T - Timing of Spells and Abilities
T.1 - Types of Spells and Abilities
- T.1.1 - The list of valid spell types is: instant, sorcery, artifact,
artifact creature, creature, enchantment. [CompRules 1999/04/23]
- T.1.2 - The list of valid ability types is: activated ability (see
Rule A.2), delayed ability (see Rule A.5), mana ability (see Rule A.6),
static ability (see Rule A.3), and triggered ability (see Rule A.4).
[CompRules 1999/04/23]
- T.1.3 - Artifact spells (and artifact creature spells), sorcery spells,
creature spells, and enchantment spells can only be played during your
main phase and only when the stack (see Rule T.2) is empty.
[CompRules 1999/04/23]
- T.1.4 - Instants may be used on either player's turn during the Upkeep Step,
Draw Step, Main Phase, End of Turn Step, and all steps during the
Combat Phase. They can also sometimes be played during the Cleanup Step.
They may be played on an empty stack (see Rule T.2) or on a stack which
already has spells and abilities on it. [CompRules 1999/04/23]
- T.1.5 - The ability of a permanent with an activation cost is played
whenever you could play an instant unless otherwise stated on the card.
The only exception is that any activated ability which generates mana is
played as a mana ability. [CompRules 1999/04/23]
- T.1.6 - An "event" is anything that happens in a game.
[CompRules 1999/04/23] The term is usually used to describe an atomic
action in the game, such as announcing a spell or ability, declaring
attackers or blockers, or the resolution of a spell or ability.
[D'Angelo 1999/05/01] A spell or ability may have multiple events in its
resolution. [CompRules 1999/04/23] Something which appears as a single
event to one thing may appear as multiple events to another. For example,
whenever you declare attackers there are a number of separate events
within the declaring attackers event. [CompRules 1999/11/01]
- T.1.Ruling.1 - The timing rules do not distinguish between spells and
abilities. [D'Angelo 1998/02/03]
- T.1.Ruling.2 - Many players really want to know about the "speed" of a
spell or ability. The truth is that "speed" isn't a very important
concept in Magic. The type of a spell/ability really just determines
when it can be played rather than how "fast" it is. Artifacts (and
artifact creatures), creatures, sorceries, and enchantments are _not_
slower to resolve than instants. The only difference is when they can
be announced. [D'Angelo 1998/02/03]
- Note - Also see Delayed Abilities, Rule A.5.
- Note - Also see Mana Abilities, Rule A.6.
- Note - Also see Triggered Abilities, Rule A.4.
T.2 - Stack
- T.2.1 - The stack is the core of the timing rules for Magic. It is called
a stack because each announced spell or ability is placed on top of the
pile, forming a stack. When they resolve or are countered, they are
removed from the stack. So the stack grows and shrinks over time.
[CompRules 1999/04/23]
- T.2.2 - The timing for the stack looks like this: [CompRules 1999/04/23]
1. The active player may announce a spell or ability legal at this time:
a. The active player may announce a spell or ability (see Rule T.4) and
add it to the stack.
b. Goto 1 if something is announced in 'a'.
c. If the active player chose not to announce something, they "yield
priority". If the active player does this without announcing
something first, and this is done after just the other player has
yielded priority, goto step 3.
2. If the active player yields priority, the other player may announce a
spell or ability legal at this time:
a. The other player may announce a spell or ability (see Rule T.4) and
add it to the stack. Not playing something is called "yielding
priority".
b. Goto 2 if something is announced in 'a'.
c. If the player yields priority but did announce something before doing
so, goto 1. If nothing was announced by the player, goto step 3.
3. Once both players yield priority (active player then other player, or
the other way around), if there are any spells or abilities on the
stack, resolve (see Rule T.6) the top item on the stack, then go to
step 1. If there are no spells or abilities on the stack, end the
current phase or step.
- T.2.3 - The active player is the player whose turn it is.
[CompRules 1999/04/23]
- T.2.4 - A spell or ability can be countered (see Rule G.7). If this
happens, it is removed from the stack and does not resolve. Thus, all
of its costs were paid but none of its effects occur.
