. If you might want to, you do
not pay at this time. Instead you remove the card from the game and put a
triggered ability on the stack (as per those rules, see Rule 404). What
this means is that players may respond to this trigger with other spells
and abilities. Once any responses are resolved and both players pass,
the triggered ability resolves. You can now play that spell just like
you would as if it were in your hand (but it is not in your hand) by
paying the Madness cost instead of the mana cost. And this spell can
be played any time an instant is legal, regardless of its type. As
normal, you can only play a spell or ability when it is your opportunity
to do so. The text saying "until he or she passes next" means that you
can choose to put other spells or abilities on the stack prior to playing
the Madness spell. [D'Angelo 2002/02/23]
- 502.24.Ruling.2 - You are in no way required to play the spell even if you
choose to remove it from the game. You can simply choose to pass when
you have a chance to play something and the Madness spell is placed
into the graveyard. The timing for putting it into the graveyard is
also a bit odd since this is also a triggered ability. When you pass,
put a triggered ability on the stack. When that ability resolves, the
card is put into the graveyard. [D'Angelo 2002/02/23]
- 502.24.Ruling.3 - Madness does not allow you to discard the card just
because you want to. Another spell, ability, or game rule has to
cause the card to be discarded. [D'Angelo 2002/02/23]
- 502.24.Ruling.4 - There is an odd interaction with Rule 413.1 (the spell
stack resolves or phase/step ends after both players pass in succession),
because the last part of Madness can trigger on player A passing. This
triggered ability is placed on the stack, then player B gets a chance to
play something. If B passes, then the next item on the stack resolves or
the phase/step ends without player A getting a chance to respond to their
trigger. This doesn't really affect anything since player A could have
played before they passed. [Jordan 2003/08/26]
- Note - Also see Rule G13.1, "Madness".
502.25 - Fear
- 502.25a - Fear is an evasion ability. [CompRules 2003/07/01]
- 502.25b - A creature with fear can't be blocked except by artifact creatures
and/or black creatures. (See Rule 309, "Declare Blockers Step.")
[CompRules 2003/07/01]
- 502.25c - Multiple instances of fear on the same creature are redundant.
[CompRules 2003/07/01]
- 502.25.Ruling.1 - Cards that change color words do not change the Fear
ability. The reminder text on the card can change, but it's just
reminder text and does not actually define the ability.
[D'Angelo 2003/01/19]
- Note - Also see Rule G6.3, "Fear".
502.26 - Morph
- 502.26a - 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. The phrase "Morph [cost]" means "You may play this
card as a 2/2 face-down creature, with no text, no name, no subtypes, no
expansion symbol, and a mana cost of {0} by paying {3} rather than its
mana cost." Any time you could play an instant, you may show all players
the morph cost for any face-down permanent you control, pay that cost,
then turn the permanent face up. This action does not use the
stack. (See Rule 504, "Face-Down Spells and Permanents.")
[CompRules 2003/07/01]
- 502.26b - To play 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 a mana cost of {0}. These values are the
copiable values of that object's characteristics. (See Rule 418.5,
"Interaction of Continuous Effects," and Rule 503, "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 play a card
from any zone from which you could normally play it. When the spell
resolves, it comes into play with the same characteristics the spell had.
The morph effect applies to the face-down object wherever it is, and it
ends when the permanent is turned face up. [CompRules 2003/07/01]
- 502.26c - You can't play a card face down if it doesn't have morph.
[CompRules 2003/07/01]
- 502.26d - Any time you could play an instant, you may turn a face-down
permanent you control face up. To do this, show all players what the
permanent's morph cost will be when the effect ends, pay that cost, then
turn the permanent face up. The morph effect on it ends, and it regains
its normal characteristics. Any abilities relating to the permanent
coming into play don't trigger when it's turned face up and don't have any
effect, because the permanent has already come into play.
[CompRules 2003/07/01]
- 502.26e - If a face-up permanent is turned face down by a spell or ability,
it becomes a 2/2 face-down creature, with no text, no name, no subtypes,
no expansion symbol, and a mana cost of {0}. These values are the
copiable values of that object's characteristics. (See Rule 418.5,
"Interaction of Continuous Effects," and Rule 503, "Copying Objects.")
The rules for morph and face-down permanents apply to it normally.
[CompRules 2003/12/01]
- 502.26f - See Rule 504, "Face-Down Spells and Permanents," for more
information on how to play cards with morph. [CompRules 2003/07/01]
- 502.26.Ruling.1 - The one exception to Rule 502.26c is that
Illusionary Mask can put a card into play face down even if it does
not have Morph. [D'Angelo 2003/09/08]
- 502.26.Ruling.2 - When playing a card using Morph, it goes on the stack face
down and then enters play face down. You cannot turn the card face up
while it is on the stack. [Onslaught Rules 2002/09/15] The other players
don't even get to see the card before it gets put on the stack (unless it
came from a zone where it was revealed to begin with).
[DeLaney 2002/09/20]
- 502.26.Ruling.3 - Some cards have an ability that triggers when the card is
turned face up. These can trigger due to the Morph ability being used or
by any other effect that turns them face up. They do not trigger from
leaving play or being revealed. [Legions FAQ 2003/01/23]
- 502.26.Ruling.4 - The alternate cost of Morph cannot be combined with other
alternate costs, such as Aluren. [Jordan 2002/09/07]
- 502.26.Ruling.5 - Because the act of turning a card face up does not go on
the stack, it cannot be countered or prevented.
[Onslaught Rules 2002/09/15]
- 502.26.Ruling.6 - You cannot pay the Morph cost for a card that is already
face-up. The Morph cost can only be paid when the card is face down.
[D'Angelo 2003/02/16]
- 502.26.Ruling.7 - If Humility is in play, it is not possible to turn the
face-down card face up using the morph ability. Humility removes the
morph cost when it removes the Morph ability. [WotC Rules Team 2003/12/01]
- Note - Also see Rule G13.15, "Morph".
502.27 - Amplify
- 502.27a - Amplify is a static ability. "Amplify [X]" means "As this object
comes into play, reveal any number of cards from your hand that share a
creature type with it. This permanent comes into play with X +1/+1
counters on it for each card revealed this way. You can't reveal this
card or any other cards that are coming into play at the same time as this
card." [CompRules 2003/07/01]
- 502.27b - If a creature has multiple instances of amplify, each one works
separately. [CompRules 2003/07/01]
- 502.27.Ruling.1 - The card Artificial Evolution can modify a card's
creature types before it enters play, which will modify what you can
reveal. [Legions FAQ 2003/01/23]
- 502.27.Ruling.2 - If multiple cards with Amplify are going to come into play
at the same time, you can reveal the same cards for each of them if you
want. [Legions FAQ 2003/01/23]
- 502.27.Ruling.3 - A copy card that enters play as a copy, such as Clone,
does get to use the Amplify ability. [D'Angelo 2003/09/08]
- Note - Also see Rule G1.9, "Amplify".
502.28 - Double Strike
- 502.28a - Double strike is a static ability that modifies the rules for the
combat damage step. (See Rule 310, "Combat Damage Step.")
[CompRules 2003/07/01]
- 502.28b - At the start of the combat damage step, if at least one attacking
or blocking creature has double strike or first strike, creatures without
double strike or first strike (see Rule 502.2, "First Strike") don't
assign combat damage. Instead of proceeding to end of combat, the phase
gets a second combat damage step to handle the remaining creatures. In
the second combat damage step, surviving attackers and blockers that
didn't assign combat damage in the first step, plus any creatures with
double strike, assign their combat damage. [CompRules 2003/07/01]
- 502.28c - 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. [CompRules 2003/07/01]
- 502.28d - Giving double strike to a creature with first strike after it has
already put first strike combat damage onto the stack in the first combat
damage step will allow the creature to assign combat damage in the second
combat damage step. [CompRules 2003/07/01]
- 502.28e - Multiple instances of double strike on the same creature are
redundant. [CompRules 2003/07/01]
- 502.28.Ruling.1 - Double Strike is not First Strike. Effects that make a
creature lose First Strike will not make it lose Double Strike.
[Legions FAQ 2003/01/23]
- Note - Also see Rule G4.14, "Double Strike".
502.29 - Provoke
- 502.29a - 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." [CompRules 2003/07/01]
- 502.29b - If a creature has multiple instances of provoke, each triggers
separately. [CompRules 2003/07/01]
- 502.29.Ruling.1 - You can choose a creature that is already untapped if you
want to. [Legions FAQ 2003/01/23]
- 502.29.Ruling.2 - If the chosen creature is unable to block for any
reason (such as becoming tapped before blockers are assigned) there is no
penalty. But if it can block this attacker, then it must.
[Legions FAQ 2003/01/23]
- Note - Also see Rule 500.3 for handling "must block".
- Note - Also see Rule G16.24.
502.30 - Storm
- 502.30a - Storm is a triggered ability that functions while the spell is on
the stack. "Storm" means "When you play this spell, put a copy of it onto
the stack for each other spell that was played before it this turn. If
the spell has any targets, you may choose new targets for any number of
the copies." [CompRules 2003/12/01]
- 502.30b - If a spell has multiple instances of storm, each triggers
separately. [CompRules 2003/07/01]
- 502.30.Ruling.1 - The number of copies is determined when this spell is
played (announced) and only counts spells played (announced) before it
was. Ones placed on the stack afterwards do not change this.
[D'Angelo 2003/04/30]
- 502.30.Ruling.2 - The copies are put onto the stack directly. They are
not "played" and do not trigger abilities that trigger on something being
played. [D'Angelo 2003/04/30] This makes it so the Storm ability itself
will not trigger on the copies being put on the stack.
[DeLaney 2003/06/14]
- 502.30.Ruling.3 - When counting spells, you count ones played by every
player, including ones that were played from zones other than a player's
hand. You do not count lands being played, any abilities that were
played, any spells put onto the stack without playing them, or any cards
put into play by the effect of a spell or ability. [D'Angelo 2003/06/07]
- 502.30.Ruling.4 - Spell copies can be countered and otherwise affected just
like any other spell. [D'Angelo 2003/04/30]
- 502.30.Ruling.5 - Countering the original spell will not stop the copies
from being created. [D'Angelo 2003/08/01]
- Note - Also see Rule G19.22, "Storm".
502.31 - Affinity
- 502.31a - 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
play for each [text] you control." [CompRules 2003/12/01]
- 502.31b - The affinity ability reduces only generic mana costs; it doesn't
reduce how much colored mana you have to pay for a spell. Affinity can't
reduce the cost to play a spell to less than 0. [CompRules 2003/10/01]
- 502.31c - If a spell has multiple instances of affinity, each of them
applies. [CompRules 2003/10/01]
502.32 - Entwine
- 502.32a - Entwine is a static ability that functions while the spell is on
the stack. The phrase "Entwine [cost]" means "You may choose to use 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 Rule 409.1b and Rule 409.1f
through Rule 409.1h. [CompRules 2003/10/01]
- 502.32b - 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.
[CompRules 2003/10/01]
- 502.32c - Each mode is considered a separate effect. [Barclay 2004/01/15]
502.33 - Equip
- 502.33a - Equip is an activated ability of artifact Equipment cards. The
phrase "Equip [cost]" means "[cost]: Move this Equipment onto target
creature you control. Play this ability only any time you could play a
sorcery." [CompRules 2003/10/01]
- 502.33b - For more information about Equipment, see Rule 212.2, "Artifacts."
[CompRules 2003/10/01]
- 502.33c - If an artifact has multiple instances of equip, any of its equip
abilities may be used. [CompRules 2003/10/01]
- 502.33.Ruling.1 - If you play the equip ability and target the creature it
is already equipping, then it does nothing when it resolves. It stays
where it is. It also does not get a new timestamp for effects ordering.
[Barclay 2003/10/21]
502.34 - Imprint
- 502.34a - Imprint is an activated or triggered ability, written
"Imprint - [text]," where "[text]" is a triggered or activated ability.
Cards that are in the removed-from-game zone because they were removed
from the game by an imprint ability are imprinted on the source of that
ability. [CompRules 2003/12/01]
- 502.34b - The phrase "imprinted [type] card" means the card of that type
that's imprinted on the permanent. If a permanent has more than one card
of that type imprinted on it, each of those cards is an "imprinted [type]
card." [CompRules 2003/10/01]
- 502.34.Ruling.1 - If a permanent with imprint phases out and back in, it's
still the same permanent, so any cards imprinted on it remain imprinted
on it. [WotC Rules Team 2003/10/06]
- 502.34.Ruling.2 - If no card is imprinted or if the only imprinted cards are
not of the correct type, then an ability that uses imprint information
will have no effect. [WotC Rules Team 2003/12/01]
- 502.34.Ruling.3 - If a permanent that has something imprinted is copied, the
copy does not have that same card imprinted. [WotC Rules Team 2003/12/01]
- 502.34.Ruling.4 - If a permanent gains an ability that refers to an
imprinted [type] card, it refers to any cards of that type that are
currently imprinted. It does not mean that you get to imprint something
new at that time. [WotC Rules Team 2003/12/01]
503 - Copying Objects
- 503.1 - Some objects create or become a "copy" of a spell, permanent, or
card. (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.) [CompRules 2003/07/01]
- 503.2 - When copying an object, the copy acquires the copiable values of the
original object's characteristics (name, mana cost, color, type,
supertype, subtype, expansion symbol, rules text, power, and toughness)
and, for an object on the stack, choices made when playing it (mode,
targets, the value of X, whether a kicker cost was paid, how it will
affect multiple targets, and so on). The "copiable values" are the values
that are printed on the object, as modified by other copy effects, plus
any values set for face-down spells or permanents. Other
effects (including type-changing effects) 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, "As Clone comes into play, you may choose a creature
in play. If you do, Clone comes into play as a copy of that creature."
After a Staff has become a 5/5 artifact creature, a Clone comes into play
as a copy of it. The Clone is an artifact, not a 5/5 artifact
creature. (The copy has the Staff's ability, however, and will become a
creature if that ability is activated.) [CompRules 2003/07/01]
- 503.3 - The copied information becomes the copiable values for the copy,
replacing its previous copiable values. Objects that copy the object will
use the new copiable values. [CompRules 2003/07/01]
Example: Vesuvan Doppelganger reads, "As Vesuvan Doppelganger comes
into play, you may choose a creature in play. If you do, Vesuvan
Doppelganger comes into play as a copy of that creature except for its
color and gains 'At the beginning of your upkeep, you may have this
creature become a copy of target creature except for its color. If you
do, this creature gains this ability.'" A Vesuvan Doppelganger comes into
play as a copy of Grizzly Bears (a 2/2 green creature with no abilities).
Then, a Clone comes into play as a copy of the Doppelganger. The Clone
is a 2/2 blue Bear named Grizzly Bears that has the Doppelganger's
upkeep-triggered ability. [CompRules 2003/10/01]
- 503.4 - Some effects cause a permanent that's copying a permanent to copy a
different permanent while remaining in play. The change doesn't trigger
comes-into-play or leaves-play abilities. This also doesn't change any
noncopy effects presently affecting the permanent.
Example: Unstable Shapeshifter reads, "Whenever a creature comes into
play, Unstable Shapeshifter becomes a copy of that creature and gains this
ability." A Shapeshifter is affected by Giant Growth, which reads
"Target creature gets +3/+3 until end of turn." If a creature comes into
play later this turn, the Shapeshifter will become a copy of that
creature, but it will still get +3/+3 from the Giant Growth.
[CompRules 2003/07/01]
- 503.5 - An object that comes into play "as a copy" of another permanent
becomes a copy as it comes into play. It doesn't come into play, and then
become a copy of that permanent. If the text that's being copied includes
any abilities that replace the comes-into-play event (such as "comes into
play with" or "as [this] comes into play" abilities), those abilities will
take effect. Also, any comes-into-play triggered abilities of the copy
will have a chance to trigger.
Example: Skyshroud Behemoth reads, "Fading 2 (This creature comes into
play with two fade counters on it. At the beginning of your upkeep,
remove a fade counter from it. If you can't, sacrifice it.) /
Skyshroud Behemoth comes into play tapped." A Clone that comes into
play as a copy of a Skyshroud Behemoth will also come into play tapped
with two fade counters on it.
Example: Striped Bears reads, "When Striped Bears comes into play, draw
a card." A Clone comes into play as a copy of Striped Bears. The
Clone has the Bears' comes-into-play triggered ability, so the Clone's
controller draws a card. [CompRules 2003/07/01]
- 503.6 - When copying a permanent, any choices that have been made for that
permanent aren't copied. Instead, if an object comes into play as a copy
of another permanent, the object's controller will get to make any
"as comes into play" choices for it.
Example: A Clone comes into play as a copy of Chameleon Spirit.
Chameleon Spirit reads, in part, "As Chameleon Spirit comes into play,
choose a color." The Clone won't copy the color choice of the Spirit;
rather, the controller of the Clone will get to make a new choice.
[CompRules 2003/07/01]
- 503.7 - Because any choices that have been made for a permanent aren't
copied, sometimes a copy card will gain an ability that refers to a choice
that was never made. In that case, the choice is considered to be "zero"
or "undefined."
Example: Voice of All comes into play and Unstable Shapeshifter
copies it. Voice of All reads, in part, "As Voice of All comes into play,
choose a color. / Voice of All has protection from the chosen color."
Unstable Shapeshifter never got a chance to choose a color, because it
didn't come into play as a Voice of All card, so the Shapeshifter's
protection ability doesn't protect it from anything at all.
[CompRules 2003/07/01]
- 503.8 - If an ability causes a player to make a choice as a copy comes into
play, the copy will "remember" that choice and continue to use it for its
abilities if appropriate. If the choice is not appropriate, it is
considered to be "zero" or "undefined."
Example: A Vesuvan Doppelganger comes into play as a copy of
Chameleon Spirit, and the Doppelganger's controller chooses blue.
Later, the Doppelganger copies Quirion Elves. The Elves has the
ability, "{Tap}: Add one mana of the chosen color to your mana pool." If
the mana ability of the Doppelganger is played, it will produce blue mana.
Example: A Vesuvan Doppelganger comes into play as a copy of
Caller of the Hunt. Caller of the Hunt reads, in part, "As
Caller of the Hunt comes into play, choose a creature type." The
Doppelganger's controller chooses Goblin. Later, the Doppelganger copies
Quirion Elves. If the mana ability of the Doppelganger is played, it
will fail to produce any mana. It won't produce Goblin mana.
[CompRules 2003/07/01]
- 503.9 - Some copy effects give an ability to the copy 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. Also, some copy effects
specifically state that they don't copy certain characteristics; they
retain their original values instead. [CompRules 2003/07/01]
Example: Quirion Elves comes into play 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 comes into play, Unstable Shapeshifter becomes a copy of that
creature and gains this ability." Then a Clone comes into play as a
copy of the Unstable Shapeshifter. The Clone copies the new copiable
values of the Shapeshifter, including the ability that the Shapeshifter
gave itself when it copied the Elves. [CompRules 2003/10/01]
- 503.10 - To copy a spell means to put a copy of the spell onto the stack; a
copy of a spell isn't "played." In addition to copying the
characteristics of the spell, all decisions made when the spell was played
are copied. These include mode, targets, the value of X, and optional
additional costs such as buyback. (See Rule 409, "Playing Spells and
Activated Abilities.") Choices that are normally made on resolution are
not copied. A copy of a spell is itself a spell, but it has no spell card
associated with it. It works just like a normal spell: it can be
countered or it can resolve, and it uses the same timing rules as normal
spells. [CompRules 2003/12/01]
Example: A player plays Fork, targeting an Emerald Charm. Fork
reads, "Put a copy of target instant or sorcery spell onto the stack,
except that it copies Fork's color and you may choose new targets for the
copy." Emerald Charm reads, "Choose one - Untap target permanent; or
destroy target global enchantment; or target creature loses flying until
end of turn." When the Fork resolves, it puts a copy of the Emerald Charm
on the stack. The copy has the same mode that was chosen for the original
Emerald Charm. It does not necessarily have the same target, but only
because Fork allows choosing of new targets. [CompRules 2003/07/01]
- 503.10a - A copy of a spell in a zone other than the stack ceases to exist.
This is a state-based effect. See Rule 420. [CompRules 2003/07/01]
- 503.11 - If an effect refers to a permanent by name, the effect still tracks
that permanent even if it changes names or becomes a copy of something
else.
Example: An Unstable Shapeshifter copies a Crazed Armodon.
Crazed Armodon reads, "{G}: Crazed Armodon gets +3/+0 and gains trample
until end of turn. Destroy Crazed Armodon at end of turn. Play this
ability only once each turn." If this activated ability of the
Shapeshifter is played, the Shapeshifter will be destroyed at end of turn,
even if it's no longer a copy of Crazed Armodon at that time.
