K - Card and Permanent Types and Information
K.1 - Artifact
- K.1.1 - Cards of type Artifact and Artifact Creature are considered
artifact cards while in or out of play. They are considered "artifacts"
only while in play. While on the stack they are artifact spells.
[CompRules 2001/07/23 - 214.3]
- K.1.2 - A permanent in play may become an artifact due to the effect of a
spell or ability. Turning a permanent into an artifact does not change
the color of that permanent to "colorless". The permanent keeps its
color. [D'Angelo 1998/02/03]
- K.1.3 - When an artifact spell resolves, it is put into play as the last
part of the resolution. [CompRules 1999/04/23]
- K.1.Ruling.1 - Artifacts typically have no color due to the fact that their
mana cost includes no colored mana, but they can be given a color by a
spell or ability. [CompRules 2001/07/23 - 214.6a]
- K.1.Ruling.2 - On some really old cards (from Limited Edition, Unlimited
Edition, Arabian Nights, and Antiquities), the terms "Mono Artifact",
"Poly Artifact", and "Continuous Artifact" appeared on cards. All such
cards have errata. See the individual card entries for details.
[D'Angelo 1998/02/03]
- K.1.Ruling.3 - When an artifact leaves play, any continuous effects it had
stop affecting the game immediately, but any duration effects it had last.
For example, when Kormus Bell leaves play, Swamps in play stop being
creatures, but when a Baton of Morale leaves play, the banding effect
continues until end of turn. [D'Angelo 1998/02/03]
- Note - Artifact spells can be played only during either of your main phases
and only when the stack is empty. See Rule T.2 and Rule P.8.3.
- Note - In previous editions there was a rule that when an artifact is
tapped, its abilities did not work. This rule no longer exists. Tapped
artifacts still have their abilities function. [D'Angelo 1999/05/01]
The following artifacts still turn off (due to errata on these cards):
Howling Mine, Static Orb, Storage Matrix, and Winter Orb.
The following artifacts have one ability that turns off but others that
remain working: Voodoo Doll and Watchdog.
K.2 - Artifact Creature
- K.2.1 - Cards of type Artifact Creature are both artifacts and creatures
in all ways and are affected by anything that affects either type of
card. [CompRules 2001/07/23 - 214.6b]
- K.2.2 - When an artifact creature spell resolves, it is put into play as the
last part of the resolution. [CompRules 1999/04/23]
- K.2.Ruling.1 - Because they are creatures, they are subject to creature
restrictions such as being unable to attack unless they started your most
recent turn in play under your control (see Rule G.37).
[D'Angelo 1998/02/03]
- K.2.Ruling.2 - Artifact Creature cards are considered to be "creature cards"
wherever they may be, in play, in your hand, or wherever. While on the
stack, they are both creature and artifact spells. [D'Angelo 1998/02/03]
- Note - Artifact Creature spells can be cast only during either of your main
phases and only when the stack is empty. See Rule T.8.4 and Rule P.8.3.
K.3 - Card Name
- K.3.1 - A card's name is the name printed on the top left of the card.
[CompRules 2001/07/23 - 202.1]
- K.3.2 - Whenever a card's (or token's) text mentions its own name, it means
to refer to itself, not to all cards (or tokens) of its name.
[CompRules 2001/07/23 - 202.2] [D'Angelo 2001/08/15] A good rule of thumb
is to replace all instances of a card's (or token's) own name with the
words "this card" when reading it. [D'Angelo 1998/02/03] A card may use
text to override this, such as "the number of creatures named Plague Rats
in play". [DeLaney 2000/01/13]
- K.3.3 - Two cards (or tokens) are considered to have the same name if the
English versions of their names are identical, regardless of anything else
printed on the cards (or granted to the tokens).
[CompRules 2001/07/23 - 202.3] [D'Angelo 2001/08/15]
- K.3.4 - Whenever a card (or token) grants an ability to a permanent that
includes the card's (or token's) name, the name refers only to the
card (or token) that generated the effect granting the ability, not to any
other instances of that card (or token). [CompRules 2001/07/23 - 202.2]
[D'Angelo 2001/08/15]
- K.3.Ruling.1 - It is possible for a card to have more than one name.
For example, the Split Cards, see Rule K.24. [Jordan 2000/12/26]
This is the only way to have a card have more than one name.
- Note - Token creatures have a card name as specified in the spell or ability
that generated them. See Rule K.25.3. [D'Angelo 1998/02/03]
K.4 - Card Types
- K.4.1 - A card's type is listed on the center of the card. The following
are legal card types: Artifact, Creature, Land, Enchantment, Instant, and
Sorcery. Artifact Creature cards have both Artifact and Creature types.
[CompRules 2001/07/23 - 212.1]
- K.4.Ruling.1 - Creature cards also list subtype called a creature type.
See Rule K.11 for more information. [CompRules 2001/07/23 - 212.2]
- K.4.Ruling.2 - Enchantment cards may also list a subtype. See Rule K.12 for
more information. [CompRules 2001/07/23 - 212.2]
- K.4.Ruling.3 - Land cards have a subtype called a land type. See Rule K.16
for more information. [CompRules 2001/07/23 - 212.2]
- Note - Older cards of type "Summon" have errata to now be of type
"Creature". [D'Angelo 1999/05/01]
- Note - Older cards of type "Interrupt" and "Mana Source" have errata to now
be of type "Instant". [D'Angelo 1999/05/01]
K.5 - Changing a Permanent's Type
- K.5.1 - If a spell or ability changes a permanent's type, it replaces all
previous and current permanent types. The spell or ability may list
permanent types which remain. For example, Stalking Stones says that
it remains a land when it changes into a creature.
[CompRules 2001/07/23 - 214.4/4a]
- K.5.2 - If a spell or ability changes a permanent's type, none of the
abilities of the permanent are changed unless the effect says they do.
[WotC Rules Team 1999/03/18] The only time abilities are changed
implicitly is changing a land's subtype to a basic land type.
[D'Angelo 1999/05/01]
- K.5.3 - If a spell or ability changes a permanent's type, this does not
remove any counters, any damage, or any effects on that permanent. They
remain even if they are meaningless to the new type.
[CompRules 2001/07/23 - 214.4]
- K.5.4 - Spells and abilities that change a permanent's type change the
permanent's initial characteristics, not its current ones. This is
subtle, but it means that a type changing effect will not override an
effect that modifies a characteristic. For example, if an artifact had
the ability "{2}: This permanent is a 3/2 artifact creature" and the
ability was used, its initial power/toughness would be 3/2. If later an
ability "target creature is 0/2" was used, the value would change to 0/2.
At this point, playing the artifact's ability again will not have any
additional effect because it will replace the initial 3/2 and it will
not override the more recent effect. [CompRules 2000/07/23 - 214.5]
This rule also applies to changing a permanent's subtype.
[DeLaney 2000/01/13]
- K.5.5 - Changing a permanent's type does not change its color. For example,
changing an artifact into a creature will not give the artifact a color,
and changing a green creature into an artifact will not remove its color.
[D'Angelo 1998/02/03]
- K.5.6 - Changing a permanent's type does not count as having a permanent of
the new type "come into play". The permanent was already in play, it
just changed types. [D'Angelo 1998/02/03] For example, if you animate an
artifact so it is now an artifact creature, it does not trigger abilities
that trigger on a creature coming into play.
- K.5.7 - Changing a permanent's type does not change the card's type.
[CompRules 2001/07/23 - 214.4] If you change an artifact card to a
creature, the card is still just an artifact card and not a creature card,
even though the permanent is now just a creature.