[CompRules 1999/04/23]
- T.2.Ruling.1 - Adding something to a stack with spells or abilities on it
is called "responding" to a spell or ability. [CompRules 1999/04/23]
- T.2.Ruling.2 - The stack resolves in last-to-first order. This means the
last played spell or ability actually resolves (see Rule T.6) first. Then
the next to last, and so on. This can result in things being different
than you expect sometimes, but it works to allow the responding player to
get an advantage. [D'Angelo 1999/05/01]
- T.2.Ruling.3 - A spell or ability may remain on the stack for quite a while
if players continue responding to it. There is no limit to how many
spells or abilities can be announced and resolved before letting a spell
or ability on the stack resolve. [D'Angelo 1999/05/01]
- Note - Mana abilities do not go on the stack, see Rule A.6.2.
- Note - Playing land cards do not go on the stack, see Rule K.15.2.
- Note - Also see Stack Zone, Rule Z.9.
T.3 - Life Cycle of Spells and Abilities
- T.3.1 - The life cycle for a spell or ability can be charted out like this:
[CompRules 1999/04/23]
1. Announcement -- Costs are paid. Targets are chosen. Mode is chosen.
See Rule T.4.2 for details.
2. Waiting for resolution -- When a spell or ability gets to this stage,
it is considered successfully "played" or "activated".
It is put on top of the stack, and can be responded to by putting
other spells and abilities on the stack. Stay in this step until both
players pass while there are no spells or abilities above this one in
the stack.
Mana abilities skip this step.
3. Resolution -- Check targets at this time. If all of a spell or
ability's targets are illegal, then it is countered.
Otherwise, make any choices as required, then apply the effects.
T.4 - Step 1: Announcing a Spell or Ability
- T.4.1 - This is also called "playing" a spell or ability.
[D'Angelo 1999/05/01]
- T.4.2 - Announcing a spell or ability can be charted out like this:
[CompRules 1999/04/23] [WotC Rules Team 2000/06/06]
a) Announce the spell or ability to be played and put it on the stack.
b) If the spell is a split spell (see Rule K.24), choose which half of
the spell will be played.
c) If the spell or ability is modal (see Rule G.24), choose the mode.
d) If the spell or ability has an {X} in the mana cost, the value for X
is chosen.
e) If the spell or ability has an alternate cost, choose whether or not
to use it.
f) If Buyback (see Rule A.9), Kicker (see Rule A.22) or other optional
cost is available, choose if it will be paid.
g) Targets (if any) are chosen. See Rule G.39.
h) If targets are affected differently, choose how each target is
affected. This includes dividing up counters and damage.
i) Pay all costs. See Rule G.6. Costs are determined at the start of
this step and will not be changed by any actions taken to pay those
costs.
- T.4.3 - Choices selected by the opponent are made during the same step as
choices made by the player announcing the spell or ability, but they are
made after that player makes any of their choices. [CompRules 1999/04/23]
[WotC Rules Team 2000/04/04]
- T.4.4 - When announcing an ability, put a "pseudospell" on the stack which
has a copy of the text and color of the permanent generating the ability.
[CompRules 1999/04/23] This is like putting an invisible copy of the card
on the stack.
- T.4.5 - If the cost includes mana, mana abilities can be played at
substep 'i'. Or, you could have played the mana abilities before
announcing the spell or ability. [CompRules 1999/04/23]
- T.4.6 - You cannot go through announcement if you cannot choose the required
valid targets or cannot pay all the costs. [CompRules 1999/04/23] If you
try to do so, the game "rewinds" to just before the announcement started.
- T.4.7 - When a spell says "Play this spell only any time you could play
a <-spell type->", then the spell can be played at any time a spell of
type <-spell type-> could be played if you had one, but the spell is still
considered to be its actual type. [D'Angelo 1999/05/01]
- T.4.8 - The spell card is not in your hand after you start announcing it.
[D'Angelo 1999/05/01]
- T.4.9 - You cannot choose to target something (in step 'g' of Rule T.4.2)
then choose to do nothing to it or to do zero damage to it (in step 'h').
If this is the case, you simply do not target that permanent.
[CompRules 1999/04/23]
- T.4.10 - If a spell or ability has multiple costs to be paid on
announcement, the costs may be paid in any order you choose as long as you
pay them all. They are not simultaneous. [CompRules 1999/11/01] For
example, a Llanowar Elves cannot tap to attack and tap to pay its own
Propaganda cost at the same time. It can only do one or the other.