[CompRules 2003/07/01]
- 503.12 - An effect that instructs a player to "play a copy" of an object
follows the rules for playing spells and abilities, except that the copy
is played while another spell or ability is resolving. Playing a copy
of a nonland object follows steps in Rule 409.1a through
Rule 409.1h, "Playing Spells and Activated Abilities," then the copy
becomes played. The played copy is a spell on the stack, and just like
any other spell it can resolve or be countered. [CompRules 2003/10/01]
504 - Face-Down Spells and Permanents
- 504.1 - One old card (Illusionary Mask) and the morph ability (see
Rule 502.26) allow spells and permanents to be face down.
[CompRules 2003/07/01]
- 504.2 - Face-down spells on the stack, face-down permanents in play, and
face-down cards in the phased-out zone have no characteristics other than
those listed by the ability or rules that allow the card, spell, or
permanent to be face down. Any listed characteristics are the copiable
values of that object's characteristics. (See Rule 418.5, "Interaction of
Continuous Effects," and Rule 503, "Copying Objects.") Objects that are
put into play face down are turned face down before they come into play,
so the permanent's comes-into-play abilities won't trigger (if triggered)
or have any effect (if static). Objects that are played face down are
turned face down before they are put onto the stack, so effects that care
about the characteristics of a spell will see only the face-down spell's
characteristics. [CompRules 2003/10/01]
- 504.3 - You may look at a face-down spell you control on the stack or a
face-down permanent you control at any time. You can't look at face-down
cards in any other zone or face-down spells or permanents controlled by
another player. The 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. [CompRules 2003/07/01]
- 504.4 - If you control multiple face-down spells on the stack or face-down
permanents in play, you must ensure at all times that your face-down
spells and permanents can be easily differentiated from each other. This
includes, but is not limited to, knowing the order spells were played, the
order that face-down permanents came into play, which creature attacked
last turn, and any other differences between face-down spells or
permanents. Common methods for distinguishing between face-down objects
include using counters or dice to mark the different objects, or clearly
placing those objects in order on the table. [CompRules 2003/07/01]
- 504.5 - 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 coming into play don't trigger and
don't have any effect, because the permanent has already come into play.
[CompRules 2003/07/01]
- 504.6 - If a face-down permanent moves from the in-play zone to any zone
other than the phased-out zone, its owner must reveal it to all players as
he or she moves it. If a phased-out face-down object moves to any zone
other than the in-play zone, its owner must reveal it as he or she moves
it. If a face-down spell moves from the stack to any zone other than the
in-play zone, its owner must reveal it to all players as he or she moves
it. At the end of each game, all face-down objects in play, in the
phased-out zone, or on the stack must be revealed to all players.
[CompRules 2003/07/01]
505 - Split Cards
- 505.1 - Split cards have two card faces on a single card. The back of a
split card is the normal Magic: The Gathering card back.
[CompRules 2003/07/01]
- 505.2 - In every zone except the stack, split cards have two sets of
characteristics. As long as a split card is a spell on the stack, only
the characteristics of the half being played exist. The other half's
characteristics are treated as though they didn't exist.
[CompRules 2003/07/01]
- 505.3 - Because every split card consists of two halves with different
colored mana symbols in their mana costs, each split card is a
multicolored card except while it's a spell on the stack. While it's a
spell on the stack, it's only the color of the half being played.
[CompRules 2003/07/01]
- 505.4 - Although split cards have two playable halves, each split card is
only one card. For example, a player who has drawn or discarded a split
card has drawn or discarded one card, not two. [CompRules 2003/07/01]
- 505.5 - Effects that ask for a particular characteristic of a split card
while it's in a zone other than the stack get an answer that consists of a
combination of the split card's two halves.
Example: Infernal Genesis has an ability that reads, "At the beginning
of each player's upkeep, that player puts the top card from his or her
library into his or her graveyard. He or she then puts X 1/1 black Minion
creature tokens into play, where X is that card's converted mana cost."
If the top card of your library is Assault (Assault/Battery) when this
ability resolves, you get five 1/1 creature tokens because Assault's
converted mana cost is 1 and Battery's is 4, for a total of 5.
[CompRules 2003/07/01]
- 505.6 - Effects that ask if a split card's characteristic (in any zone other
than the stack) matches a given value get only one answer. This answer is
"yes" if either side of the split card matches the given value.
Example: Void reads, "Choose a number. Destroy all artifacts and
creatures with converted mana cost equal to that number. Then target
player reveals his or her hand and discards from it all nonland cards with
converted mana cost equal to the number." If a player plays Void and
chooses 1 or 4, his or her opponent would discard
Assault (Assault/Battery). If the player chooses 5, Assault/Battery
would be unaffected, because neither half has a converted mana cost of 5.
[CompRules 2003/07/01]
- 505.7 - If an effect instructs a player to name a card and the player wants
to name a split card, the player must name both halves of the split card.
[CompRules 2003/07/01]
506 - Subgames
- 506.1 - One card (Shahrazad) allows players to play a Magic subgame. A
"subgame" is the game created by Shahrazad. The "main game" is the game
in which Shahrazad was played. The main game is suspended while the
subgame is in progress. It resumes when the subgame ends.
[CompRules 2003/07/01]
- 506.2 - Any main-game abilities that trigger while the subgame is in
progress aren't put onto the stack until the subgame is completed.
[CompRules 2003/07/01]
- 506.3 - To start the subgame, each player removes his or her library from
the game face down. It becomes that player's deck in the subgame.
Abilities that trigger on cards being removed from the main game face down
will trigger. [CompRules 2003/07/01]
- 506.3 - A player's deck in the subgame may have less than the minimum number
of cards. If a player's deck contains less than seven cards, the player
will lose the game as soon as it starts, even if he or she
mulligans. (See Rule 420, "State-Based Effects.") [CompRules 2003/07/01]
- 506.4 - The subgame proceeds like a normal game. Randomly determine which
player goes first. [CompRules 2003/07/01]
- 506.5 - 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). [CompRules 2003/07/01]
- 506.5a - Some effects can bring cards into a game from outside of it. Cards
brought into a subgame from a main game are considered to be removed from
the main game. Abilities in the main game that trigger on objects being
removed from the main game will trigger. [CompRules 2003/07/01]
- 506.6 - At the end of a subgame, each player puts all objects that were
brought into the subgame into his or her library in the main game, then
shuffles that library. Cards removed from the game in the subgame are not
put into the player's main-game library. Instead they remain removed from
the game in the main game.
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. [CompRules 2003/07/01]
- 506.7 - If another subgame is created during a subgame, there can be
multiple subgames and main games. Each main game has one subgame, and
each subgame has one main game. In this case, some games will be
considered both a main game and a subgame at the same time.
[CompRules 2003/07/01]
507 - Controlling Another Player's Turn
- 507.1 - One card (Mindslaver) allows a player's turn to be controlled by
another player. This effect applies to the next turn that the affected
player actually takes. The entire turn is controlled; the effect doesn't
end until the beginning of the next turn. [CompRules 2003/10/01]
- 507.1a - Multiple turn-controlling effects that affect the same player
overwrite each other. The last one to be created is the one that works.
[CompRules 2003/10/01]
- 507.1b - If a turn is skipped, any pending turn-controlling effects wait
until the player who would be affected actually takes a turn.
[CompRules 2003/10/01]
- 507.1c - Only the control of the turn changes. All objects are controlled
by their normal controllers. [CompRules 2003/10/01]
- 507.2 - If information about an object would be visible to the player whose
turn is controlled, it's visible to both that player and the controller of
the turn. [CompRules 2003/10/01]
Example: The controller of a player's turn can see that player's hand and
the identity of any face-down creatures he or she controls.
[CompRules 2003/10/01]
- 507.3 - The controller of another player's turn makes all choices and
decisions that player is allowed to make or is told to make during that
turn 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. [CompRules 2003/10/01]
Example: The controller of the turn decides which spells to play and what
those spells target, and makes any required decisions when those spells
resolve. [CompRules 2003/10/01]
Example: The controller of the turn decides which of the player's
creatures attack, and how those creatures assign their combat damage.
[CompRules 2003/10/01]
Example: The controller of the turn decides which card the player chooses
from outside the game with one of the Judgment(TM) Wishes. The player
can't choose a card of the wrong type. [CompRules 2003/10/01]
- 507.3a - The controller of another player's turn can use only that player's
resources (cards, mana, and so on) to pay costs for that player.
[CompRules 2003/10/01]
Example: If the controller of the turn decides that the player will play a
spell with an additional cost of discarding cards from hand, the cards are
discarded from the player's hand. [CompRules 2003/10/01]
- 507.3b - The controller of another player's turn can't make that player
concede. A player may concede the game at any time, even if his or her
turn is controlled by another player. See Rule 102.7.
[CompRules 2003/10/01]
- 507.3c - The controller of another player's turn 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.
[CompRules 2003/10/01]
Example: The player whose turn it is 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.
[CompRules 2003/10/01]
- 507.3d - A player who controls another player's turn also continues to make
his or her own choices and decisions. [CompRules 2003/10/01]
- 507.4 - A player doesn't lose life due to mana burn while another player
controls his or her turn. (Unused mana in players' mana pools is still
lost when a phase ends. See Rule 300.3.) [CompRules 2003/10/01]
7 - Specialized Rules
701 - Unglued
- 701.1 - Unglued is an unusual Magic expansion.
- 701.Ruling.1 - Unglued was designed to be funny. Keep that in mind.
[D'Angelo 1998/09/01]
- 701.Ruling.2 - It is very unlikely that you'll manage to get the NetReps or
Customer Service to agree on some rulings for these cards. So, if there
are two or more rulings from official people out there, use the one that
you think will be funniest. In Arena, the Arena judge chooses. In
friendly play, agree amongst yourselves, or toss a coin.
[Barclay 1998/08/13]
- 701.Ruling.3 - Some cards have a picture and no text. These are intended
for use to represent token creatures for you so you don't have use coins,
glass beads, kittens, pick-up trucks, or other handy objects.
[QAS 1998/09/09] When using one of these to represent a token creature,
they count as tokens, not cards. [QAS 1998/09/09]
- 701.Ruling.4 - A teammate is a player who shares a victory condition with
you. In other words, you both work together to win and win as a team.
[QAS 1998/09/09] Partnership and Emperor formats have teammates. Grand
Melee and normal two-player games do not.
- 701.Ruling.5 - When judging if a person performed a subjective task
correctly, use your best judgment. An honest attempt which falls a little
short should not be penalized. [QAS 1998/09/09] Subjective tasks include
rhyming, doing an action for Bureaucracy, complimenting an opponent,
etc.
- 701.Ruling.6 - Any random source with the same odds can replace a coin toss
or die roll. [QAS 1998/09/09] But the replacement still counts as its
original type. For example, rolling a die to simulate a coin counts as
a coin flip and not a die roll. [D'Angelo 1998/09/09]
- 701.Ruling.7 - You cannot target a player in a different game.
[QAS 1998/09/09]
- 701.Ruling.8 - If you rip up or mark a card in a tournament because you are
required to do so by a spell or ability, your deck is not made illegal.
Instead, before the next game, you must bring your deck back up to 60
cards by borrowing from your sideboard (if your sideboard has any more
cards and if your deck fell below 60). [QAS 1998/09/09]
- 701.Ruling.9 - If you are required to remove cards from your deck or
sideboard for the duration of a match a tournament, your deck is not made
illegal. Instead, before the next game, you must bring your deck back up
to 60 cards by borrowing from your sideboard (if your sideboard has any
more cards and if your deck fell below 60). [QAS 1998/09/09]
- 701.Ruling.10 - You cannot use a coin with two heads (or tails) or a die
which does not have values that can clearly be divided into the right
number of equal sets, as per Rule 701.Ruling.6. [D'Angelo 1998/10/23]
702 - Licids
- 702.1 - A Licid is a type of creature that can become a creature
enchantment, reside on other creatures for a while, and then revert back
to being a creature. [Tempest, Page 7]
- 702.Ruling.1 - When a Licid becomes a creature enchantment, it loses all
abilities and gains whatever ability is listed in the card text. It also
stops being whatever kind of permanent it was and becomes a local creature
enchantment. It retains all other characteristics including name, color,
and so on. [Tempest, Page 8] [WotC Rules Team 1997/12/18]
- 702.Ruling.2 - The Licid ability targets the creature it will be enchanting.
If the target becomes illegal before the ability starts to resolve, then
the ability is countered and the Licid will remain unchanged.
[Tempest, Page 9]
- 702.Ruling.3 - When a Licid changes form, any counters, effects, and damage
on it remain on it until they would normally be removed (if ever). If the
counters or effects make no sense when applied to the current card type,
then they do not do anything. But if the Licid returns to being of the
proper card type, they may take effect again. [D'Angelo 1998/07/24]
For example, a +1/+1 counter from Dwarven Weaponsmith would remain, the
effect of Giant Growth will wear off at end of turn, and damage will be
removed at end of turn.
- 702.Ruling.4 - Generally, the cost of using a Licid's ability includes
tapping it. This means that when it moves onto the creature, it will be
a tapped local enchantment. The enchantment's ability will work normally,
though, and the card will untap during your next untap step.
[Tempest, Page 9]
- 702.Ruling.5 - A Licid will not get summoning sickness by enchanting an
opponent's permanent. You are still controlling the Licid.
[D'Angelo 1997/10/15]
- 702.Ruling.6 - If a Licid is enchanting a creature that phases out, the
Licid phases out with the creature, and when it phases back in it will
phase in still as a local enchantment. [D'Angelo 2000/04/04]
- 702.Ruling.7 - When in creature enchantment form, it can be moved onto
another creature with an enchantment moving spell or ability. It stays as
an enchantment. [WotC Rules Team 1998/02/01]
- 702.Ruling.8 - If a Licid tries to enchant a creature that cannot be
enchanted, it will still move through to resolution because the Licid's
text does not require the thing it will enchant to be a legal thing to
enchant. During resolution it will then turn into an enchantment and try
to enchant the chosen permanent. Since the permanent cannot be enchanted,
the Licid is placed into the graveyard. [WotC Rules Team 2003/12/01]
- 702.Ruling.9 - If a Licid tries to enchant itself, it will see itself as a
legal place to go at the beginning of resolution. It will then turn into
an enchantment and enchant itself. Since it is not legal to enchant
itself, the Licid is placed into the graveyard. [Jordan 2002/01/11]
8 - Tournament Rules
800 - Shared Tournament Format Rules
- 800.1 - Each tournament format defines what cards are included in that
format, and any special restrictions on deck construction.
- 800.2 - Formats that include recent card sets add new card sets to their
list on the 20th day of the month that closely follows their
introduction. [DCI Floor Rules 104 - 2003/09/01]
- 800.3 - Some formats include "restricted" cards. Cards that are restricted
can only have one copy included in a deck, rather than the normal limit
of 4. [DCI Floor Rules - 2003/09/01]
- 800.4 - Some formats include "banned" cards. Cards that are banned cannot
occur in legal decks. [DCI Floor Rules - 2003/09/01]
- 800.5 - All formats limit themselves to cards with a standard Magic card
back. This means that Collector's Edition cards, Championship and
Pro Tour deck cards, and promotional poker cards (despite the April Fools
article in the Duelist) are not allowed.
[DCI Floor Rules 102 - 2003/09/01]
- 800.5a - Portal or Starter cards are not allowed unless they have the same
name as a legal card. In this case, they play as the legal card text and
not the Portal or Starter card text. [Duelist Magazine #18, Page 44]
- 800.5b - Unglued cards with a silver border are also banned from all
formats. [DCI Floor Rules 102 - 2003/09/01]
- 800.5c - Alpha printing cards can only be used if they are in unmarked
sleeves or if the entire deck is Alpha printing.
[DCI Floor Rules 102 - 2003/09/01]
- 800.6 - A sideboard is a set of cards which is brought to the tournament
along with your deck. Having a sideboard is optional.
[DCI Floor Rules 122 - 2003/09/01]
- 800.6a - In constructed formats, if you have a sideboard it must consist of
exactly 15 cards. In sealed deck formats, all your remaining cards are
considered your sideboard. [DCI Floor Rules 122 - 2003/09/01]
- 800.6b - Players cannot look through their sideboard during play.
[DCI Floor Rules 122 - 2003/09/01]
- 800.6c - Between games, you may choose to swap cards from your sideboard
with ones in your deck. In constructed formats, your sideboard must
still be 15 cards when you are done swapping.
[DCI Floor Rules 122 - 2003/09/01]
- 800.6d - You cannot use your sideboard before the first game of a match,
and between matches you must reset your deck and sideboard to the same
as they were at the start of the tournament. Basically, you play the
first game of each match with an unmodified deck.
[DCI Floor Rules 122 - 2003/09/01]
- 800.7 - Players must provide a way to visibly count life totals during play.
For example, counters, dice, pen and paper, etc.
- 800.8 - Your opponent is always entitled to shuffle or cut your deck before
each game and each time you are called to shuffle during a game. They
may not use this opportunity to see the cards in your deck. This rule is
in place to prevent players from stacking their deck.
801 - Classic (Type 1) Tournament Format
- 801.1 - Decks can be composed of cards from any edition or expansion of
Magic which use the normal card back. Promotional cards are allowed.
[DCI Floor Rules 127 - 2003/09/01]
- 801.2 - Minimum of 60 cards in a deck. [DCI Floor Rules 121 - 2003/09/01]
- 801.3 - Optional 'sideboard'. If you have one, it must be exactly 15 cards.
[DCI Floor Rules 122 - 2003/09/01]
- 801.4 - No more than 4 of any card (by name) which is not a basic land can
be in the combination of deck and sideboard. Cards with different art or
in different languages or from different prints but which are the same
card are considered the same. [DCI Floor Rules 121 - 2003/09/01]
- Note - This restricted list has been updated to match the 2004/01/01 date.
Until then, Burning Wish, Chrome Mox, and Lion's Eye Diamond
are not restricted.
- 801.5 - Some cards are 'restricted' (see Rule 800.3). These cards are:
[Update 2003/12/01]
Ancestral Recall, Frantic Search, Mystical Tutor,
Balance, Grim Monolith, Necropotence,
Black Lotus, Gush, Regrowth,
Black Vise, Library of Alexandria, Sol Ring,
Braingeyser, Lion's Eye Diamond, Strip Mine,
Burning Wish, Lotus Petal, Stroke of Genius,
Channel, Mana Crypt, Time Spiral,
Chrome Mox, Mana Vault, Timetwister,
Crop Rotation, Memory Jar, Time Walk,
Demonic Consultation,Mind Over Matter, Tinker,
Demonic Tutor, Mind's Desire, Tolarian Academy,
Doomsday, Mind Twist, Vampiric Tutor,
Dream Halls, Mox Diamond, Voltaic Key,
Earthcraft, Mox Emerald, Wheel of Fortune,
Enlightened Tutor, Mox Jet, Windfall,
Entomb, Mox Pearl, Yawgmoth's Bargain,
Fact or Fiction, Mox Ruby, Yawgmoth's Will,
Fastbond, Mox Sapphire,
Fork.
- 801.6 - Some cards are 'banned' (see Rule 800.4) in this format.
These cards are: [Update 2003/09/01]
Amulet of Quoz, Darkpact, Rebirth,
Bronze Tablet, Demonic Attorney, Tempest Efreet,
Chaos Orb, Falling Star, Timmerian Fiends,
Contract from Below, Jeweled Bird.
- Note - See Rule 800 for additional definitions and rules.
802 - Classic-Restricted (Type 1.5) Tournament Format
- 802.1 - Decks can be composed of cards from any edition or expansion of
Magic which use the normal card back. Promotional cards are allowed.
[DCI Floor Rules 128 - 2003/09/01]
- 802.2 - Minimum of 60 cards in a deck. [DCI Floor Rules 121 - 2003/09/01]
- 802.3 - Optional 'sideboard'. If you have one, it must be exactly 15 cards.
[DCI Floor Rules 122 - 2003/09/01]
- 802.4 - No more than 4 of any card (by name) which is not a basic land can
be in the combination of deck and sideboard. Cards with different art or
in different languages or from different prints but which are the same
card are considered the same. [DCI Floor Rules 121 - 2003/09/01]
- 802.5 - There are no 'restricted' (see Rule 800.3) cards in this format.
- Note - This banned list has been updated to match the 2004/01/01 date.
Until then, Burning Wish, Chrome Mox, and Lion's Eye Diamond
are not banned.
- 802.6 - Some cards are 'banned' (see Rule 800.4) in this format.