- K.5.Ruling.1 - The most common type change is to change a land or artifact
into a creature. This is commonly referred to as "animating" the land or
artifact. These changes usually leave the permanent being both a land and
a creature or both an artifact and a creature. [D'Angelo 1999/05/01]
- K.5.Ruling.2 - When a permanent is changed into a creature, it is a creature
in all ways. For example, the permanent cannot be tapped for an ability
if it was not controlled since the start of its controller's most recent
turn (see Rule G.37). [D'Angelo 1999/05/01]
- K.5.Ruling.3 - When a permanent is changed into a creature, it does not have
a creature type at all unless the spell or ability specifies one. For
example, the Forests animated by Living Lands have no creature type.
[WotC Rules Team 1997/06/01]
- K.5.Ruling.4 - When a permanent is changed into a creature, the power and
toughness specified in the spell or ability are considered the permanent's
initial power and toughness. See Rule K.5.4. [WotC Rules Team 1998/02/01]
- K.5.Ruling.5 - If an effect re-animates an already animated land or
artifact, the effects changes the initial power/toughness of the creature
and not the current power/toughness of the creature.
[WotC Rules Team 1998/02/01] Thus, a Mishra's Factory with a -1/-1
counter cannot override the counter no matter how many times its animating
ability is used.
- K.5.Ruling.6 - If an effect re-animates an already animated land or artifact
and the effect gives abilities to the creature, the abilities listed
become the initial abilities of the creature. [WotC Rules Team 1998/03/01]
For example, if the animating effect says the creature becomes a "1/1
creature with Flying", Flying is considered an initial ability.
- K.5.Ruling.7 - When a permanent stops being a creature, 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 a non-creature, then they do not do anything. But if the land or
artifact returns to being a creature, they may take effect again.
[WotC Rules Team 1995/09/22] 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.
- K.5.Ruling.8 - When a permanent stops being a creature, any enchant
creatures on it are put into their owner's graveyards. See Rule K.12.4.
[D'Angelo 1998/02/03]
- Note - See Rule K.11.8 for changing a permanent's creature type.
- Note - See Rule K.16.4 - Rule K.16.6 for changing a permanent's land type.
K.6 - Characteristics
- K.6.1 - Every card and token has characteristics which define it. The
following count as characteristics: name, color, mana cost, card type and
subtype, permanent type and subtype, expansion symbol, abilities, power,
and toughness. [CompRules 1999/04/23]
- K.6.2 - Characteristics do not include other information, such as whether or
not a permanent is tapped or who its controller is. [CompRules 1999/04/23]
- K.6.3 - The initial characteristics of a permanent are the values printed
on the card, or the values specified by the spell or ability that created
the token or changed the type of the permanent. [CompRules 1999/04/23]
- K.6.4 - The characteristics of a spell start out set to the characteristics
of the card. They are then tracked through the spell's life cycle.
Changing the spell (with a Sleight of Mind or Chaoslace or similar
effect) can change the spell's characteristics. When it resolves, it will
still have those changed values. If the spell becomes a permanent, it
enters play with (and keeps) the changed values, however the rules
consider the permanent's initial values to be that of the card and for the
effect that altered the spell to be altering the permanent much like it
would if you had played the Sleight of Mind (or whatever) after it came
into play. [bethmo 1998/05/22]
- K.6.5 - The characteristics of an ability start out with the characteristics
of the permanent that generated the ability, or if it is an ability of a
card not in play, then it starts with the characteristics of the card.
This information is recorded when ability is announced. The
characteristics are then tracked through the ability's life cycle
separately from the source of the ability. Changing the source of the
ability (with a Sleight of Mind or similar effect) or even destroying
the source of the ability will not change the ability.
[CompRules 1999/04/23] Note that few abilities refer to their own
characteristics. They usually refer to the characteristics of their
source, which pulls Rule K.6.6 and Rule K.6.7 into effect.
[D'Angelo 1999/04/11]
- K.6.6 - If a spell or ability is to check the characteristics of something
during its resolution, then the characteristics are looked up on an
as-needed basis. They do not get "locked in" at any particular point in
time. [bethmo 1998/10/23]
- K.6.7 - If a spell or non-static ability is to check the characteristics of
something and that something is no longer in play at the start of
resolution, use the last value that something had before it left play.
[CompRules 1999/04/23] Static abilities never use last known information.
[Rules Team 2001/05/01] This same rule applies for any zone change. If
the card is not in the zone it was expected to be in, use its last known
state in that zone. [CompRules 1999/11/01]
- K.6.Ruling.1 - Abilities gained by any means count as part of the
characteristics. For example, the text added by Zombie Master, the
Mountainwalk and +1/+1 granted by Goblin King.
[WotC Rules Team 1997/10/06]
- K.6.Ruling.2 - Characteristics do not include the abilities of enchantments
that are on a permanent. For example, the "cannot be targeted" ability of
Favorable Destiny is not granted to the creature as an ability.
[Aahz 1997/08/04] An enchantment ability which says the enchanted
permanent "has" or "gains" something grants an ability. Otherwise, it
just has an effect. [DeLaney 2000/01/13]
- K.6.Ruling.3 - If a spell or ability targets itself or its source and needs
to check the characteristics during resolution, it will check during
resolution just like it would if targeting something other than itself.
[WotC Rules Team 1997/07/03]
- K.6.Ruling.4 - If the ability of a permanent says "<-cardname->
does <-something->", then the effect is considered to come from the
permanent, so if you need to check characteristics, such as color, then
check the permanent on resolution. This means that changes to the
permanent can possibly affect the result. See Rule K.6.5.
[bethmo 1998/11/03]
- K.6.Ruling.5 - If the ability of a permanent says "Do <-something->" (without
saying that the permanent does it, as with Rule K.6.Ruling.4), then the
ability is doing the effect, not the permanent. In this case, you
use the characteristics of the ability, which by Rule K.6.4 are the same
as what the permanent had when the ability was announced.
[bethmo 1998/11/03]
K.7 - Color of a Spell/Permanent
- K.7.1 - The base color(s) of a spell and a permanent are the color(s) of
mana specified in the mana cost (see Rule K.18).
[CompRules 2001/07/23 - 203.2]
- K.7.2 - If a card has only generic mana in its mana cost, or if it has no
mana cost (which is the case with lands), then the card has no color and
is said to be "colorless". [CompRules 2001/07/23 - 203.2]
- K.7.3 - If the color of a spell is changed during casting, the color change
effect will continue to affect the permanent when it is in play.
[CompRules 1999/04/23]
- K.7.4 - A card with more than one color in its mana cost is considered to be
of all the colors shown. [CompRules 2001/07/23 - 203.2] For example a
card with the mana cost {2}{W}{B} is both white and black.
- K.7.5 - If the color of a card is changed to a new value, this value
overrides all the previous colors. [CompRules 1999/11/01] For example,
Thoughtlace will turn a multicolored card to be just blue.
- K.7.6 - A card with a zero mana cost may specify that it has a color in its
card text. This text is considered explanatory and is not an ability.
The text is subject to effects such as Sleight of Mind.
[CompRules 1999/11/01]
- K.7.Ruling.1 - The background color of the card is used only as an aid.
[CompRules 2001/07/23 - 203.2] For example, the error where the
Serendib Efreet in the Revised Edition has a green background color,
but the card is blue because the mana cost includes blue mana and no
green mana.
- K.7.Ruling.2 - Since a card with more than one color is considered to be
all of the colors shown (see Rule K.7.4), Terror cannot affect a card
which is both black and red. Terror cannot target a black card. And
a Circle of Protection from either color could prevent damage from the
spell or permanent. [D'Angelo 1998/02/03]
- K.7.Ruling.3 - Because of Rule K.7.4, spells and abilities that affect
something "non-black" will not affect things which are even partly black.