And a Llanowar Elf can tap to pay part of the cost of the Fling it is
being sacrificed to. [DeLaney 1999/06/13]
- T.4.11 - If any spell or ability checks a characteristic or other value of
a spell at the time it was played (as with Mana Maze), use the values
at the start of the announcement (see Rule T.4.2 part a). For example, if
you control both an Ivory Cup and a Iron Star and you announce a
white spell that becomes red during the process of announcement, the
Ivory Cup triggers and the Iron Star does not, because it was white at the
start of announcement. [Dommermuth 2000/10/26] This applies to all values
set at the start of announcement. Some values are set during
announcement, such as the value of 'X' in a spell with an X in its cost.
When these values are checked by a spell or ability, use the value at the
time it was first determined. [D'Angelo 2000/11/06]
- T.4.12 - Check for any effects that prohibit something from being played at
the time you start announcement (see Rule T.4.2 part a). You can't
start an announcement if it is prohibited. [Dommermuth 2000/10/26]
If a change occurs during announcement that would make the spell or
ability be prohibited, that's okay. You've already passed the test at
the start of announcement. Note: This rule applies only to effects which
prohibit announcement. You still abort announcement if at any time you
cannot complete the required payments, choose the required targets, or any
other required actions. [D'Angelo 2000/11/06] Some spells and abilities
may be allowed only if you take some additional action, such as with
Rout requiring an additional payment if you want to play it at a
time when a sorcery would not be allowed. For these cases, you may
start announcing, but abort if you cannot make the required payment or
other action at the required time. [D'Angelo 2000/11/17]
- T.4.13 - You determine the total cost of playing spell or ability at
the beginning of step 'i' in Rule T.2.2, then you get a chance to use
mana abilities, then you pay the costs. Any actions made while paying the
cost or acquiring mana for the cost will not alter the cost.
[Rules Team 2002/10/01]
- T.4.Ruling.1 - Any abilities that trigger (see Rule A.4) during this step
are handled at the beginning of the next step. [D'Angelo 1999/05/01]
- T.4.Ruling.2 - Because of Rule T.4.4, destroying or modifying the source of
an ability after it is announced will not cause the ability to fail or
change in any way. [D'Angelo 1998/02/03]
- T.4.Ruling.3 - If an alternative cost has a condition, check the condition
at the time you would pay the cost. [MM FAQ 1999/09/22]
- T.4.Ruling.4 - As an exception to rule T.4.9, you can target something
with an effect that "rounds down" damage knowing that it will round down
to zero. [DeLaney 2000/01/22]
- T.4.Ruling.5 - As noted in Rule T.4.2, any additional or optional play
costs are dealt with after the spell or ability is on the stack.
[CompRules 2002/02/20 - 412.3] Note that previously made choices, such
as choosing to use Flashback, may restrict your options when making
choices. [CompRules 2002/02/20 - 409.1b]
- Note - Many choices are not made on announcement. They are made on
resolution. If you don't see the choice described in this section, it
is done on resolution. [D'Angelo 1999/05/01]
- Note - If more than one target is to be selected at the same time, the same
target may not be selected more than once. See Rule G.39.2.
- Note - A spell that will become a permanent cannot be acted upon as a
permanent until it is successfully resolved. Until then it is not a
permanent, it is just a spell on the stack. [D'Angelo 1999/05/01]
- Note - Replacement effects (see Rule T.10) can be applied to costs. See
Rule T.10.Ruling.3.
T.5 - Step 2: Waiting for Resolution
- T.5.1 - At the beginning of this step, any abilities which trigger (see
Rule A.4) on a spell or ability being "played", "activated",
"successfully played" or "successfully activated" are put on the stack
along with abilities that triggered during the announcement itself,
then the player who just played the previous spell or ability receives
priority to play spells and abilities. Once both players pass while the
stack has no spells or abilities on top of this one, continue to the next
step. [CompRules 1999/04/23] See Rule T.2 for improved detail on the
stack.
- T.5.2 - Mana abilities (triggered or activated) skip this step . Abilities
triggered on a mana ability becoming "played", "activated", "sucessfully
played", or "successfully activated" (and which are not mana abilities
themselves) wait until after its resolution before going on the stack.
[CompRules 1999/04/23]
- T.5.Ruling.1 - Adding a spell or ability to the stack at this time is
called "responding to" this spell or ability. [D'Angelo 1999/05/01]
T.6 - Step 3: Resolution
- T.6.1 - This step can be charted out as follows: [CompRules 1999/04/23]
a) Recheck targeting conditions. If the spell or ability has any targets
and all targets are illegal, the spell or ability is countered (see
Rule G.39.6).
b) Follow the instructions in the spell or ability's text, making choices
as required by the text.
c) If it is an instant or sorcery spell, put it into the graveyard. If it
is an artifact, creature, or enchantment spell, put it into play.