These cards are: [Update 2003/12/01]
Amulet of Quoz, Falling Star, Mystical Tutor,
Ancestral Recall, Fastbond, Necropotence,
Balance, Fork, Rebirth,
Black Lotus, Frantic Search, Regrowth,
Black Vise, Grim Monolith, Sol Ring,
Braingeyser, Gush, Strip Mine, ,
Bronze Tablet, Jeweled Bird, Stroke of Genius,
Burning Wish, Library of Alexandria, Tempest Efreet,
Channel, Lion's Eye Diamond, Time Spiral,
Chaos Orb, Lotus Petal, Timetwister,
Chrome Mox, Mana Crypt, Time Walk,
Contract from Below, Mana Vault, Timmerian Fiends,
Crop Rotation, Memory Jar, Tinker,
Darkpact, Mind Over Matter, Tolarian Academy,
Demonic Attorney, Mind's Desire, Vampiric Tutor,
Demonic Consultation,Mind Twist, Voltaic Key,
Demonic Tutor, Mox Diamond, Wheel of Fortune,
Doomsday, Mox Emerald, Windfall,
Dream Halls, Mox Jet, Yawgmoth's Bargain,
Earthcraft, Mox Pearl, Yawgmoth's Will,
Enlightened Tutor, Mox Ruby,
Entomb, Mox Sapphire,
Fact or Fiction.
- Note - See Rule 800 for additional definitions and rules.
803 - Extended Tournament Format
- 803.1 - Can be composed of cards from any edition of the basic set from
Sixth Edition on, plus any expansion of Magic from Tempest and newer.
Collector's Edition cards are not allowed. Promotional cards are not
allowed. [DCI Floor Rules 126 - 2003/09/01]
- 803.1a - Cards from the following sets are not allowed unless they were
reprinted in a newer set: Arabian Nights, Antiquities, Legends, The Dark,
Fallen Empires, Ice Age, Homelands, Mirage, Visions, Weatherlight,
Limited Edition, Unlimited Edition, Revised Edition, Fourth Edition,
Fifth Edition, and Chronicles.
- 803.1b - Mirrodin becomes legal on 2003/10/20. Darksteel becomes legal
on 2004/02/20. Fifth Dawn becomes legal on 2004/06/20.
[DCI Floor Rules 125 - 2003/09/01]
- 803.2 - Minimum of 60 cards in a deck. [DCI Floor Rules 121 - 2003/09/01]
- 803.3 - Optional 'sideboard'. If you have one, it must be exactly 15 cards.
[DCI Floor Rules 122 - 2003/09/01]
- 803.4 - No more than 4 of any card (by name) which is not a basic land can
be in the combination of deck and sideboard. Cards with different art or
in different languages or from different prints but which are the same
card are considered the same. [DCI Floor Rules 121 - 2003/09/01]
- 803.5 - There are no 'restricted' (see Rule 800.3) cards in this format.
- 803.6 - The 'banned' list includes all cards from banned sets that have not
been reprinted in a more recent set. [DCI Floor Rules 126 - 2003/09/01]
- Note - This banned list has been updated to match the 2004/01/01 date.
Until then, Ancient Tomb, Goblin Recruiter, Grim Monolith,
Hermit Druid, Oath of Druids, and Tinker are not banned.
- 803.7 - Some cards are 'banned' (see Rule 800.4) in this format even though
they are from legal expansions. These cards are: [Update 2003/12/01]
Ancient Tomb, Grim Monolith, Survival of the Fittest,
Dark Ritual, Hermit Druid, Time Spiral,
Dream Halls, Lotus Petal, Tinker,
Earthcraft, Mana Vault, Tolarian Academy,
Entomb, Memory Jar, Windfall,
Frantic Search, Mind Over Matter, Yawgmoth's Bargain,
Goblin Lackey, Oath of Druids, Yawgmoth's Will,
Goblin Recruiter, Replenish.
- Note - See Rule 800 for additional definitions and rules.
- Note - The DCI originally released this tournament format on 1997/05/01 as a
replacement for Type 1.5 but decided on 1997/06/01 to change this decision
and support both formats.
804 - Standard (Type 2) Tournament Format
- 804.1 - Decks can be composed of cards from the most recent edition of
The Gathering (currently Eighth Edition) and all sets from the two most
recent "blocks" (currently Odyssey/Torment/Judgment and
Onslaught/Legions/Scourge). A "block" is a stand-alone set and the two
expansion sets which follow it. This means that cards stay in use for
approximately two years. [DCI Floor Rules 125 - 2003/09/01]
- 804.1a - The Odyssey/Torment/Judgment block is no longer legal as
of 2003/10/20. Mirrodin becomes legal on 2003/10/20. Darksteel becomes
legal on 2004/02/20. Fifth Dawn becomes legal on 2004/06/20.
[DCI Floor Rules 125 - 2003/09/01]
- 804.2 - Cards from previous editions or expansions which also appear in the
currently legal ones are allowed. Promo cards (which do not appear in a
currently allowed set) are not allowed.
[DCI Floor Rules 124 - 2003/09/01]
- 804.3 - The policy for removal of sets is that each new edition of the base
set replaces the previous edition. A new standalone set will start a new
block, and thereby replace the oldest "block" in use. A new limited
expansion will add itself to the current "block".
[DCI Floor Rules 124 - 2003/09/01]
- 804.4 - Minimum of 60 cards in a deck. [DCI Floor Rules 121 - 2003/09/01]
- 804.5 - Optional 'sideboard'. If you have one, it must be exactly 15 cards.
[DCI Floor Rules 122 - 2003/09/01]
- 804.6 - No more than 4 of any card (by name) which is not a basic land can
be in the combination of deck and sideboard. Cards with different art or
in different languages or from different prints but which are the same
card are considered the same. [DCI Floor Rules 121 - 2003/09/01]
- 804.7 - There are no 'restricted' (see Rule 800.3) cards in this format.
- 804.8 - There are no 'banned' (see Rule 800.4) cards in this format.
805 - Sealed Deck Formats
- 805.1 - Each player is given some number of unopened tournament
packs (called starter decks in the old days) and/or booster packs. The
DCI recommends 90 to 300 cards be given out. The standard way to do it is
to provide one tournament pack plus two 15 card boosters. Players may
also exchange basic lands they have for other basic lands with the
tournament organizer. In addition, the organizer may make additional
basic lands available. [DCI Floor Rules 134 - 2003/09/01]
- 805.2 - The usual time for constructing a deck is 30 minutes, although the
tournament organizer can change this. [DCI Floor Rules 2003/09/01]
- 805.3 - Expansions are valid for sealed deck play as soon as they are
available. There is no 30 day wait period. [DCI Floor Rules 2003/09/01]
- 805.4 - Minimum of 40 cards in the play deck.
[DCI Floor Rules 131 - 2003/09/01]
- 805.5 - All additional cards function as the 'sideboard'. The sideboard
and deck size can change freely between duels.
[DCI Floor Rules 132 - 2003/09/01]
- 805.6 - Games are not played for ante. If a player gets a card that can
only be played for ante, they should bring it to the head judge, who will
replace it from a random stack of cards.
[Tournament Rules 1997/10/01]
- 805.7 - There are no restricted or banned cards. Ante cards are an
exception (see Rule 805.6). [Tournament Rules 1997/10/01]
- 805.8 - There is no "4 of a single card" limit. You can use all the cards
you have. [Tournament Rules 1997/10/01]
806 - Block Constructed Deck Formats
- 806.1 - These formats follow the Standard (Type 2) tournament rules (see
Rule 804) for deck construction but only allow cards from a given "block"
rather than from the larger list of sets. [DCI Floor Rules - 2003/09/01]
- 806.2 - Some cards are 'banned' (see Rule 800.4) from the
Ice Age/Homelands/Alliances format. These cards are: [Update 2003/09/01]
Amulet of Quoz, Thawing Glaciers,
Timmerian Fiends, Zuran Orb
- 806.3 - Some cards are 'banned' (see Rule 800.4) from the
Mirage/Visions/Weatherlight format. These cards are: [Update 2003/09/01]
Squandered Resources
- 806.4 - Some cards are 'banned' (see Rule 800.4) for the
Tempest/Stronghold/Exodus format. These cards are: [Update 2003/09/01]
Cursed Scroll
- 806.5 - Some cards are 'banned' (see Rule 800.4) for the
Urza's Saga/Urza's Legacy/Urza's Destiny format. These cards are:
[Update 2003/09/01]
Gaea's Cradle, Time Spiral, Voltaic Key,
Memory Jar, Tolarian Academy, Windfall,
Serra's Sanctum,
- 806.6 - Some cards are 'banned' (see Rule 800.4) for the
Mercadian Masques/Nemesis/Prophecy format. These cards are:
[Update 2003/09/01]
Lin Sivvi, Defiant Hero, Rishadan Port
- 806.7 - No cards are 'banned' (see Rule 800.4) for the
Invasion/Planeshift/Apocalypse format.
- 806.8 - No cards are 'banned' (see Rule 800.4) for the
Odyssey/Torment/Judgment format.
- 806.9 - No cards are 'banned' (see Rule 800.4) for the
Onslaught/Legions/Scourge format.
- 806.Ruling.1 - Only cards explicitly banned from this format are banned.
The Standard (Type 2) tournament list does not apply.
[D'Angelo 1999/06/01]
- 806.Ruling.2 - The foil Lightning Bolts found in Urza's Destiny packs
are not legal in the Urza block. [Donais 1999/06/08]
807 - Booster Draft Formats
- 807.1 - Players sit in groups of 7 or 8 players.
- 807.2 - In "Rochester Draft" format, each group starts with 3 booster
packs per player. The judge lays out one booster pack (15 cards) on the
table and players are given 20 seconds to review the cards. The first
pick starts with the player on the judge's left and players pick one
card each going around the table to the left. The second booster pack
goes around the table to the right, starting on the judges' right.
When the rotation gets to the last player, they pick 2 cards and the
rotation reverses direction until the booster pack is depleted.
- 807.3 - Each player gets 5 seconds to select a card, and touching one is
considered selecting it.
- 807.4 - Players may add as many basic lands as they want to their cards
after drafting and between games. [Tournament Rules 1997/10/01]
- 807.5 - 30 minutes are given to construct the deck after drafting is
complete. [DCI Floor Rules 2003/09/01]
- 807.6 - The usual time for constructing a deck is 30 minutes, although the
tournament organizer can change this. [DCI Floor Rules 2003/09/01]
- 807.7 - Expansions are valid for sealed deck play as soon as they are
available. There is no 30 day wait period. [DCI Floor Rules 2003/09/01]
- 807.8 - Minimum of 40 cards in the play deck.
[DCI Floor Rules 131 - 2003/09/01]
- 807.9 - All additional cards function as the 'sideboard'. The sideboard
and deck size can change freely between duels.
[DCI Floor Rules 132 - 2003/09/01]
- 807.10 - There is no "4 of a single card" limit. You can use all the cards
you have. [Tournament Rules 1997/10/01]
- 807.11 - Ante cards in initial boosters are replaced by tournament officials
from a random stack of cards. [Tournament Rules 1997/10/01]
9 - Glossary
G1.1 - Ability
- G1.1a - "Ability" and "effect" are often confused with one another. An
instruction in an object's text is an ability. The result of following
such an instruction is an effect. For more information, see Section 4,
"Spells, Abilities, and Effects." [CompRules 2003/07/01]
- G1.1b - When an activated ability is played, it goes onto the stack and
stays there until it resolves or is countered. [CompRules 2003/07/01]
- G1.1c - When an effect states that an object "gains" or "has" an ability,
it's granting that object an ability. If an effect defines a property of
an object ("[card or permanent] is [property]"), it's not granting an
ability. For example, an enchant creature might read, "Enchanted creature
is red." The enchantment isn't granting an ability of any kind; it's
simply changing the enchanted creature's color to red.
[CompRules 2003/07/01]
G1.2 - Activated Ability
- G1.2a - An activated ability is written as "activation cost: effect." By
paying the activation cost, a player may play such an ability whenever he
or she has priority. [CompRules 2003/07/01]
- Note - Also see Rule 403, "Activated Abilities."
G1.3 - Activation Cost
- G1.3a - The activation cost of an activated ability is everything before
the colon in "activation cost: effect." It must be paid to play the
ability.
Example: The activation cost of an ability that reads "{2},{Tap}: You
gain 1 life" is two mana of any color plus tapping the permanent.
[CompRules 2003/07/01]
- Note - Also see Rule 403, "Activated Abilities."
G1.4 - Active Player
- G1.4a - The active player is the player whose turn it is. The active
player gets priority at the start of each phase or step (except for the
untap and cleanup steps), after any spell or ability (except a mana
ability) resolves, and after combat damage resolves.
[CompRules 2003/07/01]
- Note - Also see Rule 200.3.
G1.5 - Active Player, Nonactive Player Rule
- G1.5a - Whenever both players are instructed to make choices at the same
time, the active player makes all his or her choices first, then the
nonactive player. This is called the "Active Player, Nonactive Player"
rule, or "APNAP" rule. [CompRules 2003/07/01]
- Note - Also see Rule 103.4.
G1.6 - Additional Cost
- G1.6a - Some spells have additional costs listed in their text. These are
paid at the same time the player pays the spell's mana cost. See
Rule 409, "Playing Spells and Activated Abilities." [CompRules 2003/07/01]
G1.7 - Affinity
- G1.7a - Affinity is a static ability that functions while the spell is on
the stack. "Affinity [text]" means "This spell costs you {1} less to play
for each [text] you control." The affinity ability only reduces generic
mana costs. It doesn't reduce how much colored mana you have to pay for a
spell. It can't reduce the cost to play a spell to less than 0.
[CompRules 2003/12/01]
- Note - Also see Rule 502.31, "Affinity."
G1.8 - Alternative Cost
- G1.8a - The rules text of some spells reads, "You may [action] rather than
pay [this object's] mana cost," or include the phrase, "you may play [this
object] without paying its mana cost." These are alternative costs. Only
one such alternative cost can be applied to any one spell. Other spells
and abilities that refer to a spell's mana cost don't consider the
alternative cost. If an effect requires paying additional costs to play a
spell, it still applies to the alternative cost. [CompRules 2003/07/01]
- Note - Also see Rule 409, "Playing Spells and Activated Abilities."
G1.9 - Amplify
- G1.9a - Amplify is a static ability. "Amplify [X]" means "As this object
comes into play, reveal any number of cards from your hand that share a
creature type with this object. This object comes into play with X +1/+1
counters on it for each card revealed this way. You can't reveal this
card or any other cards that are coming into play at the same time as this
card." [CompRules 2003/07/01]
- Note - Also see Rule 502.27, "Amplify."
G1.10 - Ante (Obsolete)
- G1.10a - 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 is allowed only where it's not
forbidden by law or by other rules. Playing for ante is strictly
forbidden under DCI tournament rules. [CompRules 2003/07/01]
- G1.10b - When using the ante rule, each player puts one random card from his
or her deck into his or her ante zone at the beginning of the game. At
the end of the game, the winner becomes the owner of the cards in each
player's ante zone. [CompRules 2003/07/01]
- Note - Also see Rule 217.9, "Ante."
G1.11 - APNAP
- G1.11a - See Active Player, Nonactive Player Rule. [CompRules 2003/07/01]
G1.12 - Artifact
- G1.12a - Artifact is a type. The active player can play artifacts only
during his or her main phase when the stack is empty. When an artifact
spell resolves, its controller puts it into play under his or her control.
[CompRules 2003/07/01]
- Note - Also see Rule 212.2, "Artifacts."
G1.13 - Artifact Creature
- G1.13a - An artifact creature is a combination of artifact and creature,
and it's subject to the rules for both. (See Rule 212.2, "Artifacts.")
Some artifact creatures don't have a creature type. Those that do will
say "Artifact Creature - [creature type]"; for example,
"Artifact Creature - Golem." "Artifact" isn't a creature type.
[CompRules 2003/10/01]
G1.14 - Artifact Land
- G1.14 - An artifact land is a combination of artifact and land, and it's
subject to the rules for both. (See Rule 212.2, "Artifacts.") Artifact
lands can only be played as lands. They can't be played as spells. Some
artifact lands don't have a land type. Those that do will say "Artifact
Land - [land type]." [CompRules 2003/10/01]
G1.15 - "As though"
- G1.15a - Text that states a player or card may do something "as though"
some condition were true applies only to the stated action. For purposes
of that action, treat the game exactly as if the stated condition is true.
For all other purposes, treat the game normally. [CompRules 2003/07/01]
Example: Giant Spider reads "Giant Spider may block as though it
had flying." You may treat the Spider as a creature with flying, but only
for the purpose of declaring blockers. This allows Giant Spider to block
a creature with flying (and creatures that "can't be blocked except by
creatures with flying"), assuming no other blocking restrictions apply.
For example, Giant Spider can't normally block a creature with both flying
and shadow. [CompRules 2003/12/01]
Example: Future Sight reads "Play with the top card of your library
revealed. / You may play the top card of your library as though it were in
your hand." The card may be played by the usual rules. If it's a spell,
it's placed on the stack as the first step of playing it (see Rule 409,
"Playing Spells and Activated Abilities"); if it's a land, it's put
directly into play. Because the card isn't actually in your hand, it
can't be discarded, removed from the game to pay a cost, cycled, or
counted toward the number of cards in your hand. [CompRules 2003/12/01]
Example: Rolling Stones reads "Walls may attack as though they weren't
Walls." As long as this effect is active, Walls are treated exactly like
creatures that don't have the Wall creature type for the purposes of
declaring attackers. They're still subject to all other rules and effects
that determine whether an attack is legal. [CompRules 2003/12/01]
- G1.15b - If two cards state that a player or card may do the same thing
"as though" different conditions were true, both conditions could apply.
If one "as though" effect satisfies the requirements for another
"as though" effect, then both effects will apply. [CompRules 2003/07/01]
Example: Two effects read, "You may play cards in your graveyard as
though they were in your hand," and "You may play cards from other
players' graveyards as though they were in your graveyard." Both effects
apply. You may play cards in your graveyard and cards in your opponents'
graveyards. (The cards may be played by the usual rules.)
[CompRules 2003/12/01]
G1.16 - Assign Combat Damage
- G1.16a - As the combat damage step begins, the active player announces how
each attacking creature will assign its combat damage. Then the defending
player announces how each blocking creature will assign its combat damage.
All assignments of combat damage go on the stack as a single entry.
[CompRules 2003/07/01]
- Note - Also see Rule 310, "Combat Damage Step".
G1.17 - Attack
- G1.17a - A creature attacks when it is declared as an attacker during the
combat phase. (See Rule 308, "Declare Attackers Step.") Playing a spell
or ability (even during the combat phase) is never considered to be an
attack. [CompRules 2003/07/01]
G1.18 - Attack Alone
- G1.18a - A creature is attacking alone when it's the only creature declared
as an attacker in a given combat phase. [CompRules 2003/07/01]
- Note - Also see Rule 306.4.
G1.19 - Attacked
- G1.19a - Some triggered abilities trigger when a player is "attacked." At
least one creature must actually be attacking that player for such
abilities to trigger. Also, "attacked" means "attacked by one or more
creatures," so such abilities can trigger only once each combat phase.
[CompRules 2003/07/01]
- Note - Also see Rule 306.3.
G1.20 - Attacking Creature
- G1.20a - A creature becomes an attacking creature when (a) it's declared as
part of a legal attack during the combat phase and (b) all attack costs
have been paid. It remains an attacking creature until it's removed from
combat, it stops being a creature, its controller changes, or the combat
phase ends. Attacking creatures don't exist outside of the combat phase.
[CompRules 2003/07/01]
- Note - Also see Rule 308, "Declare Attackers Step."
G1.21 - Attacks and Isn't Blocked
- G1.21a - An ability that triggers when a creature "attacks and isn't
blocked" triggers when the creature becomes an unblocked attacking
creature. [CompRules 2003/07/01]
- Note - Also see Rule 309.2f.
G2.1 - Banding, "Bands with Other"
- G2.1a - Banding is a static ability that affects the combat phase.
"Bands with other" is a specialized version of the ability.
[CompRules 2003/07/01]
- Note - Also see Rule 502.10, "Banding," and Rule 502.11, "Bands with
Other."
G2.2 - Basic
- G2.2a - Basic is a supertype. Any land with the supertype basic is a
basic land. Any land without that supertype is a nonbasic land. See
Rule 205.4, "Supertypes." [CompRules 2003/07/01]
G2.3 - Basic Land Type
- G2.3a - There are five basic land types: Plains, Island, Swamp, Mountain,
and Forest. Every basic land type has a mana ability associated with it.
(See Rule 212.6, "Lands.") [CompRules 2003/07/01]
G2.4 - Becomes
- G2.4a - Some trigger events use the word "becomes" (for example,
"becomes tapped" or "becomes blocked"). These trigger only at the time
the named event happens--they don't trigger if that state already exists
or retrigger if it persists. For example, "becomes tapped" triggers only
once and only when a permanent's status changes from untapped to tapped.