[D'Angelo 1998/02/03]
- K.7.Ruling.4 - Since the mana symbols on the card determine its color (see
Rule K.7.1), changing the mana symbols will change the initial color
definition of the card. Changing the initial color will not override any
effects which change the actual color, since the initial value is applied
before other effects. [D'Angelo 1998/02/03]
- K.7.Ruling.5 - The term "multicolored" is used to describe cards, spells, or
permanents which have more than one color. [CompRules 2001/07/23 - 203.2]
- Note - Also see Color, Rule G.3.
K.8 - Converted Mana Cost
- K.8.1 - The converted mana cost is the amount of mana in the mana cost (see
Rule K.18) if you ignore the colors required. This results in a generic
mana number. For example, a mana cost of {3}{U}{U} results in a converted
mana cost of {5}. [CompRules 2001/07/23 - 203.3]
- K.8.Ruling.1 - You ignore additional costs (such as Kicker) and cost
reductions. You only look at the cost printed on the card.
[Apocalypse FAQ 2001/05/24]
K.9 - Creature
- K.9.1 - A creature card is a card of type "Creature"
or "Artifact Creature". [CompRules 1999/04/23] Note that older cards used
the word "Summon" instead of "Creature" to indicate a creature card.
[D'Angelo 1999/05/01]
- K.9.2 - When a creature spell resolves, it is put into play as the last part
of its resolution. [CompRules 1999/04/23]
- K.9.3 - A creature card is a creature card no matter what zone it is in.
A creature card is a "creature" only while in play. It is a creature
spell while on the stack. [CompRules 1999/04/23]
- K.9.Ruling.1 - A creature in play may be a creature card, or it may be a
land, artifact, or enchantment which has been changed to a creature
permanent type (see Rule K.5). [D'Angelo 1998/02/03]
- K.9.Ruling.2 - When a creature card leaves play, any continuous effects it
had end immediately, but any duration effects it had last. For example,
when Goblin King leaves play, Goblins no longer get its benefit.
[D'Angelo 1998/02/03]
- Note - See "Creature Power and Toughness", Rule K.10, for more information.
- Note - See "Creature Type", Rule K.11, for more information.
- Note - Creature spells can be cast only during either of your main phases
and only when the stack is empty. See Rule T.2 and Rule P.8.2.
K.10 - Creature Power and Toughness
- K.10.1 - The initial power/toughness of a creature is specified in the lower
right hand corner of a creature card. Power is the number to the left of
the slash and toughness is the number to the right. For example, "2/3"
indicates a power of 2 and toughness of 3. [CompRules 2001/07/23 - 208.1]
- K.10.2 - Counters on a creature are applied before applying any external
effects. [CompRules 1999/04/23]
- K.10.3 - A creature with negative power or toughness is considered to have
zero power/toughness for all reasons other than for changing the
power/toughness. [D'Angelo 1999/05/01] For example, a creature with power
of -2 deals zero damage in combat (which is to say, it does not deal
damage at all).
- K.10.4 - A creature is considered to have "lethal damage" if it has at
least as many points of damage on it as its toughness. A creature with
"lethal damage" is destroyed as a state-based effect (see Rule T.11).
[CompRules 1999/04/23]
- K.10.5 - All asterisks (*) in the power/toughness of creature are considered
to be zero when the card is not in play. [CompRules 2001/07/23 - 208.2]
- K.10.6 - A creature with a toughness of zero or less is put into its owner's
graveyard as a state-based effect. [CompRules 1999/04/23] This cannot be
regenerated from. [CompRules 1999/04/23]
- K.10.7 - The text on a card that defines the values for an asterisk ('*')
in the power and/or toughness is not an ability. It is simply text that
sets the characteristic. This text applies while the card is in play
and the card acts as if the calculated values were printed on the card.
[CompRules 2001/07/23 - 208.2] The value is continuously calculated and
so it may change at any time. [D'Angelo 2001/08/15]
- K.10.Ruling.1 - Because of Rule K.10.2, the current power/toughness of a
creature is calculated like this: a) start with the initial value,
b) apply any plusses and minuses from counters, c) apply plusses and
minuses from other effects (or any effects that simply set the power
toughness) in the order in which those effects entered play (unless the
ordering rules for continuous effect change this ordering).
[CompRules 1999/04/23] [D'Angelo 2002/04/20]
- K.10.Ruling.2 - Because of Rule K.10.2, an effect which sets the value of
power/toughness will always override counters, even if the counters were
put on the creature afterwards. [D'Angelo 1998/02/03]
- K.10.Ruling.3 - Enchantments and other effects on a creature which change
the power of the creature do not change the color of damage the creature
does. [D'Angelo 1998/02/03] For example, a Mesa Pegasus with
Firebreathing on it and Giant Growth cast on it still deals white
damage.
- K.10.Ruling.4 - Damage is not subtracted from toughness. A 5 toughness
creature with 4 damage on it still has a toughness of 5 for all reasons.
[bethmo 1994/03/01]
- K.10.Ruling.5 - There was a rule at one time that effects which doubled or
halved power and toughness were converted to +X/+Y or -X/-Y on resolution.
This rule was removed. [Rules Team 2001/05/01] Note that most cards that
used to say they they doubled or halved values now have textual errata
so they work as +X/+Y or -X/-Y now anyway.
- Note - Animated creatures (see Rule K.5) will specify the initial power and
toughness in the effect that animates them. See Rule K.5.4.
- Note - Damage on a creature accumulates during the turn and is removed in
the cleanup step (see Rule P.13). See Rule G.10.2.
K.11 - Creature Type
- K.11.1 - For "Creature - Xxxx" cards, the creature type is "Xxxx".
[CompRules 2001/07/23 - 212.2a] Older cards used "Summon Xxxx" to
indicate a creature's type. [D'Angelo 1999/05/01]
- K.11.2 - "Artifact Creature" cards usually do not have a creature type,
but they may. This is indicated like "Artifact Creature - Xxxx"
where "Xxxx" is the creature type. [CompRules 2001/07/23 - 212.2a]
- K.11.3 - Cards which say "Counts as a <-creature type->" (see Rule G.9) are
considered to be of that creature type. [CompRules 1999/04/23] For
example, Wall of Spears is an artifact creature which says "Counts as a
Wall", so it is of creature type Wall. Note that all cards which used to
do this have errata to include the creature type in the type line.
- K.11.4 - A creature may have multiple types. Each word counts as a separate
type. [CompRules 2001/07/23 - 212.2a] For example, "Creature - Goblin
Wizard" means it is both a Goblin and a Wizard.
- K.11.5 - The plural of a creature type is the same as the base creature
type. For example, Goblin and Goblins are the same, and Faerie and
Faeries are the same. [CompRules 2001/07/23 - 214.7b]
- K.11.6 - Creature types that differ only by gender are the same. For
example, Actor and Actress are the same, as are Sorcerer and Sorceress,
and Brother and Sister. [CompRules 2001/07/23 - 214.7b]
- K.11.7 - If you are asked to choose a creature type, you must choose a
creature type which already exists in the game. You cannot make up your
own type, such as Platypus. The chosen type can only have one word.
[WotC Rules Team 2002/10/01]
- K.11.8 - Changing a permanent to a specific creature type, with a card such
as Fowl Play or Conspiracy, removes all other creature types unless
the effect specifies that one or more previous creature types remain.
[CompRules 2001/07/23 - 214.4/4a] It can remove the Legendary nature of
the creature if it was a Legend. See Rule K.17.5 for more information.