- T.6.2 - At the start of this step the spell or ability rechecks any
targeting conditions it has. If it has any targets and all the targets
are illegal, the spell or ability is countered and does nothing, not even
its untargeted portions. If it has no targets or at least one target is
still legal, the effect proceeds to happen normally but does nothing with
regards to any targets which are illegal. [CompRules 1999/04/23]
- T.6.3 - Instructions are to be followed in order they are written on the
card. But keep in mind that a later sentence may modify the meaning of or
place limits on an earlier sentence in the text. [CompRules 1999/04/23]
For example, "Destroy target creature. It can't be regenerated."
- T.6.4 - If the instructions offer any choices other than mode and target,
these choices are made as required as each portion of the spell or
ability resolves. If both players have choices to make, the active player
chooses first. [WotC Rules Team 2002/10/01]
- T.6.5 - A player cannot choose an option that is illegal or impossible. For
example, a spell reads "You may sacrifice a creature. If you don't, you
lose 4 life." A player who controls no creatures cannot choose the
sacrifice option. [CompRules 1999/04/23]
- T.6.6 - Spells and abilities may have multiple steps or actions, denoted by
separate sentences or clauses. For each sentence or clause, the player
controlling the spell or ability makes their choices and does their
actions first, then the opponent does so. [WotC Rules Team 2000/04/04]
For a spell which reads "Each player removes two cards in his or her hand
from the game", the controller chooses and removes, then the other player
chooses and removes. For a spell such which reads "Each player chooses
a card in his or her hand. Then each player reveals his or her chosen
card", the controller chooses, then the opponent choses, then the
controller reveals, then the opponent reveals.
[WotC Rules Team 2000/04/04]
- T.6.7 - If the instruction requires information about the game state, the
information is looked up as needed. [CompRules 1999/04/23]
- T.6.8 - If a permanent left play (or if a card leaves any other zone), but
information about it is required in order to follow the instructions, the
last known values for that permanent before it left play (or for the
card before it left its other zone) are used. [CompRules 1999/11/01]
- T.6.9 - A spell card that is to become a permanent (which means artifact,
creature, and enchantment spells) does so as the final step of resolution.
An instant or sorcery spell card is put into the graveyard as the final
step of resolution. [CompRules 1999/04/23]
- T.6.10 - If a mana payment is required during resolution, mana abilities
can be used at that time. [CompRules 1999/04/23]
- T.6.11 - Spells and abilities always resolve as completely as possible. If
part of the effect is impossible, the other parts are still completed.
[CompRules 1999/04/23]
- T.6.Ruling.1 - The instructions on many abilities have the source permanent
do some effect, not the ability itself. Due to Rule T.6.7, the current
characteristics of that permanent are used, not the values at
announcement. And if the source permanent left play, Rule T.6.8 applies.
- T.6.Ruling.2 - Rule T.6.8 applies only to information about the permanent
that is needed during resolution. If the resolution sets up a continuous
effect with an end condition, the current game state is used to determine
if the end condition will be or has already been met.
[D'Angelo 1999/05/26]
- Note - Replacement and prevention effects (see Rule T.10) can be applied to
any action in the resolution. [D'Angelo 1999/05/01]
- Note - See the targeting (Rule G.39) section for more information.
T.7 - Types of Effects
- T.7.1 - The effects of a spell or ability come in several types. These are:
continuous, one-shot, and replacement and prevention.
[CompRules 1999/04/23]
- T.7.2 - Effects apply only to permanents in play unless specifically stated
otherwise. [CompRules 1999/04/23] For example, an effect which changes
all lands to creature will not affect land cards in the players's
graveyards.
- T.7.3 - If an effect attempts to do something impossible, it does only as
much as is possible. For example, a player with one card in hand who is
affected by "discard two cards" causes the player to discard only the one
card. [CompRules 1999/04/23]
- Note - Some older cards said the effect was "permanent", which was just a
short way of saying it lasted until the permanent left play. It is
important to remember that this effect can still be overridden.