[CompRules 2003/07/01]
G2.5 - Beginning of Combat Step
- G2.5a - The beginning of combat step is the first step of the combat phase.
A player may play spells and abilities during this step whenever he or she
has priority. [CompRules 2003/07/01]
- Note - Also see Rule 307, "Beginning of Combat Step."
G2.6 - Beginning Phase
- G2.6a - The beginning phase is the first phase of the turn. It has three
steps: untap, upkeep, and draw. [CompRules 2003/07/01]
- Note - Also see Rule 301, "Beginning Phase."
G2.7 - Block
- G2.7a - A creature blocks when it's declared as a blocker during the combat
phase. [CompRules 2003/07/01]
- Note - Also see Rule 309, "Declare Blockers Step."
G2.8 - Block Alone
- G2.8a - A creature is blocking alone when it's the sole creature declared
as a blocker in a given combat phase. [CompRules 2003/07/01]
- Note - Also see Rule 306.4.
G2.9 - Blocked Creature
- G2.9a - An attacking creature becomes a blocked creature when another
creature blocks it or an effect causes it to become blocked during the
combat phase. It remains a blocked creature until it's removed from
combat, it stops being a creature, its controller changes, or the combat
phase ends. A blocked creature doesn't become unblocked if the blocking
creature is later removed from combat. Blocked creatures don't exist
outside of the combat phase. [CompRules 2003/07/01]
- Note - Also see Rule 309, "Declare Blockers Step."
G2.10 - Blocking Creature
- G2.10a - A creature becomes a blocking creature when (a) it's declared as
part of a legal block during the combat phase and (b) all block costs have
been paid. It remains a blocking creature until it's removed from combat,
it stops being a creature, its controller changes, or the combat phase
ends. Blocking creatures don't exist outside of the combat phase.
[CompRules 2003/07/01]
- Note - Also see Rule 309, "Declare Blockers Step."
G2.11 - Bury (Obsolete)
- G2.11a - Some older cards were printed with the term "bury," which meant to
put a permanent into its owner's graveyard. In general, cards that were
printed with the term "bury" now read, "Destroy [a permanent]. It can't
be regenerated." [CompRules 2003/07/01]
G2.12 - Buyback
- G2.12a - Buyback is a replacement effect modifying Rule 413.2h. When
playing a spell with buyback, the controller of the spell may pay an
additional cost specified on the card. If he or she does, when the spell
resolves, the spell is put into his or her hand instead of into his or her
graveyard. If the spell goes to some zone other than its owner's
graveyard as it resolves, buyback's effect "loses track" of it, and it
isn't returned to its owner's hand. [CompRules 2003/07/01]
- Note - Also see Rule 502.16, "Buyback."
G3.1 - Cantrip (Informal)
- G3.1a - This is a nickname for any spell that has "Draw a card" as part of
its effect. [CompRules 2003/07/01]
G3.2 - Card
- G3.2a - When a rule or text on a card refers to a "card," it means a Magic
card with a Magic card front and the Magic card back. Tokens aren't
considered cards-even a card that represents a token isn't considered a
card for rules purposes. See Rule 200.1. [CompRules 2003/07/01]
- G3.2b - Use the Oracle card reference to determine a card's text.
[CompRules 2003/07/01]
G3.3 - Cast (Obsolete)
- G3.3a - Some older cards used the term "cast" to describe the playing
of a spell. In general, cards that were printed with the term "cast" now
use the term "play." [CompRules 2003/12/01]
G3.4 - Caster (Obsolete)
- G3.4a - Some older cards used the term "caster" to describe the player who
played a spell. In general, cards that were printed with the term
"caster" now refer to the object's "controller." [CompRules 2003/07/01]
G3.5 - Casting Cost (Obsolete)
- G3.5a - Some older cards used the term "casting cost" to describe the mana
cost of a spell. In general, cards that were printed with the term
"casting cost" now use the term "mana cost." Cards that used the term
"total casting cost" now use the term "converted mana cost."
[CompRules 2003/07/01]
G3.6 - Change a Target
- G3.6a - The target of a spell or ability can change only to another legal
target. If the target can't change to another legal target, the original
target is unchanged. Changing a spell or ability's target can't change
its mode. You can change the target of a spell or ability only if an
effect tells you to change its target. [CompRules 2003/07/01]
- Note - Also see Rule 415.7, "Changing Targets."
G3.7 - Characteristics
- G3.7a - An object's characteristics are name, mana cost, color, type,
subtype, supertype, expansion symbol, abilities, rules text, power, and
toughness. Characteristics don't include any other information, such as
whether a permanent is tapped, a spell or permanent's controller, a
spell's target, what a local enchantment enchants, and so on. See
Rule 201, "Characteristics." [CompRules 2003/07/01]
G3.8 - Characteristic-Setting Ability
- G3.8a - Some objects have static abilities which state that that object
"has" one or more abilities; "is" a particular type, supertype, subtype,
or color; or that one or more of its characteristics "is" or "are" a
particular value. These abilities are characteristic-setting abilities.
[CompRules 2003/07/01]
- Note - Also see Rule 405.2.
G3.9 - Characteristic-Setting Effect
- G3.9a - An effect from a characteristic-setting ability is a
characteristic-setting effect. [CompRules 2003/07/01]
- Note - Also see Rule 405.2.
G3.10 - Cleanup Step
- G3.10a - Cleanup is the second and final step of the end phase. Spells and
abilities may be played during this step only if the conditions for any
state-based effects exist or if any abilities have triggered. In that
case, the step repeats. [CompRules 2003/07/01]
- Note - Also see Rule 314, "Cleanup Step."
G3.11 - Collector Number
- G3.11a - 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. These numbers have no effect on game play.
[CompRules 2003/07/01]
- Note - Also see Rule 211, "Collector Number."
G3.12 - Color
- G3.12a - The only colors in the Magic game are white, blue, black, red, and
green. An object can be one or more of those colors or it can be
colorless. "Colorless" isn't a color; neither are "artifact," "land,"
"brown," "gold," and so on. See Rule 203.2. [CompRules 2003/07/01]
- G3.12b - An object's color is determined by the color(s) of the mana
symbols in its mana cost. [CompRules 2003/07/01]
- G3.12c - Effects may change an object's color. If an effect gives an object
a new color, the new color replaces all previous colors the object had.
[CompRules 2003/07/01]
G3.13 - Colorless
- G3.13a - An object with no color is colorless. Lands are colorless because
they have no mana cost. Artifacts are colorless because they have no
colored mana in their mana costs. Face-down creatures are colorless due
to the effects that turn them face down. A colorless object can be given
a color by an effect. [CompRules 2003/07/01]
- Note - Also see Rule 203.2.
G3.14 - Colorless mana
- G3.14a - Numeral symbols (such as {1}) and variable symbols (such as {X})
can 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 104.3d. [CompRules 2003/12/01]
G3.15 - Combat Damage
- G3.15a - Combat damage is dealt during the combat damage step of the combat
phase by attacking creatures and blocking creatures. It doesn't include
damage dealt by spells and abilities during the combat phase. See
Rule 310, "Combat Damage Step." [CompRules 2003/07/01]
G3.16 - Combat Damage Step
- G3.16a - The combat damage step is the fourth step of the combat phase.
Attacking and blocking creatures deal damage in the combat damage step.
A player may play spells and abilities during this step whenever he or she
has priority. [CompRules 2003/07/01]
- G3.16b - If any attacking or blocking creature has first strike (see
Rule 502.2) or double strike (see Rule 502.28), there are two combat
damage steps. [CompRules 2003/07/01]
- Note - Also see Rule 310, "Combat Damage Step."
G3.17 - Combat Phase
- G3.17a - Combat is the third phase of the turn. The combat phase has five
steps: beginning of combat, declare attackers, declare blockers, combat
damage, and end of combat. [CompRules 2003/07/01]
- Note - Also see Rule 306 through Rule 311.
G3.18 - Comes into Play
- G3.18a - A permanent comes into play when the card or token representing it
is moved into the in-play zone. A permanent whose type or controller
changes doesn't "come into play." [CompRules 2003/07/01]
- G3.18b - Permanents come into play untapped and under the control of
whoever put them into play. [CompRules 2003/07/01]
- G3.18c - When a permanent comes into play, first apply any replacement
effects, then apply continuous effects, then check to determine if the
current form of the permanent generates any triggered abilities.
Example: If an instruction causes something to come into play tapped, it
isn't put into play untapped and then tapped. [CompRules 2003/07/01]
G3.19 - Concede
- G3.19a - A player may concede a game at any time. A player who concedes
leaves the game immediately. He or she loses the game.
[CompRules 2003/10/01]
- Note - Also see Rule 102.7.
G3.20 - Constructed
- G3.20a - In constructed play, each player needs his or her own deck of at
least sixty cards, small items to represent any tokens and counters, and
some way to clearly track life totals. A constructed deck can have any
number of basic land cards and no more than four of any card with a
particular English name other than basic land cards. See Rule 100.2.
[CompRules 2003/07/01]
G3.21 - Continuous Effect
- G3.21a - Continuous effects are usually active as long as the permanent
with the associated static ability remains in play or the object with the
associated static ability remains in the appropriate zone. A spell or
ability can also create a continuous effect that doesn't depend on a
permanent; these last as long as the spell or ability specifies. See
Rule 418, "Continuous Effects." [CompRules 2003/07/01]
G3.22 - Continuous Artifact (Obsolete)
- G3.22a - Some older cards used the term "continuous artifact" on the card's
type line. They were artifacts without activated abilities. Cards that
were printed with the term "continuous artifact" now simply use
"artifact." [CompRules 2003/07/01]
G3.23 - Control, Controller
- G3.23a - A permanent's controller is whoever put it into play unless the
spell or ability that put the permanent into play states otherwise. Other
effects can later change a permanent's controller. [CompRules 2003/07/01]
- G3.23b - A spell or activated ability on the stack is controlled by whoever
played it. A triggered ability on the stack is controlled by the player
who controlled its source at the time it triggered. [CompRules 2003/07/01]
- G3.23c - Objects in zones other than in play or the stack have no
controller. If anything asks for the controller of an object that doesn't
have a controller, use its owner instead. [CompRules 2003/12/01]
G3.24 - Controlling Another Player's Turn
- G3.24a - One card (Mindslaver) allows a player to control another player's
turn. The controller of another player's turn makes all choices and
decisions that player is allowed to make or is told to make during that
turn by rules or by any objects. A player doesn't lose life due to mana
burn while another player controls his or her turn.
- Note - Also see Rule 507, "Controlling Another Player's Turn."
G3.25 - Converted Mana Cost
- G3.25a - The converted mana cost of an object is the total amount of mana
in its mana cost, regardless of color.
Example: An Air Elemental has a mana cost of {3}{U}{U} and a converted
mana cost of 5. [CompRules 2003/07/01]
- Note - Also see Rule 203, "Mana Cost and Color."
G3.26 - Copiable Values
- G3.26a - An object's "copiable values" are the values that are printed on
the object, as modified by other copy effects, plus any values set for
face-down spells or permanents. Other effects (including type-changing
effects) and counters are not copied. [CompRules 2003/07/01]
- Note - Also see Rule 503.2 and Rule 503.3.
G3.27 - Copy
- G3.27a - A "copy" of an object is an object whose copiable values have been
set to those of the first object. [CompRules 2003/07/01]
- Note - Also see Rule 503, "Copying Objects."
G3.28 - Cost
- G3.28a - Playing spells and activated abilities requires paying a cost.
Most costs are paid in mana, but they may also include paying life,
tapping or sacrificing permanents, discarding cards, and so on.
[CompRules 2003/07/01]
- G3.28b - 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. [CompRules 2003/07/01]
- Note - Also see Rule 203, "Mana Cost and Color," and Rule 403, "Activated
Abilities."
G3.29 - Counter
- G3.29a - Counter has two meanings in the Magic game.
- G3.29b - To counter a spell or ability is 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. [CompRules 2003/07/01]
- G3.29c - A counter is a marker placed on an object, either modifying its
characteristics or interacting with an effect. A +X/+Y counter on a
permanent, where X and Y are numbers, adds X to that permanent's power and
Y to that permanent's toughness. These bonuses are added after
permanent-type changing effects and before other power and toughness
changing effects. Similarly, -X/-Y counters subtract from power and
toughness. Counters with the same name or description are
interchangeable. Counters may also be given to players. For information
about poison counters, see Rule 102.8. [CompRules 2003/07/01]
- Note - Also see Rule 414, "Countering Spells and Abilities."
G3.30 - Counts As (Obsolete)
- G3.30a - Some older cards were printed with text stating that the card
"counts as" something. As far as the game rules and other cards are
concerned the card is that thing. (Newer Magic cards use "is" instead.)
[CompRules 2003/07/01]
G3.31 - Creature
- G3.31a - Creature is a type. The active player can play creatures only
during his or her main phase when the stack is empty. When a creature
spell resolves, its controller puts it into play under his or her control.
[CompRules 2003/12/01]
- Note - Also see Rule 212.3, "Creatures." [CompRules 2003/07/01]
G3.32 - Creature Type
- G3.32a - Creature subtypes are always a single word and are listed after a
long dash: "Creature - Minotaur," "Artifact Creature - Golem Legend," etc.
Creature subtypes are also called creature types. Creatures may have
multiple subtypes. [CompRules 2003/12/01]
- G3.32b - The list of creature types, updated through the Mirrodin set, is as
follows: [CompRules 2003/12/01]
Abomination, Aboroth, Advisor, Aladdin, Albatross, Alchemist, Ali-Baba,
Ali-from-Cairo, Alligator, Ambush-Party, Ancestor, Angel, Ant, Antelope,
Ape, Archaeologist, Archer, Asp, Assassin, Assembly-Worker, Atog, Aurochs,
Avatar, Avenger, Avizoa, Badger, Ball-Lightning, Bandit, Banshee,
Barbarian, Barishi, Basilisk, Bat, Bear, Beast, Bee, Beeble, Behemoth,
Being, Berserker, Bird, Boar, Bodyguard, Brother, Brownie, Brushwagg,
Bull, Bureaucrat, Butterfly, Camarid, Camel, Caravan, Caribou, Carnivore,
Carriage, Carrier, Cat, Cavalry, Cave-People, Centaur, Cephalid, Cheetah,
Chicken, Chimera, Citizen, Clamfolk, Cleric, Clone, Cobra, Cockatrice,
Constable, Cow, Crab, Crocodile, Crusader, Dandan, Demon, Dervish,
Deserter, Devil, Devouring-Deep, Dinosaur, Djinn, Dog, Doppelganger,
Dragon, Dragonfly, Drake, Drill-Sergeant, Drone, Druid, Dryad, Dwarf,
Eater, Eel, Effigy, Efreet, Egg, Elder, Elemental, Elephant, Elf,
El-Hajjaj, Enchantress, Entity, Erne, Essence, Exorcist, Faerie, Fallen,
Farmer, Ferret, Fiend, Fish, Flagbearer, Flying-Men, Force, Fox, Frog,
Frostbeast, Fungus, Fungusaur, Gaea's-Avenger, Gaea's-Liege, Gargoyle,
Gatekeeper, General, Ghost, Ghoul, Giant, Gnome, Goat, Goblin, Golem,
Gorgon, Graveborn, Gremlin, Griffin, Guardian, Gus, Gypsy, Hag, Harlequin,
Hell's-Caretaker, Heretic, Hero, Hipparion, Hippo, Homarid, Hornet,
Horror, Horse, Horseman, Hound, Human, Hunter, Hydra, Hyena, Illusion,
Imp, Incarnation, Infernal-Denizen, Inquisitor, Insect, Island-Fish,
Jackal, Jellyfish, Kavu, Keeper, Kelp, King, Kithkin, Knight, Kobold,
Kraken, Lady-of-Proper-Etiquette, Leech, Legend, Legionnaire, Lemure,
Leper, Leviathan, Lhurgoyf, Lichenthrope, Licid, Lion, Lizard, Lord,
Lurker, Lycanthrope, Mage, Maggot, Maiden, Mammoth, Manticore, Mantis,
Marid, Martyr, Master, Medusa, Meerkat, Mercenary, Merchant, Merfolk,
Mindsucker, Minion, Minor, Minotaur, Miracle-Worker, Mist, Mistfolk, Mob,
Mold- Demon, Monger, Mongoose, Monkey, Monster, Mosquito, Mummy,
Murk-Dwellers, Mutant, Mystic, Myr, Nameless-Race, Narwhal, Necrosavant,
Nekrataal, Niall-Silvain, Nightmare, Nightstalker, Noble, Nomad, Octopus,
Ogre, Ooze, Orb, Orc, Orgg, Ouphe, Ox, Oyster, Paladin, Peacekeeper,
Pegasus, Pentavite, People-of-the-Woods, Pest, Phantasm, Phelddagrif,
Phoenix, Pig, Pikemen, Pirate, Pixie-Queen, Plant, Poison-Snake,
Poltergeist, Pony, Preacher, Priest, Prism, Pyknite, Rabbit, Raider,
Ranger, Rat, Rebel, Reflection, Rhino, Robber, Roc, Rock-Sled, Rogue,
Rukh, Sage, Salamander, Sand, Saproling, Satyr, Scavenger, Scorpion,
Scout, Serf, Serpent, Shade, Shaman, Shapeshifter, Shark, Sheep, Ship,
Shyft, Sindbad, Singing-Tree, Sister, Skeleton, Slith, Sliver, Slug,
Smith, Snake, Soldier, Sorceress, Spawn, Speaker, Specter, Spellshaper,
Sphinx, Spider, Spike, Spirit, Sponge, Sprite, Spuzzem, Spy, Squire,
Squirrel, Stangg-Twin, Starfish, Stone, Strider, Survivor, Swarm,
Tactician, Tarpan, Taskmaster, Tetravite, Thief,
The-Biggest-Baddest-Nastiest-Scariest-Creature-You'll-Ever-See, Thopter,
Thrull, Thundermare, Tiger, Titan, Toad, Tombspawn, Tortoise, Townsfolk,
Tracker, Treefolk, Troll, Turtle, Uncle-Istvan, Undead, Unicorn, Vampire,
Vedalken, Viashino, Villain, Viper, Volver, Vulture, Walking-Dead, Wall,
War-Rider, Warrior, Warthog, Wasp, Wave, Whale, Whippoorwill, Wight,
Wiitigo, Wildebeest, Will-o'-the-Wisp, Witch, Wizard, Wolf, Wolverine,
Wolverine-Pack, Wolves-of-the-Hunt, Wombat, Wood, Worm, Wraith, Wretched,
Wurm, Yeti, Zombie
G3.33 - Cumulative Upkeep
- G3.33a - Cumulative upkeep is a triggered ability.
"Cumulative upkeep [cost]" means "At the beginning of your upkeep, put an
age counter on this permanent, then sacrifice this permanent unless you
pay [cost] for each age counter on it." Note that if a permanent has more
than one instance of cumulative upkeep, each creates a separate triggered
ability at the beginning of upkeep that counts all the age counters on the
permanent from both abilities. [CompRules 2003/07/01]
- Note - Also see Rule 502.13, "Cumulative Upkeep."
G3.34 - Cycling
- G3.34a - 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 from your hand: Draw a card." [CompRules 2003/07/01]
- Note - Also see Rule 502.18, "Cycling."
G4.1 - Damage
- G4.1a - Damage can be dealt to creatures and/or players.
[CompRules 2003/07/01]
- G4.1b - Damage dealt to a player is subtracted from his or her life total.
[CompRules 2003/07/01]
- G4.1c - Damage dealt to a creature stays on the permanent until end of
turn, even if it stops being a creature. A creature with damage greater
than or equal to its toughness has been dealt lethal damage and is
destroyed. (See Rule 420, "State-Based Effects.") Damage doesn't alter a
creature's toughness. A noncreature permanent isn't affected by
damage (but if it becomes a creature again before the damage is removed,
the creature may be destroyed). During the cleanup step, all damage is
removed from permanents. [CompRules 2003/07/01]
- G4.1d - Costs and effects that read "lose life" or "pay life" don't deal
damage, and that loss of life can't be prevented or otherwise altered by
damage-prevention effects. [CompRules 2003/07/01]
G4.2 - Damage-Prevention Ability
- G4.2a - A damage-prevention ability is a static or activated ability that
generates a damage-prevention effect. [CompRules 2003/07/01]
- Note - Also see Rule 419.7, "Prevention Effects."