- K.11.9 - Changing a creature to a non-creature permanent type removes its
creature type. [CompRules 2001/07/23 - 214.4b]
- K.11.Ruling.1 - "Artifact Creature", "Land Creature", and "Enchantment
Creature" are not creature types. Those are permanent types.
[Mirage, Page 14] [D'Angelo 2000/02/15]
- K.11.Ruling.2 - Other card characteristics, such as color, do not count as
a creature type either. So "red creatures" or "flying creatures" are not
valid choices for a creature type.
[Duelist Magazine #9, Page 36, 1996/02/01]
- Note - Animated lands and artifacts (see Rule K.5) do not have a creature
type unless the effect specifically gives them one. See
Rule K.5.Ruling.3.
- Note - Token creatures have a creature type the same as the token name.
See Rule K.25.4.
K.12 - Enchantment
- K.12.1 - Global enchantments are of card type "Enchantment" or
"Enchant World". They are put in play in your territory (in front of
you) when they resolve and can affect any number of players or permanents.
[CompRules 2001/07/23 - 214.8a/8b/8k]
- K.12.2 - Local enchantments are of card type "Enchant <-something->",
where <-something-> is Creature, Land, Artifact, Enchantment, or Permanent.
They are played on a permanent of type <-something->. You do not have to
control the permanent you play it on (unless so specified by the card).
[CompRules 2001/07/23 - 212.2b+214.8a] Note that "Enchant World" cards
are not local enchantments and do not have a subtype.
[CompRules 2001/07/23 - 212.2b]
- K.12.3 - Local enchantment spells target the permanent they are going to
enchant. This target choice is made when the spell is first played. If
put into play directly, the choice of what to enchant is made by the
player putting it into play at the time it would be put into play, and
this is not considered targeting. [CompRules 2001/07/23 - 214.8c/8d]
- K.12.4 - Local enchantments have a requirement that they enchant a card of
the type <-something-> specified. If at any time the permanent they are on
stops being of that card type, or if the permanent becomes unenchantable
by the enchantment, or if the permanent they are on leaves play, the
enchantment is put into its owner's graveyard as a
State-based Effect (see Rule T.11). [CompRules 2001/07/23 - 214.8c/8e]
- K.12.5 - Local enchantments may have text saying "Play this card only
on a <-restriction->" or "This card can only enchant a <-restriction->".
The <-restriction-> is considered a restriction which applies while the
spell is being played and while the enchantment is in play. If at any
time the permanent it is on does not meet that restriction, the
enchantment will be put into the graveyard as a State-Based Effect (see
Rule T.11). [CompRules 2001/07/23 - 214.8c/8e] For example,
Armor of Thorns says "Armor of Thorns can enchant only a nonblack
creature" and it will be put into its owner's graveyard if the permanent
it on becomes black, and it will be countered if it tries to resolve and
the permanent it is suppose to enchant has become black.
[D'Angelo 2000/02/15]
- K.12.6 - A local enchantment cannot ever enchant itself.
[CompRules 2001/07/23 - 214.8f]
- K.12.7 - The text "enchanted <-something->" refers to the permanent which
the local enchantment is on. It does not refer to any other permanent.
[CompRules 2001/07/23 - 214.8g]
- K.12.8 - The abilities of a local enchantement do not target the enchanted
permanent unless they are activated abilities that can target something.
[CompRules 2001/07/23 - 214.8h] For example, the use of Firebreathing
does not target the enchanted creature when it is used.
- K.12.9 - Changing the controller of a permanent does not change the
controller of local enchantments which are on the permanent. So if
someone takes control of your Llanowar Elves with Regeneration on
them, you still control the Regeneration card, and only you can pay to
use it. [CompRules 2001/07/23 - 214.8i]
- K.12.10 - Enchant World cards are just like normal "Enchantment" cards,
except that only one Enchant World can be in play at a time. If an
Enchant World is brought into play, all other Enchant Worlds in play are
put into the graveyard as a state-based effect (see Rule T.11).
[CompRules 1999/04/23] If more than one enters play at the same time, all
of them are put into the graveyard. [Mirage, Page 57] The game always
knows which entered play first, even if they enter play during a single
"event" (see Rule T.1.6). [WotC Rules Team 1997/10/06] Enchant Worlds
are not like Legends. Legends allow one of any given name in play.
Enchant Worlds just allow one in play regardless of name.
[D'Angelo 1998/07/17]
- K.12.11 - The effect of a local enchantment on the permanent it enchants
does not validate or invalidate any conditions in its own text. For
example, a card which says "enchanted green creature is black" does not
cause its effect to be cancelled, and a card which says "enchanted
non-creature artifact is an artifact creature" does not cause itself to
effect to be cancelled. Similarly, Transmogrifying Licid does not make
its target legal when it says "enchanted creature is an artifact
creature". [WotC Rules Team 1999/03/18] You can play as if "enchanted
A does B" instead read "as long as enchanted permanent is an A, it
does B" so the enchantment's effect gets ordered after anything which
would change the permanent to match the condition. [bethmo 1999/04/08]
- K.12.12 - If a spell or ability puts a local enchantment into play, the
player who puts the enchantment into play chooses where to put the
enchantment. It must go to a legal location. The enchantment is not
considered to be targeting the permanent is is played on.
[CompRules 2001/07/23 - 214.8d]
- K.12.13 - A global enchantment has no subtype. A local enchantment's
subtype (also called its enchantment type) is the word after "Enchant".
For example, an "Enchant Creature" has a "Creature" subtype. Local and
Global are not subtypes; they are categories.
[CompRules 2001/07/23 - 212b]
- K.12.14 - If a local enchantment is being put into play by a spell or
ability, it cannot do so to a permanent which the enchantment cannot
legally enchant. The spell or ability will leave the local enchantment
in the zone it was in instead of putting it into play.
[CompRules 2001/07/23 - 214.8d]
- K.12.Ruling.1 - Global enchantment spells may target something when played,
but they are still played in your territory. You do not play a global
enchantment onto another player. [D'Angelo 1998/02/03]
- K.12.Ruling.2 - When an enchantment leaves play, any continuous effects it
had end immediately, but any duration effects it had last. For example,
when Armor of Faith leaves play, the +1/+1 is lost, but any extra
toughness added by its ability lasts until end of turn.
[D'Angelo 1998/02/03]
- K.12.Ruling.3 - The text "<-something-> enchantment" refers to a local
enchantment of type "Enchant <-something->". So a "creature enchantment"
is an "Enchant Creature" card. [DeLaney 1997/01/28]
- K.12.Ruling.4 - Enchant World spells are not more powerful than other
enchantments or effects. They are applied normally. [bethmo 1994/07/07]
- K.12.Ruling.5 - Enchantments are not specifically prevented from becoming
tapped, but they generally do not tap. They are most commonly found
tapped if the enchantment was changed to a creature or artifact at some
time and was tapped while it was of that other permanent type.
[D'Angelo 1997/10/11]
- K.12.Ruling.6 - The statement "becomes an enchant creature
enchanting <-permanent->" will allow the local enchantment to be placed on
something it could not legally enchant. If the location is not legal, the
local enchantment will be put into the graveyard as a state-based effect
as per Rule K.12.4 and Rule K.12.5. For example, if Animate Dead is
used on a White Knight, Animate Dead briefly enchants the Knight before
it goes to the graveyard. [D'Angelo 2000/04/11]
- K.12.Ruling.7 - The rule that an enchantment cannot enchant
itself (Rule K.12.6) overrides any attempt to "become an enchant creature
enchanting itself". If this tries to happen, the permanent becomes a
local enchantment enchanting nothing, then is put into the graveyard as
a state-based effect. [D'Angelo 2000/04/11]
- Note - Enchantment spells can be played only during your main phase and only
when the stack is empty. See T.2 and Rule P.8.3. [CompRules 1999/04/23]
K.13 - Expansion Symbol
- K.13.1 - Many cards have an expansion symbol to indicate which expansion set
the card is from. This symbol is on the right side of the middle section
of the card. [CompRules 2001/07/23 - 206.1]
- K.13.2 - In newer sets (starting with Exodus in mid 1998), the color of the
expansion symbol indicates the rarity of the card. Gold for rare, silver
for uncommon, black for common. Older sets (prior to Exodus) always used
black for the expansion symbols. [CompRules 2001/07/23 - 206.2]
- K.13.3 - A spell or ability which affects cards from a certain expansion set
only affects ones with the appropriate expansion symbol on it.