[D'Angelo 1997/10/20]
T.8 - Continuous Effects
- T.8.1 - A continous effect generated by the resolution of a spell or ability
lasts as long as stated (for example, "until end of turn", or "as long as
this card remains tapped"). If no duration is stated, it lasts until the
end of the game. [CompRules 1999/04/23]
- T.8.2 - A continous effect generated by the resolution of a spell or ability
will "lock in" the set of permanents it will affect. If the spell or
ability is targeted, this is done at the time it is announced. If the
spell or ability is not targeted, this is done when it resolves.
[CompRules 1999/04/23] For example, a spell 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 resolves. These permanents keep
the bonus if they stop being white or stop being creatures, and permanents
that become white creatures later in the turn do not get the bonus.
- T.8.3 - A continuous effect generated by the resolution of a spell or
ability will "lock in" any variables and calculations when it resolves.
[CompRules 1999/04/23] For example, "target creature gets +X/+X until end
of turn, where X is the number of cards in your hand" counts the cards in
your hand when the spell resolves. The bonus is not recalculated if your
hand size changes. Similarly, an effect which is limited in some way (as
with Blood Lust) also gets locked in this way and does not change later
even if other effects change. [CompRules 1999/11/01]
- T.8.4 - If the end condition for a continous effect using the "as long as"
template for the end condition is met before the effect is applied, then
the effect never takes place. You do not apply the effect and then end
it, and you do not let the effect continue until end of game. For example,
if an effect lasts "as long as this card remains tapped" and the card
untaps before the effect is applied, then the effect never is applied.
[WotC Rules Team 2002/02/01] If the end condition for other templates,
primarily "until <-condition->", is met before the effect is applied, you
wait for the next time that condition occcurs.
[WotC Rules Team 2002/02/01]
- T.8.5 - A continuous effect generated by a static ability of a permanent
is in effect as long as the permanent is in play, and ends as soon as the
permanent leaves play. [CompRules 1999/04/23]
- T.8.6 - A continuous effect generated by a static ability of a permanent
does not "lock in" the set of permanents it affects. The effect is
continuously checking to see what it applies to. [CompRules 1999/04/23]
For example, a static ability "All white creatures get +1/+1" will give
the bonus to white creatures. If a permanent stops being a white
creature, it loses the bonus. If a permenent becomes a white creature,
it gains the bonus.
- T.8.7 - A continuous effect generated by a static ability of a permanent
does not "lock in" any variables. All variables are continuously
recalculated. [D'Angelo 1999/05/01] For example, "enchanted creature
gets +X/+X, where X is the number of cards in your hand" will grant a
bonus that changes when your hand size changes.
- T.8.8 - All effects of all sorts on a permanent end when the permanent
leaves play. [D'Angelo 1996/11/07] There is one exception to this. A
permanent phasing out may have some effects continue. See Rule G.27.
- T.8.9 - A continuous effect is said to "depend on" another if applying the
other would change the text or existence of the first effect, what it
applies to, or what it does to any of the things it applies to.
Otherwise, the first effect is considered independent of the second one.
[CompRules 1999/04/23]
- T.8.10 - Whenever one continuous effect "depends on" another, the
independent one is applied first. If several dependent effects form a
loop, or if none depends on another, the effects are applied in the order
they came into play. This ordering is called "timestamp order".
[CompRules 1999/04/23] For example, if one effect says "all white
creatures get +1/+1" and another effect says "enchanted creature is
white", the creature gets the bonus regardless of the order the effects
entered play because the first effect depends on the second one and is
therefore always applied afterwards.
- T.8.11 - For purposes of these rules, each permanent considers effects from
its built-in abilities to be the oldest effects upon itself.
[D'Angelo 1999/05/01] This means that if an enchantment says that all
creatures lose Flying, a Flying creature that was in play before, or
enters play after this enchantment entered play, will still lose Flying.
- T.8.12 - A continuous effect affects permanents as soon as they enter play.
For example, if Blood Moon is in play and a non-basic land is played,
the land enters play as a Mountain. It does not enter play as its
original type and then change. [CompRules 1999/04/23]
- T.8.13 - If two continuous effects contradict one another, the more
restrictive one takes precedence regardless of the order the effects came
into play. This applies to any contridiction of continuous effects,
except the adding or removing of an ability. [CompRules 1999/11/01]
In addition, a continuous effect that says something cannot happen
overrides any one-shot effect that tries to do that thing. This rule does
not apply to the adding or removing of abilities. For example, if a
continuous effect said "players can't gain life" and a spell or ability is
played that says "You gain 3 life" then you do not gain life.