G4.3 - Deck
- G4.3a - A player's deck is the collection of cards that player starts the
game with. When the game begins, each player's deck becomes his or her
library. [CompRules 2003/07/01]
G4.4 - Declare Attackers
- G4.4a - To declare attackers, the active player chooses a set of creatures
that will attack and pays any costs they require to attack. Only
creatures can attack, and the following creatures can't attack: tapped
creatures (even those that can attack without tapping), creatures with
creature type "Wall," and creatures the active player didn't control
continuously since the beginning of the turn (except those with haste).
Other effects may also affect whether or not a set of creatures could
attack. [CompRules 2003/07/01]
- Note - Also see Rule 500, "Legal Attacks and Blocks."
G4.5 - Declare Attackers Step
- G4.5a - The declare attackers step is the second step of the combat phase.
The active player declares attackers during this step. Then the active
player gets priority and players may play spells and abilities.
[CompRules 2003/12/01]
- Note - Also see Rule 308, "Declare Attackers Step."
G4.6 - Declare Blockers
- G4.6a - To declare blockers, the defending player chooses a set of
creatures that will block and pays any costs they require to block. Only
untapped creatures can block, but blocking doesn't cause creatures to tap.
Other effects may also affect whether or not a set of creatures could
block. [CompRules 2003/07/01]
- Note - Also see Rule 500, "Legal Attacks and Blocks."
G4.7 - Declare Blockers Step
- G4.7a - The declare blockers step is the third step of the combat phase.
The defending player declares blockers during this step. Then the active
player gets priority and players may play spells and abilities.
[CompRules 2003/12/01]
- Note - Also see Rule 309, "Declare Blockers Step."
G4.8 - Defending Player
- G4.8a - During the combat phase, from the start of the declare attackers
step until the end of the combat phase, the active player's opponent is
the defending player. Creatures can attack only the defending player;
they can't attack other players or creatures. During phases other than
combat, there is no defending player. [CompRules 2003/07/01]
- Note - Also see Rule 306.3.
G4.9 - Delayed Triggered Ability
- G4.9a - A delayed triggered ability is created by effects generated when
some spells or abilities resolve. [CompRules 2003/07/01]
- Note - Also see Rule 404.4.
G4.10 - Depend On
- G4.10a - An effect is said to "depend on" another if it is applied at the
same time as the other effect and 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. [CompRules 2003/07/01]
- Note - Also see Rule 418.5, "Interaction of Continuous Effects."
G4.11 - Destroy
- G4.11a - To destroy a permanent is to move it from the in-play zone to its
owner's graveyard. Regeneration or other destruction-replacement effects
can replace this action. See Rule 419, "Replacement and Prevention
Effects." [CompRules 2003/07/01]
- Note - Also see Rule 419, "Replacement and Prevention Effects."
G4.12 - Discard
- G4.12a - A player discards a card by putting a card from his or her hand
into his or her graveyard. 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. [CompRules 2003/10/01]
G4.13 - Divide
- G4.13a - If a spell or ability requires a player to divide something as he
or she chooses (such as damage or counters) among one or more targets, or
any number of untargeted objects or players, each of these targets,
objects, or players must receive at least one of whatever is being
divided. This doesn't apply to dividing combat damage. See Rule 409.1e
and Rule 310.2. [CompRules 2003/12/01]
- G4.13.Ruling.1 - Dividing an effect can be communicated using a bunch of
possible words, including "divide" and "distribute". This is not locked
to the word "divide". [DeLaney 2003/12/14]
G4.14 - Double Strike
- G4.14a - Double strike is a static ability that modifies the rules for the
combat damage step. Creatures with double strike deal combat damage in
both the first-strike combat damage step and the normal combat damage
step. [CompRules 2003/07/01]
- Note - Also see Rule 502.28, "Double Strike."
G4.15 - Draw
- G4.15a - Draw has two meanings in the Magic game.
- G4.15b - A player draws a card by putting the top card of his or her
library into his or her hand. If an instruction tells a player to draw
more than one card, the cards are drawn one at a time. An effect may move
cards from a player's library to that player's hand without the player
"drawing" them; this makes a difference for abilities that trigger on
drawing cards or that replace card draws. [CompRules 2003/07/01]
- G4.15c - A drawn game is a game where the game ends, and there is no
winner. A game ends in a draw if both players lose simultaneously. See
Rule 102.4. [CompRules 2003/07/01]
G4.16 - Draw Step
- G4.16a - The draw step is the third step of the beginning phase. As the
draw step begins, the active player draws a card (this game action does
not use the stack). Then the active player gets priority and players may
play spells and abilities. [CompRules 2003/12/01]
- Note - Also see Rule 304, "Draw Step."
G4.17 - Dual Land (Informal)
- G4.17a - Ten "dual land" cards were printed in early Magic editions; each
of these has two basic land types. For example, Taiga has the land
types Forest and Mountain. Dual land cards have the default abilities of
both basic land types and are treated as both by all spells and abilities
that specifically refer to those types. However, they are not basic
lands. A dual land card doesn't count as two lands while in play--it's
just one land with multiple land types. [CompRules 2003/07/01]
G4.18 - During (Obsolete)
- G4.18a - Some older cards used the phrase "during [phase], [action]."
These abilities were called "phase abilities." In general, cards that were
printed with phase abilities now have abilities that trigger at the
beginning of a step or phase. "During" still appears in current card
text, but only in its normal English sense and not as game terminology.
[CompRules 2003/07/01]
G5.1 - Echo
- G5.1a - Echo is a triggered ability. "Echo" means "At the beginning of
your upkeep, if this permanent came under your control since the beginning
of your last upkeep, sacrifice it unless you pay its mana cost." See
Rule 502.19, "Echo." [CompRules 2003/07/01]
G5.2 - Effect
- G5.2a - "Ability" and "effect" are often confused with one another. When a
spell or ability resolves, it may create one or more one-shot or
continuous effects. Static abilities may create one or more continuous
effects. Some effects are replacement effects or prevention effects.
State-based effects are not created by spells or abilities; they are
generated by specific states of the game. [CompRules 2003/07/01]
- Note - Also see Rule 416, "Effects."
G5.3 - Enchant Artifact
- G5.3a - An enchant artifact is a local enchantment. It can enchant only a
permanent that's an artifact. See also Local Enchantment.
[CompRules 2003/10/01]
G5.4 - Enchant Artifact Creature
- G5.4a - An enchant artifact creature is a local enchantment. It can
enchant only a permanent that's both an artifact and a creature. It is
treated as an enchant artifact creature, an enchant artifact, and an
enchant creature. [CompRules 2003/12/01]
G5.5 - Enchant Creature
- G5.5a - An enchant creature is a local enchantment. It can enchant only a
permanent that's a creature. See also Local Enchantment.
[CompRules 2003/10/01]
G5.6 - Enchant Enchantment
- G5.6a - An enchant enchantment is a local enchantment. It can enchant only
a permanent that's an enchantment. See also Local Enchantment.
[CompRules 2003/10/01]
G5.7 - Enchant Land
- G5.7a - An enchant land is a local enchantment. It can enchant only a
permanent that's a land. See also Local Enchantment.
[CompRules 2003/10/01]
G5.8 - Enchant Permanent
- G5.8a - An enchant permanent is a local enchantment. It can enchant any
type of permanent. See also Local Enchantment. [CompRules 2003/10/01]
G5.9 - Enchant Player
- G5.9a - An enchant player is a local enchantment. It can enchant only a
player. See also Local Enchantment. [CompRules 2003/10/01]
G5.10 - Enchant World
- G5.10a - An object that is an "enchant world" is a global enchantment. See
Rule 212.4, "Enchantments." [CompRules 2003/07/01]
- G5.9b - If two or more enchant worlds are in play, all except for the one
that has been an enchant world for the shortest amount of time are put
into their owners' graveyards. This is a state-based effect; see
Rule 420. [CompRules 2003/07/01]
G5.11 - Enchantment
- G5.11a - Enchantment is a type. The active player can play enchantments
only during his or her main phase when the stack is empty. See
Rule 212.4, "Enchantments." See also Global Enchantment,
Local Enchantment. [CompRules 2003/07/01]
G5.12 - End of Combat Step
- G5.12a - The end of combat step is the fifth step of the combat phase. A
player may play spells and abilities during this step whenever he or she
has priority. [CompRules 2003/07/01]
- Note - Also see Rule 311, "End of Combat Step."
G5.13 - End of Turn Step
- G5.13a - This is the first step of the end phase. A player may play spells
and abilities during this step whenever he or she has priority. See
Rule 313, "End of Turn Step." [CompRules 2003/07/01]
G5.14 - End Phase
- G5.14a - The end phase is the fifth and final phase of the turn. It has
two steps: end of turn and cleanup. [CompRules 2003/07/01]
- Note - Also see Rule 312, "End Phase."
G5.15 - Entwine
- G5.15a - Entwine is a static ability that functions while the spell is on
the stack. The phrase "Entwine [cost]" means "You may choose to use all
modes of this spell instead of just one. If you do, you pay an
additional [cost]." When the spell resolves, if the entwine cost was
paid, follow the text of each of the modes in the order they're written on
the card. [CompRules 2003/12/01]
- Note - Also see rule 502.32, "Entwine."
G5.16 - Equip
- G5.16a - Equip is an activated ability. The phrase "Equip [cost]"
means "[cost]: Move this Equipment onto target creature you control. Play
this ability only any time you could play a sorcery."
[CompRules 2003/10/01]
- Note - Also see Rule 502.33, "Equip," and Rule 212.2, "Artifacts."
G5.17 - Equipment
- G5.17a - Some artifacts have the subtype "Equipment." These artifacts can
be attached to (can "equip") creatures. They can't equip objects that
aren't creatures. An Equipment is played and comes into play just like
any other artifact. Equipment doesn't come into play equipping a
creature. The equip keyword ability moves the Equipment onto a creature
you control. (See Rule 502.33, "Equip.") The creature an Equipment is
attached to is called "equipped." The Equipment is attached to,
or "equips," that creature. [CompRules 2003/12/01]
- G5.17b - An Equipment that's also a creature or 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
stops equipping that permanent, but remains in play. (This is a
state-based effect.") See Rule 420. [CompRules 2003/10/01]
G5.18 - Evasion Ability
- G5.18a - Evasion abilities restrict what creatures can block an attacking
creature. These are static abilities that modify the declare blockers
step of the combat phase. [CompRules 2003/07/01]
- Note - Also see Rule 501, "Evasion Abilities."
G5.19 - Event
- G5.19a - 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 [name]
becomes blocked" but two events for a triggered ability that reads
"Whenever [name] becomes blocked by a creature." [CompRules 2003/07/01]
G5.20 - Exchange
- G5.20a - A spell or ability may instruct two players to exchange
something (for example, life totals or control of two permanents) as part
of its resolution. When such a spell or ability resolves, if it can't
exchange the chosen things, it has no effect on them.
Example: If a spell attempts to exchange control of two target creatures
but one of those creatures is destroyed before the spell resolves, the
spell does nothing to the other creature. Or if a spell attempts to
exchange control of two target creatures but both of those creatures are
controlled by the same player, the spell does nothing to the two
creatures. [CompRules 2003/07/01]
- G5.20b - When control of two permanents is exchanged, each player
simultaneously gains control of the permanent that was controlled by the
other player. [CompRules 2003/07/01]
- G5.20c - 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. [CompRules 2003/07/01]
- G5.20d - Some spells or abilities may instruct a player to exchange cards
in one zone with cards in a different zone (for example, cards removed
from the game and cards in a player's hand). These spells and abilities
work the same as other "exchange" spells and abilities, except they can
exchange the cards only if all the cards are owned by the same player.
[CompRules 2003/12/01]
- G5.20e - 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. [CompRules 2003/07/01]
G5.21 - Expansion Symbol
- G5.21a - The small icon printed below the right edge of the illustration on
a Magic card is the expansion symbol, indicating in which set the card was
published. Cards reprinted in the core set receive its expansion symbol
and no longer count as part of their original set. This is important only
to spells and abilities that affect cards from a particular expansion.
The first five editions of the core set had no expansion symbol. See
Rule 206, "Expansion Symbol." [CompRules 2003/07/01]
- G5.17b - Visit the products section of MagicTheGathering.com for the full
list of expansions and expansion symbols (
"http://www.wizards.com/default.asp?x=magic/products/cardsets).
[CompRules 2003/07/01]
G5.22 - Extra Turn
- G5.22a - Some spells and abilities can give a player extra turns. They do
this by adding the turns directly after the current turn. If a player
gets multiple extra turns or if both players get extra turns during a
single turn, the extra turns are added one at a time. The most recently
created turn will be taken first. See Rule 300.6. [CompRules 2003/07/01]
G6.1 - Face-Down
- G6.1a - Face-down spells on the stack, face-down permanents in play, and
face-down cards in the phased-out zone have no characteristics other than
those listed by the ability or rules that allow the card, spell, or
permanent to be face down. Any listed characteristics are the copiable
values of that object's characteristics. [CompRules 2003/07/01]
- G6.1b - You may look at a face-down spell you control on the stack or a
face-down permanent you control at any time. [CompRules 2003/07/01]
- G6.1c - You can't look at face-down cards in any other zone or face-down
spells or permanents controlled by another player. 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.
[CompRules 2003/07/01]
- G6.1d - If you control multiple face-down spells on the stack or face-down
permanents in play, you must ensure at all times that your face-down
spells and permanents can be easily differentiated from each other.
[CompRules 2003/07/01]
- Note - Also see Rule 504, "Face-Down Spells and Permanents," and
Rule 502.26, "Morph." [CompRules 2003/07/01]
G6.2 - Fading
- G6.2a - Fading is a keyword ability that causes permanents to stay in play
for a limited time. The phrase "Fading [X]" means "This permanent comes
into play with X fade counters on it" and "At the beginning of your
upkeep, remove a fade counter from this permanent. If you can't,
sacrifice the permanent." [CompRules 2003/07/01]
- Note - Also see Rule 502.20, "Fading."
G6.3 - Fear
- G6.3a - Fear is an evasion ability. A creature with fear can't be blocked
except by artifact creatures and/or black creatures.
[CompRules 2003/07/01]
- Note - Also see Rule 502.25, "Fear."
G6.4 - First Strike
- G6.4a - First strike is a static ability that modifies the rules for the
combat damage step. At the start of the combat damage step, if at least
one attacking or blocking creature has first strike or double strike (see
Rule 502.28), creatures without first strike or double strike don't assign
combat damage. Instead of proceeding to end of combat, the phase gets a
second combat damage step to handle the remaining creatures. See
Rule 502.2, "First Strike." [CompRules 2003/07/01]
G6.5 - Fizzle (Informal)
- G6.5a - The term "fizzle" is an informal term, used when a spell or ability
was countered as a result of all its targets being missing or illegal when
it resolved. See Rule 413.2a. [CompRules 2003/07/01]
G6.6 - Flanking
- G6.6a - Flanking is a triggered ability that triggers during the declare
blockers step of the combat phase. The word "flanking" means "Whenever
this creature becomes blocked by a creature without flanking, the blocking
creature gets -1/-1 until end of turn." [CompRules 2003/07/01]
- Note - Also see Rule 502.3, "Flanking."
G6.7 - Flashback
- G6.7a - Flashback is a static ability of some instant and sorcery cards
that functions while the card is in its owner's graveyard. The card's
owner can play the spell from his or her graveyard by paying its flashback
cost. If a spell is played this way, it's removed from the game instead
of being put anywhere else any time it would leave the stack. Playing a
spell using its flashback ability follows the rules for paying alternative
costs in Rule 409.1b and Rule 409.1f through Rule 409.1h. See
Rule 502.22, "Flashback." [CompRules 2003/07/01]
G6.8 - Flavor Text
- G6.8a - This is text in italics (but not in parentheses) in the text box of
a card. It provides a mood or gives interesting background detail for the
game world but has no effect on play. [CompRules 2003/07/01]
- Note - Also see Rule 207.2.
G6.9 - Flip a Coin
- G6.9a - To flip a coin, one player flips the coin, and the other player
calls "heads" or "tails" in the air. If the coin you're using doesn't
have an obvious "heads" or "tails," designate one side to be "heads," and
the other side to be "tails." Rolling a die is an acceptable alternative
if no coin is available. [CompRules 2003/07/01]
G6.10 - Floor Rules
- G6.10a - The current DCI Magic: The Gathering Floor Rules can be found at
"http://www.wizards.com/default.asp?x=dci/utr/intro".
[CompRules 2003/07/01]
G6.11 - Flying
- G6.11a - Flying is an evasion ability. A creature with flying can't be
blocked by creatures without flying. A creature with flying can block a
creature with or without flying. [CompRules 2003/07/01]
- Note - Also see Rule 502.4, "Flying."
G6.12 - Forest
- G6.12a - "Forest" is one of the five basic land types. Any land with the
land type Forest has the ability "{Tap}: Add {G} to your mana pool." See
Rule 212.6d. [CompRules 2003/07/01]
G6.13 - Forestcycling
G6.14 - Forestwalk
G7.1 - Game Action
- G7.1a - Several steps contain actions that don't use the stack. These
actions are game actions. The game actions are phasing in and out at the
start of the untap step (see Rule 302), untapping at the start of the
untap step (see Rule 302), drawing a card at the start of the draw
step (see Rule 303), declaring attackers at the start of the declare
attackers step (see Rule 308), declaring blockers at the start of the
declare blockers step (see Rule 309), the active player discarding down to
his or her maximum hand size at the start of the cleanup step (see
Rule 314), and removing damage from permanents and ending "until end of
turn" effects at the start of the cleanup step (see Rule 314). Mana burn
at the end of a phase is also a game action (see Rule 300.3).
[CompRules 2003/07/01]
G7.2 - Generic Mana Cost
- G7.2a - A generic mana cost is represented by a number in a gray circle.
Any color of mana, as well as colorless mana, may be used to pay a generic
mana cost. See Rule 104.3b. [CompRules 2003/07/01]
G7.3 - Global Enchantment
- G7.3a - Global enchantments are a category of enchantments. A global
enchantment is labeled "Enchantment" or "Enchant World" and isn't attached
to another permanent while it's in play. [CompRules 2003/07/01]
- Note - Also see Rule 212.4, "Enchantments."
G7.4 - Graveyard
- G7.4a - Each player's discard pile is his or her graveyard. Countered
spells, destroyed or sacrificed permanents, and discarded cards are put
into their owner's graveyard. [CompRules 2003/07/01]
- Note - Also see Rule 217, "Zones."
G8.1 - Hand
- G8.1a - The hand is the zone where a player holds cards that haven't been
played yet. [CompRules 2003/07/01]
- Note - Also see Rule 217, "Zones." [CompRules 2003/07/01]
G8.2 - Haste
- G8.2a - Normally a creature can't attack or use activated abilities with
costs that include the tap symbol unless it's been controlled by the
player continuously since the beginning of that controller's most recent
turn. Haste is a static ability that allows a creature to ignore this
rule. See Rule 502.5, "Haste." [CompRules 2003/12/01]
G8.3 - Horsemanship
- G8.3a - Horsemanship is an evasion ability. A creature with horsemanship
can't be blocked by creatures without horsemanship. A creature with
horsemanship can block a creature with or without horsemanship. See
Rule 502.17, "Horsemanship." [CompRules 2003/07/01]
G9.1 - If
- G9.1a - See "Intervening 'If' Clause." [CompRules 2003/12/01]
G9.2 - Illegal Action
- G9.2a - 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. 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. [CompRules 2003/07/01]
- Note - Also see Rule 422, "Handling Illegal Actions."
G9.3 - Illegal Target
- G9.3a - If a spell or ability specifies targets, it checks whether the
targets are legal when it resolves. A target that's removed from play, or
from the zone designated by the spell or ability, is illegal. A target
may also become illegal if its characteristics changed since the spell or
ability was played or if an effect changed the text of the spell. See
Rule 413.2a. [CompRules 2003/07/01]
G9.4 - Illustration
- G9.4a - The illustration is printed on the upper half of a card and has no
game significance. [CompRules 2003/07/01]
- Note - Also see Rule 204, "Illustration."
G9.5 - Imprint
- G9.5a - Imprint is a static ability, written "Imprint - [text]." The
phrase "Imprint - [ability]" means "Cards in the removed-from-game zone
that were removed from the game by this ability are imprinted on this
permanent." [CompRules 2003/10/01]
- Note - Also see Rule 502.34, "Imprint."
G9.6 - Imprinted [type] card
- G9.6a - The phrase "imprinted [type] card" means the card of that type
that's imprinted on the permanent. If a permanent has more than one card
of that type imprinted on it, each of those cards is an "imprinted [type]
card." [CompRules 2003/10/01]
- G9.6b - Also see Rule 502.34, "Imprint."
G9.7 - Illustration Credit
- G9.7a - The illustration credit for a card is printed directly below the
text box. The credit has no effect on game play.