[CompRules 2001/07/23 - 206.3]
- K.13.4 - The expansion symbols for various sets are:
Limited Edition = No symbol.
Unlimited Edition = No symbol.
Revised Edition = No symbol.
Fourth Edition = No symbol.
Fifth Edition = No symbol.
Sixth Edition = Roman numeral six ("VI").
Seventh Edition = A stylized "7".
Arabian Nights = Scimitar (curved sword).
Antiquities = Anvil.
Legends = Top of a greek column.
The Dark = A partially eclipsed moon.
Fallen Empires = Crown.
Ice Age = Snowflake.
Homelands = Planet (a circle with blotches on it).
Alliances = Flag.
Mirage = Palm Tree.
Visions = Stylized 'V'.
Weatherlight = Open Book.
Tempest = Cloud with lightning.
Stronghold = Gated Door.
Exodus = Bridge.
Unglued = Cracked Egg.
Urza's Saga = Two Gears.
Urza's Legacy = Hammer.
Urza's Destiny = Flask.
Mercadian Masques = A Mask.
Nemesis = An Axe.
Prophecy = A set of three crystals.
Invasion = A funny shape.
Planeshift = A swirl.
Apocalypse = A mask with fangs.
Odyssey = A crystal ball on a holder.
Torment = A snake curled in upon itself.
Judgment = A set of scales.
Onslaught = A pair of interlocked letters "M".
Promotional = Dragon. Pen. Stylized 'M'. Feather. DCI symbol.
Portal = Circle with radial lines.
Portal Second Age = Pentagram with radial lines.
Portal Three Kingdoms = Chinese symbol for 3.
K.14 - Instant
- K.14.1 - Cards of type "Instant" are played when you can play an instants,
and they are put into the graveyard when they resolve.
[CompRules 1999/04/23]
- K.14.2 - An Instant cannot come into play. If one would come into play,
it remains where it is instead. [WotC Rules Team 2001/08/01]
- K.14.Ruling.1 - Abilities of permanents commonly are played whenever an
instant canbe played, but they do not cause the permanent to go to the
graveyard. [D'Angelo 1999/02/03]
- Note - Instants can be used at many times during both players turns.
See Rule T.1.4 and Rule T.1.5.
K.15 - Land
- K.15.1 - Lands can only be played during your main phase, and only if the
stack is empty. See Rule P.8.4. [CompRules 1999/04/23]
- K.15.2 - A land card is not a spell card and is not placed on the stack when
played. It is put directly into play. This action cannot be responded
to with a spell or ability. [CompRules 1999/04/23]
- K.15.3 - Land cards have two categories: basic and nonbasic. Basic and
nonbasic are not types or subtypes. [CompRules 1999/04/23]
- K.15.4 - A basic land has a built-in ability to produce colored mana. The
card is treated as if its text box read "{Tap}: Add <-mana symbol-> to your
mana pool" even if the text box does not actually contain text. Plains
produce {W}, Islands produce {U}, Swamps produce {B}, Mountains
produce {R}, and Forests product {G}. [CompRules 1999/04/23]
A non-basic land which says it "is" or "counts as" a basic land type also
has the above text. [DeLaney 2000/01/13]
- K.15.5 - Lands have no color. For example, Forests are not green cards.
They can be given a color by a spell or ability. [CompRules 1999/04/23]
- K.15.6 - If there is a question about what mana gets produced by a land,
first figure out what kind of land it is by applying any land type
changing effects (like Conversion or Phantasmal Terrain) in the
order they entered play. Then figure out what color or type of mana it
produces by applying any color changing or type changing effects (like
Reality Twist). Finally figure out any additional mana that might be
produced (from Wild Growth, Mana Flare, etc.).
[D'Angelo 1998/02/03] Also see Rule T.8 for additional information on the
interaction of continuous effects.
- K.15.7 - A land has a mana cost of zero. [CompRules 2001/07/23 - 203.1]
- K.15.Ruling.1 - Not all lands produce mana. If a nonbasic land does not
specifically say that it produces mana or that it is a basic land type,
then it does not produce mana. [CompRules 1999/04/23]
- K.15.Ruling.2 - If a spell or ability puts a land into play (see Rule G.28),
this does not count as you playing a land for any reason. For example,
it does not count as your one land for that turn. [CompRules 1999/11/01]
- K.15.Ruling.3 - When a land leaves play, any continuous effects it had end
immediately, but any duration effects it had last. For example, when
Glacial Chasm leaves play, you no longer get its benefit.
[D'Angelo 1998/02/03]
- K.15.Ruling.4 - When you announce the playing of a land, your "play a land"
action is used for the turn. It remains used even if a replacement
ability causes the land to not enter play. [bethmo 1999/11/18] This is
because playing a land consists of two parts, first choosing a land in
your hand and announcing that you are playing it, and second resolving by
putting it into play. Replacing the second part does not replace the
announcement. [DeLaney 2000/01/13]
- K.15.Ruling.5 - When an effect allows you to put an extra land into play
from your hand, you have to state whether the land you are playing is your
normal land play or specify which of the effects you are using.
[CompRules 1999/11/01]
- Note - See "Land Type", Rule K.16, for more information.
K.16 - Land Type
- K.16.1 - All lands have a land type (also called a "subtype") that is the
same as the land card's name. In addition, lands may "count as" (see
Rule G.9) other types. [CompRules 2001/07/23 - 212.2c]
- K.16.2 - Basic land types are: Forest, Island, Mountain, Plains, and Swamp.
All other land types are not considered basic lands.
[CompRules 1999/04/23]
- K.16.3 - Any land which is not a basic land is a nonbasic land. Even if its
rules text or an effect state that it "counts as" a basic land type, it is
still nonbasic. [CompRules 1999/04/23]
- K.16.4 - Changing a land to a basic land type erases the card name and all
abilities of the old land type and puts in the abilities and card name of
the new land type. It also erases any Legendary (see Rule K.17) status.
[CompRules 1999/04/23] It does not change any other characteristics, such
as whether or not the land is a creature. [WotC Rules Team 2000/06/06]
For example, if a land is turned into a Swamp, its card name is now
Swamp, its land type is Swamp, and its card text is "{Tap}: Add {B} to
your mana pool." See Rule K.15.4.
- K.16.5 - Changing a land to another land type does not change other
characteristics of the card, such as color, and so on.
[CompRules 1999/04/23]
- K.16.6 - Changing a permanent's land type to a basic land removes all other
land types of the permanent unless the effect specifies one or more land
types will remain. It does not remove any other types the permanent has,
such as creature or artifact. [CompRules 2001/07/23 - 214.4/4a]
- K.16.7 - Changing a land to a non-land permanent type removes the land's
land type. [WotC Rules Team 2000/04/04]
- K.16.8 - Adding a land type to a land does not remove any of the land's
other types and does not change the land's name. It simply adds the
land type and a new ability to generate mana (as appropriate for the land
type). [WotC Rules Team 2001/06/07]
- K.16.Ruling.1 - If a land is animated into a creature by an effect with a
duration (such as Mishra's Factory or Thelonite Druid), and its land
type is changed, it will still stay animated until the animation effect
ends. [WotC Rules Team 1995/11/10]
- K.16.Ruling.2 - "basic land" and "nonbasic land" are not land types. They
are categories of lands. [CompRules 2001/07/23 - 212.2c]
- Note - See "Snow-Covered Lands", Rule K.21, for more information on them.