[D'Angelo 2000/02/25]
- T.8.14 - A continuous effect is said to have "limited duration" if it
lasts "until" some time or condition, or "as long as" some condition is
true. An effect is said to have "unlimited duration" if the effect lasts
indefinitely. [WotC Rules Team 2000/02/16] Note that the Licid ability
is considered to be unlimited even though there is a new ability created
which can end the effect. The effect itself does not define its end
condition in this case. [WotC Rules Team 2000/02/16]
- T.8.15 - A continuous effect generated by a card in the graveyard has
its "timestamp" set at the time the card entered the graveyard.
For example, Anger. [Judgment FAQ 2002/05/28]
- T.8.Ruling.1 - A continuous effect may modify how a permanent enters play.
For example, Kismet will make land cards enter play in a tapped state.
They do not enter play and tap afterwards. [WotC Rules Team 1997/08/05]
- T.8.Ruling.2 - A continuous effect from a spell or non-static ability lasts
its full duration even if the source of the effect leaves play or the
affected permanent temporarily becomes unapplicable to the effect.
[D'Angelo 1999/05/01] For example, if Giant Growth is cast on an
artifact creature, which then stops being a creature for a while,
the +3/+3 will still be there if it becomes a creature before the end of
turn when the duration effect ends.
- T.8.Ruling.3 - One continuous effect can override another. This happens if
one is applied after the other as per Rule T.8.10. This makes it so the
most recent effect "wins". For example, two enchantments are played on
the same creature. One says "enchanted creature gains flying" and the
other says "enchanted creature loses flying". Neither of these depends
on the other, so they are applied in the order they came into play.
So the one that was in play first "loses" to the one that came into play
most recently. [CompRules 1999/04/23]
- T.8.Ruling.4 - Because of Rule T.8.8, an "at end of turn do <-something->"
effect can be avoided if the affected permanent leaves play by phasing
out (see Rule G.27.4). [Aahz 1996/10/04]
- T.8.Ruling.5 - If the source of a continuous effect is removed or changed,
re-apply any other effects using the rules to discover the new outcome.
If the removed effect was one that changed a characteristic, side-effects
may result. [D'Angelo 1998/02/03] For example, if you cast a Conversion
enchantment to change all Mountains into Plains and then used
Magical Hack on a second Conversion enchantment to turn all Mountains
into Forests, the first one would be applied and turn them all into
Plains. The second one would find no Mountains in play, so it would do
nothing. Later, if the first one were removed, the second one would
immediately discover the Mountains and convert them to Forests (and they
would not even momentarily be Mountains).
- T.8.Ruling.6 - A permanent with a built-in ability (as per Rule T.8.11) that
has a conditional effect is still considered to have that ability as a
built-in ability. For example, if it had "As long as this card is
untapped, it has Flying", it would act as if Flying were in its built-in
abilities while it was untapped and as if it did not have Flying when it
was tapped. [Aahz 1997/08/10]
- T.8.Ruling.7 - When a card phases in (see Rule G.27), its effect is
considered to be a new one entering play. [Aahz 1996/11/08]
- T.8.Ruling.8 - For purposes of reordering effects due to dependencies (as
outlined in Rule T.8.10), the dependent effect moves to after the one it
depends on, not the other way around. For example, if effects A, B, and
C are in play and effect A depends on effect C, then the ordering is
B, C, and then A. [bethmo 1999/07/27]
T.9 - One-Shot Effects
- T.9.1 - A one-shot effect does something just once and does not have a
duration. For example, "Deal 3 damage to target creature" and "return
target permanent to its owner's hand" are one-shot effects.
[CompRules 1999/04/23]
- T.9.2 - A one-shot effect may create a delayed ability (see Rule A.5). This
ability may be activated (see Rule A.2) or triggered (see Rule A.4). For
example, "at end of turn, return this card to owner's hand" creates a
delayed triggered ability that will trigger at end of turn.
[CompRules 1999/04/23]
T.10 - Replacement and Prevention Effects
- T.10.1 - Replacement and prevention effects are similar to continuous
effects. They watch for a type of event and replace it with a different
one, modify it in some way, or prevent it from happening.
[CompRules 1999/04/23]
- T.10.2 - Replacement effects can be identified by the word "instead".