[CompRules 2003/07/01]
- Note - Also see Rule 209, "Illustration Credit."
G9.8 - In Play
- G9.8a - In play is the zone in which permanents exist. When an artifact,
creature, or enchantment spell resolves, it's put into the in-play zone as
a permanent. When a land is played, it's put into the in-play zone as a
permanent. Tokens also exist in this zone. [CompRules 2003/07/01]
- Note - Also see Rule 217, "Zones."
G9.9 - Independent
- G9.9a - An effect is said to "depend on" another if it is applied at the
same time as the other effect, and applying the other would change the
text or the existence of the first effect, what it applies to, or what it
does to any of the things it applies to. Otherwise, the effect is
considered to be independent of the first effect. [CompRules 2003/07/01]
- Note - Also see Rule 418.5, "Interaction of Continuous Effects."
G9.10 - Infinity Rule (Informal)
- G9.10 - There's no such thing as "infinity" in Magic rules. Occasionally
the game can get into a state where a set of actions could be repeated
forever. The "infinity rule" governs how to break such loops. See
Rule 421, "Handling 'Infinite' Loops." [CompRules 2003/07/01]
G9.11 - Instant
- G9.11a - Instant is a type. A player may play instants whenever he or she
has priority. An instant spell is put into its owner's graveyard as the
last step of its resolution. [CompRules 2003/07/01]
- Note - Also see Rule 212.5, "Instants," and Rule 409, "Playing Spells and
Activated Abilities."
G9.12 - Instead
- G9.12a - 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. [CompRules 2003/07/01]
- Note - Also see Rule 419, "Replacement and Prevention Effects."
G9.13 - Interrupt (Obsolete)
- G9.13a - Some older cards used the term "interrupt" on the card's type
line. All interrupt cards are now instant cards. All abilities that were
played as interrupts are now played like normal activated abilities (and
are mana abilities if they produce mana). [CompRules 2003/07/01]
G9.14 - Intervening "If" Clause
- G9.14a - Triggered abilities with a condition directly following the
trigger event (for example, "When/Whenever/At [trigger],
if [condition], [effect]") check for the condition to be true as part of
the trigger event; if it isn't, the ability doesn't trigger. The ability
checks the condition again on resolution. If it's not satisfied, the
ability does nothing. Note that this mirrors the check for legal targets.
Note that this rule doesn't apply to any triggered ability with an "if"
condition elsewhere within its text. See Rule 404.3.
[CompRules 2003/12/01]
G9.15 - Island
- G9.15a - "Island" is one of the five basic land types. Any land with the
land type Island has the ability "{Tap}: Add {U} to your mana pool." See
Rule 212.6d. [CompRules 2003/07/01]
G9.16 - Islandcycling
G9.17 - Islandhome (Obsolete)
- G9.17a - Some older cards were printed with the term islandhome, which
means "This creature can't attack unless the defending player controls an
Island" and "When you control no Islands, sacrifice this creature." Cards
that previously had islandhome now simply have the two parts of islandhome
written out without using the keyword. [CompRules 2003/07/01]
G9.18 - Islandwalk
G11.1 - Keyword Ability
- G11.1a - Some abilities are very common or would require too much space to
define on a card. These abilities list only the name of the ability as
a "keyword"; sometimes reminder text summarizes the game rule. See
Rule 502, "Keyword Abilities." [CompRules 2003/07/01]
G11.2 - Kicker
- G11.2a - Kicker is a keyword ability with a cost and an effect. Paying a
spell's kicker cost causes the spell to have an additional or alternative
effect. [CompRules 2003/07/01]
- G11.2b - A kicker cost is an additional cost to play a spell. You declare
whether you intend to pay a spell's kicker cost at the same time you would
choose the spell's mode (see Rule 409.1b), and you actually pay the cost
when you pay the rest of the spell's costs (see Rule 409.1f through
Rule 409.1h). Paying a kicker cost is always optional.
[CompRules 2003/07/01]
- G11.2c - A spell's controller chooses targets (see Rule 409.1d) for a kicker
effect only if he or she declared the intention to pay the kicker cost for
that effect. If the spell's controller declared that he or she wouldn't
pay a particular kicker cost, he or she doesn't choose the targets for the
effect associated with that kicker cost. [CompRules 2003/07/01]
- Note - Also see Rule 502.21, "Kicker."
G12.1 - Land
- G12.1a - Land is a type. Lands aren't spells and don't go on the stack;
they are simply played from the hand. The active player may play a land
once each turn during his or her main phase when he or she has priority
and the stack is empty. If an object is both a land and another type, it
can only be played as a land. It can't be played as a spell.
[CompRules 2003/10/01]
- Note - Also see Rule 212.6, "Lands."
G12.2 - Land Type
- G12.2a - A land's subtype (its "land type") is listed after a long dash on
the land's type line. Note that "basic," "legendary," and "nonbasic"
aren't land types. [CompRules 2003/07/01]
- G12.2b - See also Basic Land Type. [CompRules 2003/07/01]
- Note - Also see Rule 212.6, "Lands."
G12.3 - Landcycling
- G12.3a - "Landcycling" is a generic term; a card's rules text usually names
a specific type of land, such as "plainscycling." [CompRules 2003/07/01]
- G12.3b - Landcycling is an activated ability. "Plainscycling [cost]" means
"[Cost], Discard this card from your hand: Search your library for a
plains card, reveal it, and put it into your hand. Then shuffle your
library." [CompRules 2003/07/01]
- Note - Also see Rule 502.18, "Cycling."
G12.4 - Landwalk
- G12.4a - "Landwalk" is a generic term; a card's rules text will give a
specific property to look for, such as "islandwalk."
- G12.4b - Landwalk is an evasion ability. A creature with landwalk is
unblockable as long as the defending player controls at least one land
which has the specified subtype or supertype. [CompRules 2003/07/01]
- Note - Also see Rule 502.6, "Landwalk."
G12.5 - Last Known Information
- G12.5a - The last known information about an object is the information that
it had just before it left the zone it was in. Effects from resolving
spells and abilities use last known information if the object they require
information from is not in the zone it was expected to be in. See
Rule 413.2f. [CompRules 2003/07/01]
G12.6 - Layer
- G12.6a - Continuous effects are applied in order, in six layers: (1) copy
effects (see Rule 503, "Copying Objects"), (2) control-changing
effects, (3) text-changing effects, (4) type-, subtype-, and
supertype-changing effects, (5) all other continuous effects, except those
that change power or toughness, and (6) power- or toughness- changing
effects. See Rule 418.5, "Interaction of Continuous Effects."
[CompRules 2003/12/01]
G12.7 - Leaves Play
- G12.7a - A permanent leaves play when it moves from the in-play zone to any
other zone. See Rule 410.10c. [CompRules 2003/07/01]
- G12.7b - If a token leaves play, it ceases to exist. This is a state-based
effect. See Rule 420.5. [CompRules 2003/07/01]
- G12.7c - If a permanent leaves play and later returns to play, it's treated
as an entirely new permanent with no "memory" of anything from its former
existence. (Phasing is an exception to this; see Rule 502.15, "Phasing.")
[CompRules 2003/07/01]
G12.8 - Legal Text
- G12.8a - Legal text (the fine print at the bottom of the card) lists the
copyright information. It has no effect on game play.
[CompRules 2003/07/01]
- Note - Also see Rule 210, "Legal Text."
G12.9 - Legend, Legendary
- G12.9a - Legend is a special creature type. Legendary is a supertype that
may apply to any type ("Legendary Land," "Legendary Artifact," and so on).
[CompRules 2003/07/01]
- G12.9b - 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 "Legend rule" is a state-based effect.
See Rule 420.5. [CompRules 2003/07/01]
- G12.9c - Legend is a creature type; legendary is not. If a legendary
noncreature permanent becomes a creature, it's still "legendary," but it
doesn't get the creature type Legend. If a creature of type Legend
becomes a noncreature permanent, it loses the creature type Legend, but it
doesn't become legendary. [CompRules 2003/07/01]
- G12.9d - A Legend whose creature type changes to a creature type other than
Legend is no longer a Legend and is no longer subject to the Legend rule.
A creature that changes creature type to Legend is now a Legend and is
subject to the Legend rule. [CompRules 2003/07/01]
G12.10 - Lethal Damage
- G12.10a - Lethal damage is an amount of damage greater than or equal to a
creature's toughness. A creature with lethal damage, but greater than 0
toughness, is destroyed. This is a state-based effect. See Rule 420.5.
[CompRules 2003/07/01]
G12.11 - Library
- G12.11a - The library is the zone from which a player draws cards. When a
game begins, each player's deck becomes his or her library. See
Rule 217.2, "Library." [CompRules 2003/07/01]
G12.12 - Life, Life Total
- G12.12a - Life total is a sort of score. Each player starts the game
with 20 life. Any increase in a players life total is considered to be
gaining life. Any decrease in a player's life total is considered to be
losing life. A player whose life total drops to 0 or less loses. This
is a state-based effect. See Rule 420.5. [CompRules 2003/10/01]
G12.13 - LIFO (Informal)
- G12.13a - An acronym for "Last In, First Out," LIFO is the order in which
spells and abilities resolve after going on the stack. The last played is
resolved first. [CompRules 2003/07/01]
- Note - Also see Rule 409, "Playing Spells and Activated Abilities," and
Rule 413, "Resolving Spells and Abilities."
G12.14 - Local Enchantment
- G12.14a - Local enchantments are a category of enchantments. A local
enchantment is labeled "Enchant [something]" and is attached to
that [something] while in play. [CompRules 2003/07/01]
- G12.14b - If a local enchantment is enchanting an illegal permanent or
player, the permanent it was attached to no longer exists, or the player
it was attached to has left the game, the enchantment is put into its
owner's graveyard. This is a state-based effect. See Rule 420.5.
[CompRules 2003/07/01]
- Note - Also see Rule 212.4, "Enchantments."
G12.15 - Lose the Game
- G12.15a - A game immediately ends when a player loses.
[CompRules 2003/07/01]
- Note - Also see Rule 102, "Winning and Losing."
G13.1 - Madness
- G13.1a - Madness is a keyword that represents two abilities. The phrase
"Madness [cost]" means "If a player would discard this card from his or
her hand, that player discards it, but may remove it from the game instead
of putting it into his or her graveyard" and "When this card is removed
from the game this way, until that player passes next, the player may play
it any time he or she could play an instant as though it were in his or
her hand by paying [cost] rather than paying its mana cost. When the
player passes next, he or she puts it into his or her graveyard."
[CompRules 2003/07/01]
- Note - Also see Rule 502.24, "Madness."
G13.2 - Main Game
- G13.2a - One card (Shahrazad) allows players to play a Magic subgame.
The "main game" is the game in which Shahrazad was played.
[CompRules 2003/07/01]
- Note - Also see Rule 506, "Subgames."
G13.3 - Main Phase
- G13.3a - The term "main phase" comprises the first main and second main
phases, also called the "precombat" and "postcombat" main phases.
Artifact, creature, enchantment, and sorcery spells may be played only by
the active player during his or her main phase, and only when the stack is
empty. A player may also play one land each turn during his or her main
phase. [CompRules 2003/07/01]
G13.4 - Mana
- G13.4a - Mana is the energy used to play spells and is usually produced by
lands. Mana is created by mana abilities (and sometimes by spells), and
it can be used to pay costs immediately or can stay in the player's mana
pool. See Rule 406, "Mana Abilities." [CompRules 2003/12/01]
- G13.4b - Colored mana costs, represented by colored mana symbols, can be
paid only with the appropriate color of mana. Generic mana costs can be
paid with any color of, or with colorless, mana. See Rule 104.3.
[CompRules 2003/07/01]
- G13.4c - The spell or ability that adds mana to a mana pool may restrict how
it can be used. An ability might produce mana that can be used only to
play creature spells or only to pay activation costs.
[CompRules 2003/07/01]
- G13.4d - The type of mana a permanent "could produce" is the type of mana
that any ability of that permanent can generate, taking into account any
applicable replacement effects. If the type of mana can't be defined,
there's no type of mana that that permanent could produce. The "type" of
mana includes both its color (if any) and any restrictions placed upon
it. [CompRules 2003/07/01]
G13.5 - Mana Ability
- G13.5a - A mana ability is either activated or triggered. A mana ability
doesn't go on the stack--it resolves immediately. See Rule 411, "Playing
Mana Abilities." [CompRules 2003/07/01]
- G13.5b - A player may play an activated mana ability whenever he or she has
priority and whenever a rule or effect asks for a mana payment. This is
the only type of ability that can be played in the middle of playing or
resolving a spell or ability. See Rule 406, "Mana Abilities."
[CompRules 2003/07/01]
G13.6 - Mana Burn
- G13.6a - When a phase ends, any unused mana remaining in a player's mana
pool is lost. The player loses 1 life for each mana lost this way. This
is called "mana burn." [CompRules 2003/07/01]
- Note - Also see Rule 300.3.
G13.7 - Mana Cost
- G13.7a - The mana cost of a nonland card is indicated by the mana symbols
printed on its upper right corner. The mana cost of a land card, token,
or face-down creature is 0. [CompRules 2003/07/01]
- Note - Also see Rule 203, "Mana Cost and Color."
G13.8 - Mana Pool
- G13.8a - When an effect creates mana, that mana goes into the player's mana
pool. From there, it can be used to pay for spells and abilities. The
mana can be used immediately to pay a cost, or stored in the mana pool for
use later in the phase. The mana pool is cleared at the end of each
phase. See also Mana Burn. [CompRules 2003/12/01]
G13.9 - Mana Source (Obsolete)
- G13.9a - Some older cards were printed with the type "mana source." All
mana source cards are now instant cards. Abilities that read "Play this
ability as a mana source" are now mana abilities. [CompRules 2003/07/01]
G13.10 - Mana Symbol
- G13.10a - The mana symbols are {W}, {U}, {B}, {R}, {G}, {X}, {Y}, {Z} and
the numerals {0}, {1}, {2}, {3}, {4}, and so on. See Rule 104.3.
[CompRules 2003/07/01]
- G13.10b - Each of the colored mana symbols represents one colored mana: {W}
white, {U} blue, {B} black, {R} red, and {G} green. See Rule 104.3a.
[CompRules 2003/07/01]
- G13.10c - Numeral symbols (such as {1}) are generic mana costs and represent
an amount of mana that can be paid with any color of, or colorless, mana.
See Rule 104.3b. [CompRules 2003/07/01]
- G13.10d - The symbols {X}, {Y} and {Z} represent unspecified amounts of
mana; when playing a spell or activated ability with {X}, {Y}, or {Z} in
its cost, its controller decides the value of that variable. See
Rule 104.3c. [CompRules 2003/07/01]
- G13.10e - Numeral symbols and variable symbols can also represent colorless
mana if they appear in the effect of a spell or of a mana ability that
reads "add [mana symbol] to your mana pool" or something similar. See
Rule 104.3d. [CompRules 2003/07/01]
- G13.10f - The symbol {0} represents zero mana and is used as a placeholder
when a spell or activated ability costs nothing to play. A spell or
ability whose cost is {0} must still be played the same way as one with a
cost greater than zero; it won't play itself automatically. See
Rule 104.3e. [CompRules 2003/07/01]
G13.11 - Match
- G13.11a - A match is a series of Magic games and is important only for
tournament or league play. A match usually consists of the best two of
three games, or sometimes the best three of five. For more information,
consult the DCI Magic Floor Rules (
"http://www.wizards.com/default.asp?x=dci/utr/intro").
[CompRules 2003/07/01]
G13.12 - Maximum Hand Size
- G13.12a - Each player's maximum hand size is normally seven cards, though
effects may modify this. As the first part of the active player's cleanup
step, if he or she has too many cards in his or her hand, that player
chooses and discards as many cards as needed to reduce his or her hand to
its maximum size (but no more than that). [CompRules 2003/07/01]
- Note - Also see Rule 314, "Cleanup Step."
G13.13 - Modal, Mode
- G13.13a - A spell or ability is modal if it is written "Choose one -"
or "[a specified player] chooses one -." Modal spells and abilities offer
a choice of effects. A modal spell or ability's controller must choose
the mode as part of playing the spell or ability or as part of putting the
ability on the stack (in the case of triggered abilities). See
Rule 409.1b. [CompRules 2003/07/01]
G13.14 - Mono Artifact (Obsolete)
- G13.14a - Some older cards used the term "mono artifact" on the card's
type line. They were artifacts that had activated abilities that included
the tap symbol. Cards that were printed with the term "mono artifact" now
simply use "artifact." [CompRules 2003/12/01]
G13.15 - Morph
- G13.15a - Morph is a static ability that functions any time you could play
the card it's on, and the morph effect works any time the card is face
down. The phrase "Morph [cost]" means "You may play this card as a 2/2
face-down creature, with no text, no name, no subtypes, no expansion
symbol, and a mana cost of 0 by paying 3 rather than its mana cost." Any
time you could play an instant, you may show all players the morph cost
for any face-down permanent you control, pay that cost, then turn the
permanent face up. This action does not use the stack.
[CompRules 2003/07/01]
- Note - Also see Rule 502.26, "Morph."
G13.16 - Mountain
- G13.16a - "Mountain" is one of the five basic land types. Any land with the
land type Mountain has the ability "{Tap}: Add {R} to your mana pool."
See Rule 212.6d. [CompRules 2003/07/01]
G13.17 - Mountaincycling
G13.18 - Mountainwalk
G13.19 - Move
- G13.19a - An effect may instruct a player to "move" a local enchantment,
Equipment, or a counter from one permanent to another. If the
enchantment, Equipment, or counter no longer exists or the new permanent
is no longer in play when the effect would move it, nothing happens.
Similarly, an enchantment or Equipment can't be moved onto a permanent it
couldn't enchant or equip; if this kind of move is attempted, the
enchantment or Equipment stays where it is. [CompRules 2003/12/01]
- G13.19b - A moved enchantment stops enchanting the previous permanent and
starts enchanting the new one, and it receives a new timestamp. Nothing
else about the enchantment changes. The enchantment never left play, so
no comes-into-play or leaves-play triggered abilities will trigger. If an
ability of the moved enchantment affecting "enchanted [permanent]" was on
the stack when the enchantment moved, it will affect the new enchanted
permanent when it resolves, not the old one. The same is true for moved
Equipment. [CompRules 2003/10/01]
- G13.19c - The equip ability can move Equipment onto a creature from one
creature to another. [CompRules 2003/10/01]
G13.20 - Mulligan
- G13.20a - A player can "mulligan" by shuffling his or her hand back into his
or her library and drawing a new hand with one fewer card before taking
the first turn. Any player dissatisfied with his or her starting hand may
mulligan as often as he or she wishes, drawing one fewer card each time.
See Rule 101.4. [CompRules 2003/07/01]
G13.21 - Multicolored
- G13.21a - A multicolored card has two or more colors. Multicolored cards
are printed with gold frames to reinforce this. See Rule 203.2.
[CompRules 2003/07/01]
- G13.21b - A multicolored object is affected by anything that singles out any
of its colors. For example, a black-and-green creature is destroyed by a
spell that reads, "Destroy all green creatures." Something that can't
affect a particular color doesn't affect a multicolored object with that
color, so that same creature can't be targeted by a spell or ability that
reads, "Destroy target nonblack creature." [CompRules 2003/07/01]
G14.1 - Name
- G14.1a - The name of a card is printed on its upper left corner. See
Rule 202, "Name." [CompRules 2003/07/01]
G14.2 - Nonbasic Land
- G14.2a - Any land that doesn't have the supertype "basic" is nonbasic. Use
the Oracle reference to determine whether a land has the supertype
"basic." [CompRules 2003/07/01]
G14.3 - Number
- G14.3a - The Magic game uses only natural numbers. You may not choose a
fractional number, deal fractional damage, and so on. When a spell or
ability could generate a fractional number, the spell or ability will tell
you whether to round up or down. [CompRules 2003/07/01]
- G14.3b - If a creature's power or toughness, a mana cost, a player's life
total, or an amount of damage is less than zero, it's treated as zero for
all purposes except adding to or subtracting from that total. If anything
needs to use a number that can't be determined, it uses 0 instead.
[CompRules 2003/12/01]
Example: If a 3/3 creature gets -5/-0, it deals 0 damage in combat. But
to raise its power back to 1, you'd have to give it +3/+0 (3 minus 5
plus 3 is 1). [CompRules 2003/12/01]
- Note - Also see Rule 104, "Numbers and Symbols."
G15.1 - Object
- G15.1a - An "object" is a card, a token, a spell, a permanent, an ability on
the stack, or combat damage on the stack. The term "object" is used in
these rules when a rule applies to cards, tokens, spells, permanents,
abilities on the stack, and combat damage on the stack.