K.17 - Legendary Permanents
- K.17.1 - A permanent is legendary if its type includes "Legendary" or its
creature type includes Legend. [CompRules 1999/04/23]
- K.17.2 - Only one legendary permanent of a given name can be in play at a
time. If a legendary permanent enters play (or a permanent becomes
legendary) when another legendary permanent of that name is already in
play, the one that just entered play or that just became legendary is put
into its owner's graveyard. If more than one of the same name enters play
or become legendary at the same time, then all of them are put into their
owner's graveyards. This is done as a state-based effect (see Rule T.11).
[CompRules 1999/04/23] [D'Angelo 2001/06/22]
- K.17.3 - Legendary creatures are of creature type Legend, so have the card
type entry of "Creature - Legend". Other legendary permanents are listed
as "Legendary Artifact", "Legendary Enchantment", and "Legendary Land".
[CompRules 1999/04/23]
- K.17.4 - If a creature Legend is changed to a non-creature permanent type,
it is still a legendary permanent. This is true for any type changes to
legendary permanents. They do not lose their legendary status.
[CompRules 1999/11/01] Similarly, if a Legendary non-creature is changed
into a creature, it gains creature type Legend. [CompRules 1999/11/01]
- K.17.5 - Any change to a permanent which changes the card's name can
remove Legendary status. [bethmo 1999/04/10]
- K.17.6 - Removing the creature type "legend" from a creature makes it no
longer a legend. [bethmo 1999/09/22]
- K.17.Ruling.1 - Because they are put into the graveyard as a state-based
effect, it is not possible to use any abilities of the permanent before
it is gone. This includes mana abilities. [D'Angelo 1999/05/01]
- K.17.Ruling.2 - A spell or ability that affects "all legends" is referring
to "all creatures of type Legend". It is not referring to cards from
the Legends expansion and it is not referring to non-creature Legendary
permanents. [D'Angelo 2001/06/15]
- K.17.Ruling.3 - If one legend is phasing out while another is phasing in,
they will not see one another. [bethmo 1996/09/19] See Rule G.27.6.
- K.17.Ruling.4 - If a legend is changed so that it is not a legend for a
while, then it changes back, it is considered the new one in play.
[D'Angelo 1998/02/03]
- K.17.Ruling.5 - Copy cards, such as Clone, do copy the legendary nature
of a card. The copy will be the new legend entering play and will be put
into the graveyard. [Duelist Magazine #2, Page 7, 1994/08/01]
- K.17.Ruling.6 - The game always knows exactly which legend entered play
first or became legendary first (or that they entered play or became
legendary at the same time), even if they both enter during the
same "event" of a spell or ability. [WotC Rules Team 1997/10/06]
- K.17.Ruling.7 - The newer permanent is put into the graveyard (as per
Rule K.17.1) even if the two legends with the same name are somehow
different card types. [WotC Rules Team 1999/03/18]
- K.17.Ruling.8 - A permanent with the same name as a legendary permanent,
but which is not also legendary will not cause the Legend rules to be
applied. [WotC Rules Team 2000/04/04]
- Note - Two or more legendary permanents with different names can be in play
at the same time. [D'Angelo 1998/02/03]
- Note - A card is not a Legend just because a card has a gold border. It
has to say "Creature - Legend" or "Legendary <-type->" on its card type.
Older cards said "Summon Legend". [D'Angelo 1999/05/01]
- Note - All "Creature - Legend" and "Legendary Land" cards were on the DCI
restricted list (only 1 per deck) for all tournaments from 1994/08/01
until 1995/11/01.
K.18 - Mana Cost
- K.18.1 - The "mana cost" of a card is the mana specified in the upper right
hand corner of the card. [CompRules 2001/07/23 - 203.1]
- K.18.2 - If a spell or ability specifies that the mana cost be paid, it
means the actual colors and amounts specified in the mana cost.
[CompRules 2001/07/23 - 203.1]
- K.18.Ruling.1 - The "mana cost" does not include any additional costs in the
card text, or any additional costs imposed by other cards. Those apply to
the "play cost" (see Rule K.20). [CompRules 2001/07/23 - 203.4]
- K.18.Ruling.2 - When a spell or ability allows you to cast a spell without
paying the mana cost (or by decreasing what you have to pay), the mana
cost is still considered to be the full amount even though you did not pay
it. [D'Angelo 1998/02/03] See Rule K.20.
- K.18.Ruling.3 - When a spell or ability allows you to cast a spell without
paying the mana cost (or by decreasing what you have to pay), this will
not affect costs which are not part of the mana cost.
[WotC Rules Team 1998/02/01] For example, Aluren will not pay for the
extra cost imposed by Gloom.
- K.18.Ruling.4 - A permanent in play by an effect such as Animate Dead
still has a mana cost as printed on the card, even though that cost was
never paid. [D'Angelo 1998/02/03]
- Note - Lands have a mana cost of zero. See Rule K.15.7.
- Note - Token creatures have a mana cost of zero. See Rule K.25.5.
See Rule K.25.Ruling.6 for an exception.
- Note - See "Converted Mana Cost" (Rule K.8) for more rulings on costs.
- Note - See "Play Cost" (Rule K.20) for more rulings on costs paid when
casting a spell.
- Note - See Rule K.28 for information on 'X' in the mana cost.
K.19 - Permanents
- K.19.1 - A permanent is a card or token which is "in play" (see Rule Z.5).
[CompRules 2001/07/23 - 214.1]
- K.19.2 - The initial type and subtype of a permanent are listed in the
middle of its card (if it is a card) or in the spell or ability that
created the token (if it is a token). [CompRules 2001/07/23 - 214.2]
- K.19.3 - A given permanent may be one (or more than one) of the following
types: Land, Creature, Artifact, and Enchantment.
[CompRules 2001/07/23 - 214.1]
- K.19.4 - A permanent may also have a sub-type. Creatures have a creature
type, lands have a land type, and local enchantments have an enchantment
subtype. [CompRules 2001/07/23 - 212.2]
- K.19.5 - Spells which are to become permanents are put into play at the end
of the resolution of that spell. See Rule T.6.9. [CompRules 1999/04/23]
- K.19.6 - If a card leaves play, it is no longer a permanent. It is just a
card. [CompRules 2001/07/23 - 214.3]
- K.19.Ruling.1 - When in play, a permanent is no longer considered to be a
spell, so it cannot be affected by things which target spells. For
example, a counterspell cannot be used on a creature in play.
[CompRules 2001/07/23 - 214.3]
- K.19.Ruling.2 - You do not need to keep paying the cost of a permanent which
is in play (unless a card tells you otherwise). [D'Angelo 1998/02/03]
- K.19.Ruling.3 - Once in play, a permanent stays in play until something
specifically removes it. You cannot get rid of a permanent just because
you want to. [CompRules 2001/07/23 - 214.1]
- Note - Also see Changing a Permanent's Type, Rule K.5.
- Note - Also see Creature Type, Rule K.11.
- Note - Also see Land Type, Rule K.16.