[CompRules 1999/04/23]
- T.10.3 - Prevention effects can be identified by the word "prevent".
[CompRules 1999/04/23]
- T.10.4 - Replacement and prevention effects wait around for the next event
which they apply to, then do their thing. When they are applied, they
get "used up". For this reason, people commonly say that they act like
a "shield" (using the science fiction idea of an energy shield that
protects a spaceship). [CompRules 1999/04/23] Note that static abilities
which provide replacement or prevention do not get "used up" like this;
they are in a sense continually re-creating the shield.
[DeLaney 2000/01/22]
- T.10.5 - Replacement and prevention effects can say they apply to more than
one event, such as "prevent the next 3 damage that would be dealt to
target creature or player this turn". They are not "used up" until the
appropriate number of events are replaced or prevented.
[CompRules 1999/04/23]
- T.10.6 - Replacement and prevention effects generated by a spell, activated
ability, or triggered ability often have a duration, such as "this turn".
When this duration expires, the effect ends even if it is not "used up".
[D'Angelo 1999/05/01]
- T.10.7 - If an event is prevented or replaced, then the event never happens.
For example, if damage is prevented, the damage is never dealt. And if
a destroy effect is replaced by regeneration, the creature was not
destroyed. [CompRules 1999/04/23]
- T.10.8 - Each replacement effect gets only one opportunity to apply to each
event. For example, a player controls two copies of a permanent with the
ability "instead of dealing their normal damage, creatures you control
deal double that damage." A creature that normally deals 1 damage will
deal 4 damage, not just 2, and not an infinite amount.
[CompRules 1999/04/23] For another example, if a creature has both
Pariah and Treacherous Link on it, then there is no loop. The
damage always ends up where it would have been if neither had been there.
[D'Angelo 2000/01/02]
- T.10.9 - Regeneration is a replacement effect. Regenerate means "The next
time this turn the permanent would be destroyed, instead remove all damage
from it, tap it, and (if it is in combat) remove it from combat."
[CompRules 1999/11/01]
- T.10.10 - If two or more replacement or prevention effects attempt to modify
the same event in contradictory ways, the player who is being affected,
or who controls the affected permanent, or who owns the affected card that
is not in play chooses the order to apply them. [CompRules 1999/04/23] +
[D'Angelo 1999/05/01] For example, if one effect says "If a card would be
put into a graveyard, instead remove it from the game" and another effect
says "If this card would be put into a graveyard, instead shuffle it into
its owner's library", then the controller of the card that was going to
the graveyard would decide which to apply first.
- T.10.11 - Two or more replacement effects can interact without contradicting
each other. For example, if one effect says "For each 1 life you would
gain, instead draw a card" and another says "Instead of drawing a card,
return target card from your graveyard to your hand", both effects would
combine regardless of the order they came into play. Instead of gaining 1
life, the player puts a card from their graveyard into their hand.
[CompRules 1999/04/23]
- T.10.12 - Many prevention effects require you to choose a "source". A
source is any permanent, any spell on the stack, or any card or token
referred to by a spell or ability on the stack. [CompRules 1999/11/01]
- T.10.13 - Some spells and abilities have replacement abilities that modify
themselves. Any self-replacement is applied before any external
replacements. This modifies rule T.10.11 slightly.
[Rules Team 2001/05/01]
- T.10.Ruling.1 - Replacement and prevention effects must exist before the
appropriate event occurs. They cannot go back in time to change something
that has already happened. [CompRules 1999/04/23]
- T.10.Ruling.2 - If an effect is modified by a replacement effect so that the
effect gives contradictory instructions, such as "put this card in the
graveyard and in your hand", then all contradictory parts of the effect
are ignored. [WotC Rules Team 1997/10/06]
- T.10.Ruling.3 - Replacement effects can be applied to any costs paid when
announcing a spell or ability. [D'Angelo 1999/05/01]
- T.10.Ruling.4 - If you play a spell or ability that generates a replacement
effect that looks for something, it looks for exactly that something.
For example, if you use a Circle of Protection: Green to prevent green
damage from a specific attacking Craw Wurm and someone responds by
using Thoughtlace to change that Craw Wurm blue, then the damage will
be from a blue Craw Wurm so it will not be prevented. [Bethmo 1999/03/22]
- T.10.Ruling.5 - Replacement effects do not check whether or not the new
action can be completed. They make the replacement any time they apply.