See Rule 200.8. [CompRules 2003/12/01]
G15.2 - Obsolete
- G15.2a - Terms marked "(Obsolete)" in this glossary were used only on older
cards. Updated wordings for all cards that used these terms are available
in the Oracle card reference. [CompRules 2003/07/01]
G15.3 - One-Shot Effect
- G15.3a - One-shot effects do something only once and then end. See
Rule 417, "One-Shot Effects." [CompRules 2003/07/01]
- G15.3b - See also Continuous Effects. [CompRules 2003/07/01]
G15.4 - Opponent
- G15.4a - A player's opponent is the other player. [CompRules 2003/07/01]
G15.5 - Oracle
- G15.5a - Use the Oracle card reference when determining a card's wording.
It can be found at "http://www.wizards.com/default.asp?x=dci/oracle".
See Rule 200.2. [CompRules 2003/07/01]
G15.6 - Order
- G15.6a - The order of objects in a library, in a graveyard, or on the stack
can't be changed except when effects allow it. Objects in other zones can
be arranged however their owners wish, although who controls those
objects, whether they're tapped, and what enchants or equips them must
remain clear to both players. See Rule 217.1b. [CompRules 2003/10/01]
G15.7 - Outside the Game
- G15.7a - An object is "outside the game" if it's in the
removed-from-the-game zone, or if it isn't in any of the game's zones.
All other objects are inside the game. "Outside the game" is not a zone.
See Rule 217.1e. [CompRules 2003/07/01]
G15.8 - Owner
- G15.8a - The owner of a card is the player who started the game with that
card in his or her deck or, for cards that didn't start the game in a
player's deck, the player who brought the card into the game. (Legal
ownership is irrelevant to the game rules, except for the rules for ante.)
The owner of a token is the controller of the effect that created it. See
Rule 200.1a. [CompRules 2003/07/01]
- G15.8b - An effect can change a permanent's controller but never its
owner. (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 change a card's owner. See Rule 217.9, "Ante.")
[CompRules 2003/07/01]
- G15.8c - A card is always put into its owner's library, hand, or graveyard,
regardless of who controlled the card in its previous zone. See
Rule 217.1a. [CompRules 2003/07/01]
G16.1 - Pass
- G16.1a - To pass is to decline to take any action (usually playing a spell
or ability) when you have priority. When a player passes, his or her
opponent receives priority. [CompRules 2003/07/01]
- Note - Also see Rule 408.1, "Timing, Priority, and the Stack."
G16.2 - Pass in Succession
- G16.2a - To pass in succession means that both players pass without playing
any spells, playing any abilities, or performing any special actions in
between. If both players pass in succession, the spell, ability, or
combat damage on top of the stack resolves. If the stack is empty, the
phase or step ends. [CompRules 2003/07/01]
- Note - Also see Rule 408.1, "Timing, Priority, and the Stack."
G16.3 - Pay
- G16.3a - Playing most spells and activated abilities requires paying costs;
see Rule 409, "Playing Spells and Activated Abilities." Declaring
attackers (see Rule 308, "Declare Attackers Step") and declaring
blockers (see Rule 309, "Declare Blockers Step") can also require paying
costs. [CompRules 2003/07/01]
- G16.3b - Paying mana is done by removing the indicated amount of mana from
the player's mana pool. Any time a player is asked to pay mana, mana
abilities may be played. Mana abilities must be played before the costs
are paid. Paying life subtracts the indicated amount of life from the
player's life total. A player can't pay more mana than the amount of mana
in his or her mana pool or more life than his or her life total. Zero
life or zero mana can always be paid, even if the player has less than
zero life. [CompRules 2003/12/01]
- G16.3c - To pay any cost, the player carries out the instructions specified
by the spell, ability, or effect. It's illegal to attempt paying a cost
when unable to successfully follow the instructions. For example, a
player can't pay a cost that requires tapping a creature if that creature
is already tapped. [CompRules 2003/07/01]
- G16.3d - Each payment applies to only one spell or ability. For example, a
player can't sacrifice just one creature to play the activated abilities
of two permanents that require sacrificing a creature as a cost. Also,
the resolution of a spell or ability doesn't pay another spell or
ability's cost, even if part of its effect is doing the same thing the
other cost asks for. [CompRules 2003/07/01]
G16.4 - Permanent
- G16.4a - A permanent is any card or token in the in-play zone. See
Rule 214, "Permanents." [CompRules 2003/07/01]
G16.5 - Permanently (Obsolete)
- G16.5a - Certain older cards were printed with the term "permanently" to
indicate effects with no expiration. In general, cards that were printed
with the term "permanently" now instead use reminder text to indicate that
the effect lasts past the end of the turn. [CompRules 2003/12/01]
Example: An ability that originally read "Gain control of target creature
permanently" would now read as follows: "Gain control of target
creature. (This effect doesn't end at end of turn.)" This effect grants
control of the permanent until something else changes the controller or it
leaves play. It doesn't make the permanent immune to other control
effects. [CompRules 2003/12/01]
G16.6 - Phase
- G16.6a - Each turn is divided into five phases: beginning, precombat main,
combat, postcombat main, and end. See Section 3, "Turn Structure."
[CompRules 2003/12/01]
G16.7 - Phased-Out
- G16.7a - The phased-out zone is a special zone for permanents with phasing
that are temporarily out of play. [CompRules 2003/07/01]
- Note - Also see Rule 502.15, "Phasing."
G16.8 - Phasing
- G16.8a - Phasing is a static ability that causes a permanent to leave play
and later return, without losing its "memory." [CompRules 2003/07/01]
- Note - Also see Rule 502.15, "Phasing."
G16.9 - Pile
- G16.9a - If a player is asked to separate a group of objects into two or
more piles, the objects do not leave the zone they're currently in. If
cards in a graveyard are split into piles, the order of the graveyard must
be maintained. A pile can contain zero or more objects.
[CompRules 2003/07/01]
G16.10 - Plains
- G16.10a - "Plains" is one of the five basic land types. Any land with the
land type Plains has the ability "{Tap}: Add {W} to your mana pool." See
Rule 212.6d. [CompRules 2003/07/01]
G16.11 - Plainscycling
- G16.11a - See Landcycling. [CompRules 2003/07/01]
G16.12 - Plainswalk
- G16.12a - See Landwalk. [CompRules 2003/07/01]
G16.13 - Play
- G16.13a - The act of playing a spell, land, or ability involves announcing
the action and taking the necessary steps to complete it.
[CompRules 2003/07/01]
- G16.13b - Playing a spell or activated ability requires paying any costs and
choosing any required modes and/or targets. See Rule 409, "Playing Spells
and Activated Abilities." [CompRules 2003/07/01]
- G16.13c - Playing a land simply requires choosing a land card from the hand
and putting it into play. See Rule 212.6, "Lands." [CompRules 2003/07/01]
- G16.13d - Playing a mana ability requires paying any costs, then immediately
resolving the ability. See Rule 411, "Playing Mana Abilities."
[CompRules 2003/07/01]
- G16.13e - Triggered abilities and static abilities aren't played-they happen
automatically. See Rule 410, "Handling Triggered Abilities."
[CompRules 2003/07/01]
G16.14 - Play/Draw (Informal)
- G16.14a - At the start of a game, one player gets to choose the order of
play. Whoever plays first skips his or her first draw step. This is
referred to as the play/draw rule. [CompRules 2003/07/01]
- Note - Also see Rule 101, "Starting the Game."
G16.15 - Player
- G16.15a - A player is one of the two people in the game. A player's
opponent is the other player. The active player is the player whose turn
it is. The other player is the nonactive player. See Rule 200.3.
[CompRules 2003/07/01]
G16.16 - Poison Counter
- G16.16a - Some cards give poison counters to players. If a player has ten
or more poison counters, he or she loses the game the next time a player
would receive priority. [CompRules 2003/07/01]
- Note - Also see Rule 420, "State-Based Effects."
G16.17 - Poly Artifact (Obsolete)
- G16.17a - Some older cards used the term "poly artifact" on the card's
type line. They were artifacts that had activated abilities that don't
include the tap symbol. Cards that were printed with the term
"poly artifact" now simply use "artifact." [CompRules 2003/12/01]
G16.18 - Postcombat
- G16.18a - The second main phase in each turn is called the postcombat main
phase. If an effect causes a turn to have an extra combat phase and
another main phase, the additional one is also a postcombat main phase.
[CompRules 2003/07/01]
- Note - Also see Rule 305, "Main Phase."
G16.19 - Power
- G16.19a - The number before the slash printed on the lower right corner of a
creature card is the creature's power. See Rule 208, "Power/Toughness."
[CompRules 2003/07/01]
- G16.19b - Creatures that attack or block assign combat damage equal to their
power. See Rule 310, "Combat Damage Step." [CompRules 2003/07/01]
- G16.19c - Some objects have power represented by * instead of a number. The
object has a characteristic-setting ability that sets its power according
to some stated condition. The * is 0 while the object isn't in play.
[CompRules 2003/07/01]
G16.20 - Precombat
- G16.20a - The first main phase in each turn is called the precombat main
phase. [CompRules 2003/07/01]
- Note - Also see Rule 305, "Main Phase."
G16.21 - Prevention Effect
- G16.21a - Effects that prevent something from happening replace it with
"do nothing." (See Rule 419, "Replacement and Prevention Effects.") A
prevention effect must be active before the event it's intended to
prevent. [CompRules 2003/07/01]
- G16.21b - Effects that prevent a specific amount of damage act as "shields"
and stay active until that amount of damage has been prevented or the turn
ends. The damage doesn't have to be dealt by a single source or all at
once. [CompRules 2003/07/01]
- G16.21c - Effects that prevent the next damage from a specific source apply
the next time that source would deal damage, regardless of the amount.
These effects expire when the turn ends. See Rule 419.8, "Sources of
Damage." [CompRules 2003/07/01]
G16.22 - Priority
- G16.22a - The player who has the option to play a spell or ability at any
given time has priority. See Rule 408, "Timing of Spells and Abilities."
[CompRules 2003/07/01]
- G16.22b - Each time a spell, an ability (other than a mana ability), or
combat damage resolves, and at the beginning of most phases and steps, the
active player receives priority. After a player plays a spell, ability,
or land, or takes a special action, he or she again receives priority.
When a player passes, his or her opponent receives priority.
[CompRules 2003/07/01]
- G16.22c - If both players pass in succession, the spell, ability, or combat
damage on top of the stack resolves or, if the stack is empty, the phase
or step ends. [CompRules 2003/07/01]
- G16.22d - Each time a player would get priority, all applicable state-based
effects resolve first as a single event (see Rule 420). Then, if any new
state-based effects have been generated, they resolve as a single event.
This process repeats until no more applicable state-based effects are
generated. Then triggered abilities are added to the stack (see
Rule 410). These steps repeat in order until no further state-based
effects or triggered abilities are generated. [CompRules 2003/07/01]
G16.23 - Protection
- G16.23a - Protection is a static ability written "Protection
from [quality]." [CompRules 2003/10/01]
- G16.23b - A permanent with protection from [quality] can't be targeted by
spells with the stated quality and can't be targeted by abilities from a
source with the stated quality. [CompRules 2003/10/01]
- G16.23c - A permanent with protection can't be enchanted by enchantments
that have the stated quality. Such enchantments enchanting the permanent
with protection will be put into their owners' graveyards as a state-based
effect. (See Rule 420, "State-Based Effects.") [CompRules 2003/10/01]
- G16.23d - A permanent with protection can't be equipped by Equipment that
has the stated quality. Such Equipment stops equipping that permanent,
but remains in play. (See Rule 420, "State-Based Effects.")
[CompRules 2003/10/01]
- G16.23e - Any damage that would be dealt by sources that have the stated
quality to a permanent that has protection is prevented. Any damage that
would be dealt to a permanent with protection from sources having that
quality is prevented. [CompRules 2003/10/01]
- G16.23f - If a creature with protection attacks, it can't be blocked by
creatures that have the stated quality. [CompRules 2003/10/01]
- Note - Also see Rule 502.7, "Protection."
G16.24 - Provoke
- G16.24a - 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." [CompRules 2003/07/01]
- Note - Also see Rule 502.29, "Provoke."
G16.25 - Put Into Play
- G16.25a - If an effect instructs a player to put an object into play, that
object is not considered "played." [CompRules 2003/07/01]
G18.1 - Rampage
- G18.1a - Rampage is a triggered ability. "Rampage X" means "When this
creature becomes blocked, it gets +X/+X until end of turn for each
creature blocking it beyond the first." [CompRules 2003/07/01]
- Note - Also see Rule 502.12, "Rampage."
G18.2 - Random
- G18.2a - If a spell, ability, or effect requires a player to choose
something at random, that player can use any method of making a random
choice (rolling dice, flipping a coin, and so on). The outcome must be
truly random. [CompRules 2003/07/01]
G18.3 - Redirect (Obsolete)
- G18.3a - Some older cards were printed with the term "redirect" to describe
the act of dealing damage to a different player or creature than
originally specified by a spell, ability, or combat-damage assignment,
without changing the source or type of damage. In general, cards that
were printed with the term "redirect" now create replacement effects that
modify where the damage will be dealt. "Redirect" is still used
informally to describe what these replacement effects do.
[CompRules 2003/07/01]
G18.4 - Regenerate
- G18.4a - Regeneration is a destruction-replacement effect.
"Regenerate [permanent]" means "The next time [permanent] would be
destroyed this turn, instead remove all damage from it, tap it, and (if
it's in combat) remove it from combat." Because it's a replacement
effect, it must be active before the attempted destruction event.
Abilities that trigger from damage being dealt still trigger even if the
permanent regenerates. See Rule 419.6b. [CompRules 2003/07/01]
G18.5 - Reminder Text
- G18.5a - Reminder text appears after a keyword ability printed on a card and
on cards that might otherwise be commonly misunderstood. Reminder text is
text that is italicized and in parentheses in the text box of a card.
This text provides a summary of the game rule or clarifies what the card
does, but it isn't itself considered rules text. [CompRules 2003/07/01]
- Note - Also see Rule 207.2.
G18.6 - Removed from Combat
- G18.6a - An attacking or blocking creature is removed from combat if it
leaves play (such as by being destroyed or removed from the game), if it
regenerates (see Rule 419.6b), if its controller changes, if it stops
being a creature, or if an effect removes it from combat. A creature that
is removed from combat stops being an attacking or blocking creature and
can no longer assign combat damage or have combat damage assigned to it.
Any combat damage that's already on the stack assigned to or by the
creature will still resolve normally. See Rule 306.2 and Rule 310.4a.
[CompRules 2003/07/01]
G18.7 - Removed from the Game
- G18.7a - A card removed from the game is out of play and can't be affected
by spells or abilities. However, the effect that removed the card may
specify a way for it to return. Some objects use the expression
"set aside" for situations in which a card removed from the game can
return to play. [CompRules 2003/07/01]
- Note - Also see Rule 217.7, "Removed from the Game."
G18.8 - Replacement Effect
- G18.8a - A replacement effect is a type of continuous effect that "watches"
for a specified event and replaces it with a different one.
[CompRules 2003/07/01]
- Note - Also see Rule 419, "Replacement and Prevention Effects."
G18.9 - Requirement
- G18.9a - A requirement to attack or block is any effect that forces one or
more creatures to attack or block. All attacks and blocks must still be
legal. See Rule 500, "Legal Attacks and Blocks." [CompRules 2003/07/01]
G18.10 - Resolve
- G18.10a - When a spell or ability on top of the stack resolves, its
controller carries out the instructions printed on the card, in the order
written. When combat damage resolves, it's dealt as previously assigned
to the fullest extent possible. See Rule 413, "Resolving Spells and
Abilities." [CompRules 2003/07/01]
G18.11 - Respond, Response (Informal)
- G18.11a - A player can choose to play an instant spell or activated ability
when something else is already on the stack, rather than waiting for the
earlier spell or ability to resolve first. The spell or ability is said
to be played "in response to" the earlier spell or ability. See Rule 408,
"Timing of Spells and Abilities." [CompRules 2003/07/01]
G18.12 - Restriction
- G18.12a - A restriction on attacking or blocking is any effect that could
prevent a creature from attacking or blocking. All attacks and blocks
must still be legal. See Rule 500, "Legal Attacks and Blocks."
[CompRules 2003/07/01]
G18.13 - Reveal
- G18.13a - To reveal an object is to show that object to all players. If a
one-shot effect reveals a card, the card is returned to its former state
after all players have seen it. [CompRules 2003/07/01]
G18.14 - Rules Text
- G18.14a - An object's rules text defines many of that object's properties.
Changing an object's rules text changes the object's properties.
[CompRules 2003/12/01]
G19.1 - Sacrifice
- G19.1a - To sacrifice a permanent, its controller moves it from the in-play
zone 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. If an effect instructs a player to sacrifice a
permanent that he or she doesn't control, nothing happens. Sacrificing a
permanent doesn't destroy it, so regeneration or other effects that
replace destruction can't affect it. [CompRules 2003/07/01]
G19.2 - Sealed-Deck
- G19.2a - For sealed deck or draft play, only forty cards are required in a
deck, and a player may use as many duplicates of a card as he or she has.
Each player still needs small items to represent any tokens and counters,
and some way to clearly track life totals. See Rule 100.3.
[CompRules 2003/07/01]
G19.3 - Search
- G19.3a - If you're required to search a zone not revealed to all players for
cards matching some criteria, you aren't required to find those cards even
if they're present; however, if you do choose to find cards, you must
reveal those cards to all players. Even if you don't find any cards, you
are still considered to have searched the zone. [CompRules 2003/12/01]
- G19.3b - If you're simply searching for "any card," you must find a card (if
possible). [CompRules 2003/07/01]
- G19.3c - If you're required to search for a specific number of cards, you
must choose that many cards (or as many as possible.)
Example: If an effect causes you to search a player's library for all
duplicates of a particular card and remove them from the game, you may
choose to leave some of them alone, but if an effect causes you to search
your library for three cards and it contains at least three, you can't
choose less than three. [CompRules 2003/07/01]
- G19.3d - If an effects states to search for a [type, supertype, or subtype]
card, it can only find cards that have that type, supertype, or subtype.
It can't find a card that has a name equal to that type, supertype, or
subtype unless that card also has the type, supertype, or subtype.
[CompRules 2003/07/01]
G19.4 - Set Aside
- G19.4a - To set aside a card is to remove it from the game; however, the
effect will specify some condition that allows the set-aside card to
return to the game. See also Removed from the Game.
[CompRules 2003/07/01]
G19.5 - Shadow
- G19.5a - Shadow is an evasion ability. Attacking creatures with shadow
can't be blocked by creatures without shadow, and attacking creatures
without shadow can't be blocked by creatures with shadow.
[CompRules 2003/07/01]
- Note - Also see Rule 502.8, "Shadow."
G19.6 - Shield
- G19.6a - Replacement and prevention effects act like "shields" around
whatever they're affecting. [CompRules 2003/07/01]
- Note - Also see Rule 419, "Replacement and Prevention Effects."
G19.7 - Shuffle
- G19.7a - To shuffle a deck, library, or pile is to make the order of that
deck, library, or pile random. After a player shuffles a deck, library,
or pile, he or she owns, the opponent has the option to shuffle or cut
that pile. See Rule 101.1. [CompRules 2003/07/01]
G19.8 - Skip
- G19.8a - To skip an event, step, phase, or turn is to proceed past it as
though it didn't exist. Skipping an event, step, phase, or turn is a
replacement effect. "Skip [something]" is the same as "Instead of
doing [something], do nothing." See Rule 300.9 and Rule 419.6e.
[CompRules 2003/07/01]
- G19.8b - Once a step, phase, or turn has started, it can no longer be
skipped--any skip effects will wait until the next occurrence.
[CompRules 2003/07/01]
- G19.8c - 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. See
Rule 419.6f. [CompRules 2003/07/01]
G19.9 - Snow-Covered
- G19.9a - Snow-covered is an ability that doesn't do anything in its own
right; it's simply a keyword that other cards look for. When a card
refers to a "snow-covered land," it means a land with the snow-covered
ability. When a card refers to a "snow-covered Forest," it means a Forest
with the snow-covered ability, and so on. [CompRules 2003/07/01]
- Note - Also see Rule 502.14, "Snow-Covered."
G19.10 - Snow-Covered Landwalk
- G19.10a - Snow-covered landwalk is a special form of landwalk. A creature
with snow-covered landwalk is unblockable as long as the defending player
controls at least one land of the specified subtype or supertype that has
the snow-covered ability. [CompRules 2003/07/01]
- Note - Also see Rule 502.6, "Landwalk."