K.20 - Play Cost
- K.20.1 - The "play cost" for a spell or ability is what you actually have
to pay to play the spell or ability. The cost may include mana and
non-mana aspects. [D'Angelo 1998/02/03]
- K.20.2 - The "play cost" for a spell is the "mana cost" (see Rule K.18) plus
any additional cost increases or decreases that are applied. The
"play cost" for an ability is the "activation cost" (see Rule G.1) plus
any additional cost increases or decreases that are applied.
[D'Angelo 1997/11/19]
- K.20.3 - If a card's text includes "At the time you play <-card name->,
do <-something->", then it is describing an additional part of the play
cost. This is paid only once and is paid when announcing the card.
[WotC Rules Team 1998/10/18]
- K.20.4 - To figure out the total play cost: a) Start with the mana cost (see
Rule K.18). b) Apply cost increases from the card itself (such as from
Buyback (see Rule A.9) and cost increases from other effects (such as
from Gloom). c) Apply cost reductions from the card itself (such as
with the alternate cost spells, see Rule E.1) or from other cards (such as
Helm of Awakening or Pearl Medallion). [WotC Rules Team 1998/02/01]
- K.20.5 - Mana that is generated with a restriction on how it is spent may
be spent on any play cost that meets the restriction. This means that
it can be applied to increases due to Kicker, etc. For example, mana
from Food Chain, which is limited to only being used for creature
spells, may be used to pay the Kicker cost on a creature spell.
[Rules Team 2001/05/01]
- K.20.Ruling.1 - Using the Buyback (see Rule A.9) ability is part of the
play cost of a spell, and is added in before you apply cost decreases.
See Rule A.9.Ruling.1. [D'Angelo 1998/02/03] Kicker is also part of the
play cost. See Rule A.22.Ruling.4. [D'Angelo 2001/01/16]
- K.20.Ruling.2 - The result of Rule K.20.4 is that the Medallions and other
cost decreasers can be applied to any part of the play cost, and not just
the mana cost. [D'Angelo 1998/02/03]
- K.20.Ruling.3 - Once a spell is announced (see Rule T.4), there is no way
to retroactively change the play cost. It has already been paid. For
example, if you use a Sleight of Mind to change Gloom so it affects
green spells, it will not make an already announced green spell cost
more. [bethmo 1994/11/01]
- K.20.Ruling.4 - Some older cards used the text "<-cost->: <-effect->" on
instants and sorceries. All cards using this format have errata to have
it instead say "As an additional cost to play this card,
pay <-cost->. <-effect->." The cost is paid exactly once. Not less and not
more. [D'Angelo 1999/05/01]
- Note - See "Activation Cost", Rule G.1, for more information.
- Note - See "Converted Mana Cost", Rule K.8, for more information.
- Note - See "Mana Cost", Rule K.18, for more information.
K.21 - Snow-Covered Lands
- K.21.1 - Snow-Covered lands are treated like non-Snow-Covered lands of the
same type. Being Snow-Covered does not change the land's land type.
[CompRules 1999/04/23]
- K.21.2 - Snow-Covered is an ability of a land and can be granted or removed
as any other ability. The Snow-Covered ability doesn't do anything,
however. It is merely a marker. [CompRules 2001/07/23 - 502.14a]
- K.21.3 - If a land's type is changed, the Snow-Covered ability will be
removed just as any other ability would be. For example, if you use
Phantasmal Terrain to change a Snow-Covered Plains into a Mountain, you
end up with a card named Mountain without the Snow-Covered ability.
[D'Angelo 2001/09/17]
- K.21.4 - Any effect that looks for a Snow-Covered land will look for one
with the Snow-Covered ability. Effects may look for more specific lands.
For example, an effect looking for a Snow-Covered Forest will find any
Forest with the Snow-Covered ability. [CompRules 2001/07/23 - 502.14a]
- K.21.5 - Adding or removing the Snow-Covered ability does not change the
name of a land. For example, a card named Snow-Covered Forest which has
the Snow-Covered ability removed is still named Snow-Covered Forest but
it also is not considered to be Snow-Covered any more.
[CompRules 2001/07/23 - 502.14c]
- K.21.6 - The cards Snow-Covered Forest, Snow-Covered Island,
Snow-Covered Mountain, Snow-Covered Plains, and Snow-Covered Swamp are
considered basic lands of the appropriate type. This is true even when
they are out of play. So Land Tax can be used to select such lands.
[CompRules 2001/07/23 - 502.14b]
- K.21.Ruling.1 - Because of Rule K.21.1, anything which affects Plains will
affect Snow-Covered Plains, and Forestwalk will work on a Snow-Covered
Forest. Since the land type is not changed, things which check land
type will see the actual land type.
[Duelist Magazine #6, Page 132, 1995/08/01]
- K.21.Ruling.2 - Cards which look for a kind of Landwalk work only if it is
the exact same kind of Landwalk. For example, an effect that targets a
creature with Islandwalk will not work on one with Snow-Covered
Islandwalk. [D'Angelo 2001/09/17]
- K.21.Ruling.3 - If you give a non-basic land the Snow-Covered ability,
it does not become a basic land. [Duelist Magazine #7, Page 8, 1995/10/01]
- K.21.Ruling.4 - Swamp and Snow-Covered Swamp are different card names.
The same is true for the other snow-covered land types.
[D'Angelo 1996/01/07] For example, Nebuchadnezzar's effect could have
you name either one of these names.
- K.21.Ruling.5 - To be Snow-Covered, a land must say that it is Snow-Covered,
or an effect must make the land Snow-Covered. Just having snow in the
card art does not make it Snow-Covered. [D'Angelo 1998/02/03]
- K.21.Ruling.6 - If a spell or ability asks you to select a land type, you
cannot restrict the land type with an ability like Snow-Covered, just
like you cannot restrict the land type by color. In other words,
Snow-Covered Swamp and Red Swamp are not valid land type choices.
[WotC Rules Team 1998/05/01]
- K.21.Ruling.7 - Snow-Covered is an ability and will be removed by an effect
that removes abilities. [D'Angelo 2001/08/31]
K.22 - Sorcery
- K.22.1 - Cards of type "Sorcery" are played when you can play sorceries,
and they are put into the graveyard when they resolve.
[CompRules 1999/04/23]
- K.22.2 - A Sorcery cannot come into play. If one would come into play,
it remains where it is instead. [WotC Rules Team 2001/08/01]
- K.22.Ruling.1 - Abilities of permanents which are played when you can play
a sorcery do not cause the card to go to the graveyard.
[CompRules 1999/04/23]
- Note - Sorceries can be played only during your main phase and only when the
stack is empty. See Rule T.2 and Rule P.8.3. [CompRules 1999/04/23]
K.23 - Spells
- K.23.1 - A spell is a non-land card being played from your hand. The card
is a spell from the time it is announced until it resolves or is
countered. [CompRules 2001/07/23 - 213.1]
- K.23.2 - A spell only can only affect permanents in play unless otherwise
stated on the card. [CompRules 1999/04/23] See Rule T.7.2.
- K.23.3 - The spell's type is the same as its card type, which is listed in
the middle of the card. [CompRules 2001/07/23 - 213.2]
- K.23.4 - A spell is on the stack the entire time it is a spell. It is no
longer in your hand and it is not yet in play or in the graveyard.
[DeLaney 2000/01/13]
- K.23.Ruling.1 - Using the ability (see Rule A.1) of a permanent is not
considered to be a spell. [D'Angelo 1998/02/03]
- Note - Also see Artifact, Rule K.1.
- Note - Also see Creature, Rule K.9.
- Note - Also see Enchantment, Rule K.12.
- Note - Also see Instant, Rule K.14.
- Note - Also see Sorcery, Rule K.22.
K.24 - Split Cards
- K.24.1 - Split cards have two complete card faces on a single card.
[CompRules 2001/07/23 - 505.1]
- K.24.2 - When you play a split card, you announce which side of the card
you are playing before taking any other actions as part of the
announcement. [Invasion FAQ 2000/10/03]
- K.24.3 - While on the stack, the spell only counts as the side chosen
during announcement. The other side is completely ignored.
[CompRules 2001/07/23 - 505.2]
- K.24.4 - While in all zones other than the stack, the card counts as having
both sets of characteristics. It has two names, two mana costs, and so
on. [CompRules 2001/07/23 - 505.2]
- K.24.5 - Split cards are considered multicolored cards (except when they are
on the stack). [CompRules 2001/07/23 - 505.3]
- K.24.6 - If asked to name a card, a split card's full name includes all of
its names. For example, if someone names Wax/Wane, it affects the card,
but someone naming just Wax or just Wane would not be naming the card.
[CompRules 2001/07/23 - 505.7]
- K.24.7 - Effects that check if a split card's characteristic matches a given
value get only one answer but both sets of characteristics are checked.
For example, if an effect checked if Wax/Wane was green, it would find
this true since one half is green and the other is white. For example,
if Void is played on you with a choice of 2, Wax/Wane would not be
discarded since neither side has a converted mana cost of {2}.
[CompRules 2001/07/23 - 505.6]
- K.24.8 - Effects that ask for a split card's characteristic in order to use
the value (at any time other than on the stack) get both anwers. For
example, Infernal Genesis asks for the converted mana cost of the card.
Wax/Wane would report {1} and {1} since it cannot report a single value.
Infernal Genesis uses this as a number, so it adds them together and
puts 2 tokens into play. [CompRules 2001/07/23 - 505.5]
- K.24.9 - Effects that compare a split card in the graveyard, or any zone
other than the stack, against a spell on the stack will match the card
and spell no matter which half of the spell is being played. For example,
Bazaar of Wonders will detect either Wax or Wane being announced when
a Wax/Wane is in the graveyard. [DeLaney 2000/10/19]
- K.24.Ruling.1 - Even though the card has two sets of characteristics on
the front, it is still considered only one card for purposes of draw,
discard, and similar effects. [CompRules 2001/07/23 - 505.4]
K.25 - Token Creatures
- K.25.1 - Token creatures are in all ways like normal card-based permanents,
except they are not cards for effects which look for cards.
[CompRules 2001/07/23 - 200.1]
- K.25.2 - The color of a token is defined by the spell or ability that
generates the token. If no color is specified, the token is colorless.
They do not inherit the color of the spell or ability that generated them.
[CompRules 1999/04/23]
- K.25.3 - The name of a token is specified by the effect that generates the
token. For example, ones generated by The Hive are called Wasps.
[CompRules 1999/04/23]
- K.25.4 - The creature type of a token is the same as the token name, in
addition to any types named by the spell or ability.
[CompRules 1999/04/23]
- K.25.5 - Token creatures have a mana cost (see Rule K.18) of zero.
[CompRules 2001/07/23 - 203.1] Also see Rule K.25.Ruling.6.
- K.25.6 - Token creatures cease to exist entirely if they ever leave play (to
the hand, graveyard, removed from game, phased out, or wherever). Before
ceasing to exist, the token will trigger any zone changing abilities that
apply. [CompRules 1999/04/23] It is removed as a state-based effect (see
Rule T.11), so it is not possible to target the token with a spell or
ability before it is gone.
- K.25.7 - Token creatures are "owned" by the player that controlled the
spell or ability that put the token into play. [CompRules 1999/04/23]
This is true even if the token is put into play under another player's
control. [bethmo 1996/05/16]
- K.25.8 - The player putting the token into play controls it unless otherwise
stated on the card. [CompRules 1999/11/01]
- K.25.Ruling.1 - Before ceasing to exist (as per Rule K.25.6), token
creatures do briefly go where they are sent, which can trigger effects.
For example, Soul Net can be used on a token creature going to the
graveyard. See Rule K.25.6. [CompRules 1999/04/23]
- K.25.Ruling.2 - Token creatures are not considered to have expansion
symbols. [D'Angelo 1998/02/03]
- K.25.Ruling.3 - A Clone (or other copy card) used on a token is a card
and not a token, so it will not follow the token rules.
[D'Angelo 1998/02/03]
- K.25.Ruling.4 - If a token is represented in play by a card, it is still a
token and is not a card according to the game. [CompRules 1999/04/23]
Remember that a token is just a physical reminder for a permanent that
was created by an effect. You can use glass beads, dice, or anything
that you can tell whether it is tapped or not and which can be used
without disturbing the play area (elephants are a poor choice for an
indoor game, for example).
- K.25.Ruling.5 - Changing the creature type of a token will not change the
token's name. [WotC Rules Team 2002/10/01]
- K.25.Ruling.6 - A token that is a copy of another permanent, such as with
Echo Chamber or Dance of Many, also copies the permanent's mana
cost, so it is possible for a token to have a non-zero mana cost.
[DeLaney 2000/01/13]
K.26 - Tombstone Icon
- K.26.1 - Cards may include a tombstone icon on the upper left corner of
the card, by the card name. [WotC Rules Team 2002/02/01]
- K.26.2 - This icon has no game effect. It has been added to newer cards
to make it easier to identify cards that have an ability that can be
used while the card is in the graveyard. [WotC Rules Team 2002/02/01]
K.27 - Walls
- K.27.1 - Creatures with the creature type "Wall" may not attack unless a
spell or ability specifically enables them to do so.
[CompRules 1999/04/23] A spell or ability which enables a Wall to attack
needs to say that the creature may "attack as though it were not a Wall"
or "this Wall can attack". Simply granting Haste (see Rule A.20) does not
allow it to attack. [DeLaney 2000/01/13]
- K.27.Ruling.1 - Walls cannot attack even if you raise their power above
zero. [D'Angelo 1998/02/03]
- K.27.Ruling.2 - Walls are in all ways creatures. They are affected by any
spell or ability that affects creatures (including Paralyze, Terror,
and Incinerate). They are just a type of creature which cannot attack.
[D'Angelo 1998/02/03]
- Note - See "Creature Type", Rule K.11, for more information.
K.28 - X Costs
- K.28.1 - When an {X} appears in the mana cost of a spell, you must choose a
value for X that is a non-negative integer. Zero is legal unless
otherwise stated on the card. [CompRules 1999/04/23]
- K.28.2 - If more than one 'X' is in the mana cost, both 'X's must have the
same value. In fact, all 'X's on the card are considered to have the same
value. [CompRules 1999/04/23] For example, a spell that costs "{X}{X}{U}"
to cast will cost "{4}{U}" if you choose for 'X' to be 2, and "{6}{U}" if
you choose for 'X' to be 3.
- K.28.3 - If there is an {X} in the mana cost of a spell, consider the
amount paid in 'X' to be part of the cost while the spell is on the stack,
but 'X' is zero after the card becomes a permanent or while the card is
any place other than on the stack. [CompRules 1999/04/23]
- K.28.4 - If a 'Y' or 'Z' appears in a cost, it follows the same rules that
you follow for an 'X'. [D'Angelo 2000/02/15]
- K.28.Ruling.1 - The value of 'X' is chosen when announcing the spell (before
you pay the mana cost) and you cannot change this value later.
[CompRules 1999/04/23]
- K.28.Ruling.2 - If a card is put into play by means other than casting, any
X in the mana cost is considered to be zero. [D'Angelo 1998/06/05]
- K.28.Ruling.3 - If there is an X in the card but it is not in the mana cost,
you decide the value of X on resolution (unless the card says otherwise).
[DeLaney 2000/01/13]