G19.11 - Sorcery
- G19.11a - Sorcery is a type. The active player can play sorceries only
during his or her main phase when the stack is empty. A sorcery spell is
put into its owner's graveyard as part of its resolution.
[CompRules 2003/07/01]
- Note - Also see Rule 212.7, "Sorceries."
G19.12 - Source of an Ability
- G19.12a - The source of an ability is the object that generated it. See
Rule 402, "Abilities." [CompRules 2003/07/01]
G19.13 - Source of Damage
- G19.13a - 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
either a permanent or a spell on the stack (including one that creates a
permanent) or any object referred to by a spell or ability on the stack.
A source doesn't need to be capable of dealing damage to be a legal
choice. [CompRules 2003/07/01]
- Note - Also see Rule 419.8, "Sources of Damage."
G19.14 - Special Action
- G19.14a - Special actions don't use the stack. The special actions are
playing a land, turning a face-down permanent face up, ending continuous
effects or preventing delayed triggered abilities, and ignoring or
suspending certain continuous effects. See Rule 408.1i and
Rule 408.2, "Actions That Don't Use the Stack."
[CompRules 2003/12/01]
G19.15 - Spell
- G19.15a - A nonland card becomes a spell when it's played and remains a
spell until it's countered, it resolves, or it otherwise leaves the stack.
A copy of a spell is also a spell, even if it has no card associated with
it. See Rule 213, "Spells," and Rule 401, "Spells on the Stack."
[CompRules 2003/07/01]
G19.16 - Split Cards
- G19.16a - Split cards have two card faces on a single card. The back of a
split card is the normal, full-size Magic card back. Split cards have two
sets of characteristics: two names, two mana costs, and so on. They
always have both sets, except when they're spells on the stack. When you
play a split card, you announce which side you're playing. While it's on
the stack, the other side is ignored completely. [CompRules 2003/07/01]
- G19.16b - Split cards have two mana costs with different colors of mana in
them. That means they are multicolored cards, except while they're on the
stack. [CompRules 2003/07/01]
- G19.16c - If an effect tells you to name a card, you must name all of a
split card's names. [CompRules 2003/07/01]
- G19.16d - Effects that ask for a split card's characteristic get both
answers. Effects that ask if a split card's characteristic matches a
given value get only one answer. This answer is "yes" if either side of
the split card matches the given value. [CompRules 2003/07/01]
- Note - Also see Rule 505, "Split Cards."
G19.17 - Stack
- G19.17a - A spell or ability goes on top of the stack when it's played or
put onto the stack. Combat-damage assignments also go on top of the stack
as though they were a single object. Whenever both players pass in
succession, the spell, ability, or combat damage on top of the stack
resolves and the active player receives priority again.
[CompRules 2003/07/01]
- Note - Also see Rule 217.6, "Stack," and Rule 408.1, "Timing, Priority, and
the Stack."
G19.18 - State-Based Effects
- G19.18a - State-based effects continually "watch" the game for a particular
state. Whenever a player would receive priority, state-based effects are
checked and applied. [CompRules 2003/07/01]
- Note - Also see Rule 420, "State-Based Effects."
G19.19 - State Triggers
- G19.19a - State triggers are triggered abilities that watch for a game state
rather than an event and trigger as soon as the game state matches the
condition. Once a state trigger has triggered, it won't trigger again
until the ability it created has resolved or been countered. See
Rule 410.11. [CompRules 2003/07/01]
G19.20 - Static Ability
- G19.20a - Static abilities do something all the time rather than being
played at specific times. Static abilities create continuous effects,
which are active as long as the permanent with the ability remains in play
and has the ability, or as long as the object with the ability remains in
the appropriate zone. A spell or ability can also create a continuous
effect that doesn't depend on a permanent; these may last a specified
length of time or for the rest of the game. [CompRules 2003/07/01]
- Note - Also see Rule 412, "Handling Static Abilities."
G19.21 - Step
- G19.21a - Some phases of the turn are further subdivided into steps. See
Section 3, "Turn Structure."
G19.22 - Storm
- G19.22a - Storm is a triggered ability that functions while the spell is on
the stack. "Storm" means "When you play this spell, put a copy of it onto
the stack for each other spell that was played before it this turn. If
the spell has any targets, you may choose new targets for any number of
the copies." [CompRules 2003/07/01]
- Note - Also see Rule 502.30, "Storm."
G19.23 - Subgame
- G19.23a - One card (Shahrazad) allows players to play a Magic subgame.
A "subgame" is the game created by Shahrazad. [CompRules 2003/07/01]
- Note - Also see Rule 506, "Subgames."
G19.24 - Subtype
- G19.24a - A card can have one or more subtypes printed on its type line.
Artifact, creature and land subtypes are always single words and are
listed after a long dash. Each word after the dash is a separate
subtype. Artifact subtypes are also called "artifact types." Creature
subtypes are also called "creature types." Land subtypes are also called
"land types." Artifacts, creatures and lands may have multiple subtypes.
If an artifact creature card has subtypes printed on its type line, those
subtypes are creature types. If an artifact land card has subtypes
printed on its type line, those types are land types. Enchantment
subtypes consist of the word "enchant" and the word(s) that follows
it: "enchant creature," "enchant land," etc. A card with the
type "enchantment" has no subtype. Instants and sorceries don't have
subtypes. [CompRules 2003/10/01]
- Note - Also see Rule 205.3, "Subtypes," and Rule 212, "Type, Supertype, and
Subtype."
G19.25 - Successfully Cast (Obsolete)
- G19.25a - Some older cards were printed with the term "successfully cast."
In general, any ability that's written as triggering when a spell is
"successfully cast" should be read as triggering when the spell is played.
[CompRules 2003/07/01]
G19.26 - Summon (Obsolete)
- G19.26a - Older creature cards were printed with the type "Summon [creature
type]." All "Summon [creature type]" cards should be read as
"Creature - [creature type]." [CompRules 2003/07/01]
G19.27 - Summoning Sickness (Informal)
- G19.27a - The term "summoning sickness" is an informal term which describes
a creature's inability to attack or to use activated abilities that
include the tap symbol when it has come under a player's control since the
beginning of that player's most recent turn. [CompRules 2003/07/01]
- Note - Also see Rule 212.3d.
- Note - Also see Rule G8.2, "Haste".
G19.28 - Supertype
- G19.28a - A card can have one or more "supertypes." These are printed
directly before the card's types. If an object's types or subtypes
change, any supertypes it has are kept, although they may not be relevant
to the new type. [CompRules 2003/07/01]
- Note - Also see Rule 205.4, "Supertypes."
G19.29 - Swamp
- G19.29a - "Swamp" is one of the five basic land types. Any land with the
land type Swamp has the ability "{Tap}: Add {B} to your mana pool." See
Rule 212.6d. [CompRules 2003/07/01]
G19.30 - Swampcycling
- G19.30a - See Landcycling. [CompRules 2003/07/01]
G19.31 - Swampwalk
- G19.31a - See Landwalk. [CompRules 2003/07/01]
G20.1 - Tap
- G20.1a - To tap a permanent is to turn it sideways. The tap symbol ({Tap}
in these rules) in an activation cost means "Tap this permanent"--a
permanent that's already tapped can't be tapped again to pay the cost.
Creatures that haven't been under a player's control continuously since
the beginning of his or her most recent turn can't use any ability of
theirs with the tap symbol in the cost. See Rule 104.4.
[CompRules 2003/07/01]
G20.2 - Tapped
- G20.2a - A permanent that's turned sideways is tapped. Tapping permanents
shows that they've been used. Permanents untap during their controllers'
untap steps. See also Tap, Untap, and Untapped. [CompRules 2003/07/01]
G20.3 - Target
- G20.3a - Whenever the phrase "target [something]," where [something] is a
phrase that describes an object or player, appears in a spell or ability,
the controller of the spell or ability chooses something that matches
whatever follows that word. The choice of a spell or ability's targets is
made when the spell or ability is played. See Rule 415, "Targeted Spells
and Abilities." [CompRules 2003/07/01]
- G20.3b - An instant or sorcery is targeted if the text that will be followed
when it resolves uses the phrase "target [something]," where the
"something" is a phrase that describes an object or player. (If an
activated or triggered ability of an instant or sorcery uses the word
target, that ability is targeted, but the spell is not.)
[CompRules 2003/07/01]
- G20.3c - An activated or triggered ability is targeted if it uses the
phrase "target [something]," where the "something" is a phrase that
describes an object or player. [CompRules 2003/07/01]
- G20.3d - Local-enchantment spells are always targeted, even though they
don't use the phrase "target [something]." They target the permanent or
player they will enchant. (See Rule 415.3.) A local-enchantment
permanent doesn't target anything. [CompRules 2003/10/01]
- G20.3e - Neither Equipment spells nor Equipment permanents are
targeted. (See Rule 415.3.) An Equipment may have abilities which are
targeted. [CompRules 2003/10/01]
- G20.3f - A spell or ability on the stack can't target itself.
[CompRules 2003/07/01]
G20.4 - Text Box
- G20.4a - The text box is printed below the illustration on a Magic card and
contains rules text that defines the card's abilities, reminder text, and
flavor text. [CompRules 2003/07/01]
- Note - Also see Rule 207, "Text Box."
G20.5 - Text-Changing Effect
- G20.5a - An effect that changes the text of an object changes only words
that are used in the correct way. The effect can't change a proper noun,
such as a card name, even if that proper noun contains a word or a series
of letters that is the same as a Magic color word, basic land type, or
creature type. [CompRules 2003/07/01]
- Note - Also see Rule 418.6, "Text-Changing Effects."
G20.6 - Threshold
- G20.6a - Threshold is a characteristic-setting ability. An object with
threshold has the text after "Threshold -" if its controller has seven or
more cards in his or her graveyard. Otherwise, the text after
"Threshold -" is treated as though it did not appear on the object. An
instant or sorcery with threshold has the threshold text only if it's on
the stack. An artifact, creature, enchantment, or land with threshold has
the threshold text only if it's in play. [CompRules 2003/07/01]
- Note - Also see Rule 502.23, "Threshold."
G20.7 - Tie
- G20.7a - 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. [CompRules 2003/07/01]
G20.8 - Timestamp Order
- G20.8a - An object's timestamp is the time it entered the zone it's
currently in, with three exceptions: (1) If two or more objects enter a
zone simultaneously, the active player determines their timestamp order at
the time they enter that zone. (2) Whenever a local enchantment or
Equipment becomes attached to a permanent, the enchantment or Equipment
receives a new timestamp. (3) Permanents that phase in keep the same
timestamps they had when they phased out. See Rule 418.5e. See also
Depend On. [CompRules 2003/10/01]
- G20.8b - Continuous effects generated by static abilities have the same
timestamp as the object that generated them. Continuous effects generated
by the resolution of a spell or ability receive a timestamp at the time
they're created. [CompRules 2003/07/01]
G20.9 - Token
- G20.9a - A token is a marker used to represent any permanent that isn't
represented by a card. Tokens are created by effects. Tokens can be
tapped and untapped just like cards, though an alternative to rotation
might be needed to distinguish their status. [CompRules 2003/07/01]
- Note - Also see Rule 216, "Tokens."
G20.10 - Tombstone Icon
- G20.10a - 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. See Rule 104.5.
[CompRules 2003/07/01]
G20.11 - Total Cost
- G20.11a - The total cost of a spell or activated ability is the mana cost,
activation cost, or alternative cost, plus all cost increases and minus
all cost reductions. See Rule 409.1f. [CompRules 2003/07/01]
G20.12 - Total Casting Cost (Obsolete)
- G20.12a - Some older cards were printed with the term "total casting cost"
to describe the converted mana cost of a spell. In general, cards that
were printed with the term "total casting cost" now use the term
"converted mana cost." [CompRules 2003/07/01]
G20.13 - Toughness
- G20.13a - The number after the slash printed on the lower right corner of a
creature card is the creature's toughness. See Rule 208,
"Power/Toughness." [CompRules 2003/07/01]
- G20.13b - A creature that's been dealt damage greater than or equal to its
toughness (and greater than 0) has lethal damage and will be destroyed the
next time any player would receive priority. This is a state-based
effect. [CompRules 2003/07/01]
- G20.13c - Some objects have toughness represented by * instead of a number.
The object has a characteristic-setting ability that sets its toughness
according to some stated condition. The * is 0 while the object isn't in
play. [CompRules 2003/07/01]
G20.14 - Tournament
- G20.14a - A tournament is an organized event where players compete against
other players to win prizes. See the Tournament Locator on the DCI home
page ("http://www.wizards.com/default.asp?x=dci") to find tournaments in
your area. [CompRules 2003/07/01]
G20.15 - Trample
- G20.15a - Trample is a static ability modifying the combat damage step of
the combat phase. It lets an attacking creature "trample over" blocking
creatures and assign part of its combat damage to the defending player.
[CompRules 2003/07/01]
- Note - Also see Rule 502.9, "Trample."
G20.16 - Trigger, Triggered Ability
- G20.16a - A triggered ability begins with the word "when," "whenever," or
"at." Whenever the trigger event occurs, the ability goes on top of the
stack the next time a player would receive priority.
[CompRules 2003/07/01]
- Note - Also see Rule 404, "Triggered Abilities."
G20.17 - Trigger Condition
- G20.17a - A triggered ability begins with the word "when," "whenever," or
"at." The phrase containing one of these words is the trigger condition,
which defines the trigger event. [CompRules 2003/07/01]
- Note - Also see Rule 404, "Triggered Abilities."
G20.18 - Type
- G20.18a - A card's type (and subtype, if applicable) is printed directly
below the illustration on the card, on its type line. Cards, tokens,
permanents, and spells all have types. Abilities don't have types. See
Rule 205, "Type Line," and Rule 212, "Type, Supertype, and Subtype."
[CompRules 2003/07/01]
- G20.18b - When an effect changes an object's type, the new type replaces all
previous types. If the effect is adding a type, or allowing an object to
retain its types, it will say so. See Rule 212.1c. [CompRules 2003/07/01]
- G20.18c - The "type" of mana includes both its color (if any) and any
restrictions placed upon it (for example, mana that can be used only to
play artifact spells). See also Mana. [CompRules 2003/07/01]
G20.19 - Type-Changing Effect
- G20.19a - A type-changing effect is an effect that changes the type of an
object. It's generated by a type-changing ability. See Rule 418.5a.
[CompRules 2003/07/01]
G20.20 - Type Line
- G20.20a - The type (and subtype and supertype, if applicable) of a card is
printed directly below the illustration. [CompRules 2003/07/01]
- Note - Also see Rule 205, "Type Line," and Rule 212, "Type, Supertype, and
Subtype."
G21.1 - Unblockable
- G21.1a - If an attacking creature "is unblockable," no creature can legally
block it. Spells or abilities may still cause it to become blocked.
[CompRules 2003/07/01]
G21.2 - Unblocked Creature
- G21.2a - An attacking creature becomes an unblocked creature during the
declare blockers step of the combat phase if no creature blocks it. It
remains an unblocked creature until an effect causes it to become blocked,
it's removed from combat, it stops being a creature, its controller
changes, or the combat phase ends. Unblocked creatures don't exist
outside of the combat phase or before the declare blockers step. See
Rule 309, "Declare Blockers Step." [CompRules 2003/07/01]
G21.3 - Universal Tournament Rules
- G21.3a - The DCI Universal Tournament Rules (
"http://www.wizards.com/default.asp?x=dci/utr/intro") cover tournament
play for all DCI-sanctioned games, including the Magic game.
[CompRules 2003/07/01]
G21.4 - Unless
- G21.4a - Some cards use the phrase "[Do something] unless you [do something
else]." This means the same thing as "You may [do something else]. If
you don't, [do something]." [CompRules 2003/07/01]
G21.5 - Untap
- G21.5a - To untap a tapped card, rotate it back to the upright position.
See also Tap, Tapped, and Untapped. [CompRules 2003/07/01]
G21.6 - Untap Step
- G21.6a - The untap step is the first step of the beginning phase. All
permanents controlled by the active player normally untap at this time.
[CompRules 2003/07/01]
- Note - Also see Rule 302, "Untap Step."
G21.7 - Untapped
- G21.7a - A permanent that's upright is untapped. Tapping permanents shows
that they've been used. Permanents untap during their controllers' untap
steps. See also Tap, Tapped, and Untap. [CompRules 2003/07/01]
G21.8 - Upkeep Step
- G21.8a - The upkeep step is the second step of the beginning phase. Some
cards have abilities that trigger at the beginning of the upkeep step;
such an ability is informally called an "upkeep cost" or an
"upkeep effect." An upkeep cost is usually written in the form "At the
beginning of your upkeep, you may [pay cost]. If you don't,
sacrifice [this card]." These are normal triggered abilities--there are
no special rules for them. [CompRules 2003/07/01]
- Note - Also see Rule 303, "Upkeep Step."
G22.1 - Vanguard Card
- G22.1a - The Vanguard(tm) supplements consist of oversized cards that modify
the game. A Vanguard card is selected before the game begins, adjusting a
player's starting and maximum hand size and starting life total. Any
abilities printed on a Vanguard card have no color, and damage from them
isn't damage from a permanent of any type or a source of any color. A
Vanguard card can't be affected by spells or abilities.
[CompRules 2003/07/01]
G23.1 - Wall
- G23.1a - A Wall is a type of creature that can't be declared as an attacker.
In all other respects, a Wall is the same as any other creature. See
Rule 308.2a. [CompRules 2003/07/01]
G23.2 - Win the Game
- G23.2a - A game immediately ends when a player wins. [CompRules 2003/07/01]
- Note - Also see Rule 102, "Winning and Losing."
G24.1 - X
- G24.1a - If a cost has an "X" in it, the value of X must be announced as
part of playing the spell or ability. (See Rule 409, "Playing Spells and
Activated Abilities.") While the spell or ability is on the stack,
the {X} in its mana cost equals the amount announced as part of playing
the spell or ability. If a card in any other zone has {X} in its mana
cost, the amount is treated as 0. If you're playing a spell that has X in
its mana cost, and an effect lets you play it without paying any cost,
that includes X, the only legal choice for X is 0. See
Rule 409, "Playing Spells and Activated Abilities." [CompRules 2003/12/01]
- G24.1b - In triggered abilities, X is defined when the ability resolves. It
may be defined by the text of the ability, by a keyword ability of the
card, or by the trigger event. See Rule 410, "Handling Triggered
Abilities." [CompRules 2003/07/01]
- G24.1c - In other cases, X is defined by the text of a spell or ability. If
X isn't defined, the controller of the spell or ability chooses the value
of X. All Xs on an object have the same value. [CompRules 2003/07/01]
G25.1 - Y
- G25.1a - See X. [CompRules 2003/07/01]
G25.2 - You, Your
- G25.2a - The words "you" and "your" on an object refer to the object's
controller (or its owner if it has no controller). For static abilities,
this is the current controller of the object it's on. For activated
abilities, this is the player who played the ability. For triggered
abilities, this is the controller of the object when the ability
triggered. See also Controller, Owner. [CompRules 2003/07/01]
G26.1 - Z
- G26.1a - See X. [CompRules 2003/07/01]
G26.2 - Zone
- G26.2a - A zone is any place that Magic cards can be during a game. See
Rule 217, "Zones." [CompRules 2003/07/01]
G26.3 - Zone-Change Triggers
- G26.3a - 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 most common types of zone-change triggers are comes-into-play triggers
and leaves-play triggers. See Rule 410.10. [CompRules 2003/07/01]
- While this work is not officially issued by Wizards of the Coast, it is
the official collected rulings from official sanctioned representatives
of and publications by Wizards of the Coast.
- This summary is collected from rulings made by officials and network
representatives of Wizards of the Coast, along with a number of
unofficial rulings also collected from the net. Whenever a source for
a ruling is known, the name of that person is listed with the ruling.
"Barclay" is Paul Barclay, a previous MTG-L mailing list NetRep.
"CompRules" marks rules from the Comprehensive Rules.
"D'Angelo" is Stephen D'Angelo, the Rules Summary network representative,
and former MTG-L mailing list NetRep.
"DeLaney" is David DeLaney, the network representative for the
"rec.games.trading-cards.magic.rules" newsgroup.
"Jordan" is Jeff Jordan, the MTG-L mailing list NetRep.
"WotC Rules Team" marks official rulings from the rules team.
- These files may be freely copied and posted anywhere you'd like. The
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or in products, but there are two restrictions. I insist that the files
not be sold for profit. Anything you put them in must be available at
no more than cost of duplication. Also, you must give credit to me and
list the version date your work is derived from. Thanks.
- Every attempt has been made to make this summary accurate, but errors do
creep in. Nothing in this work is guaranteed to be accurate. Use at your
own risk.
- Magic: The Gathering and all of the cards listed herein are copyrighted by
Wizards of the Coast.