For example, a card that replaces "lose 1 life" with "remove 1 card from
your library" will make the replacement even if you have no cards in your
library. [CompRules 1999/11/01]
- T.10.Ruling.6 - If a replacement alters something in a card's effects that
happens before an "If you do", then the "If you do" now refers to the
altered activity. For example, if a card says "Whenever X, you may
draw a card. If you do, do Y" and another card says "If you would draw
a card, do Z instead", then the end result is that you do Y if you do Z.
[Rules Team 2001/08/01] If the original action was not optional and the
replacement puts in a non-action or prevents the action in the first
place, then you cannot do the action and so the "If you do" does not
happen at all. [D'Angelo 2001/08/15]
- Note - Look under specific card entries for details on how specific
replacement abilities work.
- Note - Also see Damage Redirection, Rule G.12.
T.11 - State-Based Effects
- T.11.1 - State-based effects are a special set of rules that are applied
whenever a player is going to receive priority, prior to placing triggered
abilities on the stack. [CompRules 1999/04/23]
- T.11.2 - All state-based effects are checked at once and applied at once in
a single event, then the check is repeated until nothing happens.
[CompRules 1999/04/23] Neither player receives priority until the
state-based effects are done resolving. [D'Angelo 1999/05/01]
- T.11.3 - A check for state-based effects is also made during the Cleanup
Step (see Rule P.13), and if any effect is applied the active player
receives priority to play spells and abilities afterwards.
[CompRules 1999/04/23]
- T.11.4 - State-based effects are not controlled by either player.
[CompRules 1999/04/23]
- T.11.5 - The state-based effects are: [CompRules 1999/11/01]
a) A player with zero or less life loses the game.
b) A creature with toughness of zero or less is put into its owner's
graveyard and it cannot regenerate.
c) A creature with lethal damage (see Rule K.10.4) (which does not also
have zero or less toughness) is destroyed. Regeneration can replace
this event. [bethmo 1999/07/27]
d) A local enchantment that enchants an illegal or non-existant permanent
is put into its owner's graveyard.
e) Duplicate legends are put into their owner's graveyard. See Rule K.17.
f) A token in a zone other than "in play" ceases to exist.
g) A player who was unable to draw a card due to their library being
empty loses the game.
h) If more than one Enchant World is in play, all or all-but-one are put
into their owner's graveyard. See Rule K.12.10.
i) A player with 10 or more poison counters loses the game. See
Rule E.10.2.
- T.11.6 - Unlike triggered abilities, state-based effects do not pay
attention during the resolution of a spell or ability. They only check
when a player is about to receive priority. This makes them very
different. [CompRules 1999/04/23] For example, a creature is in play with
the ability "this creature has power and toughness each equal to the
number of cards in your hand". Its controller plays a spell which says
"Discard your hand, then draw seven cards." The creature will temporarily
have a toughness of zero in the middle of the resolution, but it will be
back to toughness 7 when the spell finishes resolving. So the state-based
effect will see it at 7 toughness, while a triggered ability would have
seen it temporarily be at zero toughness.
- Note - Don't confuse state-based effects with triggered abilities (see
Rule A.4.14 and Rule A.4.15) that trigger on some game state.
[CompRules 1999/04/23]
T.12 - Timing Conflicts
- T.12.Ruling.1 - The timing rules are explicit about who can announce
something and when they can announce it, but following all the rules
strictly can be nearly impossible given the need to play a game smoothly
and quickly. Thus, conflicts can happen. [D'Angelo 1998/02/03]
- T.12.Ruling.2 - "I'm done" always means "I'm done unless you do something
else". If the player does something, then you continue as if you never
said you were done. Anything legal at that time is still legal.
[bethmo 1994/08/01] Be careful about the use of this phrase since it is
often unclear if you are yielding priority with a stack of spells, done
with the main phase, or done with your turn.
- T.12.Ruling.3 - If the current player skips on to a new phase when the
opponent wanted to announce something, or a player announces multiple
spells/abilities at one time without allowing a chance to make a legal
response, or the opponent announces something when the current player was
going to do so, then you should back up the game and continue from the
point where the goof-up occurred. Players are not bound to follow the
same set of actions they did after that time. You should stop the game as
soon as possible by jumping in with a "Wait! I want to do something".
Letting something pass without saying "Wait" is quiet agreement with what
they did. [D'Angelo 1998/02/03]
- T.12.Ruling.4 - If the opponent announces something without first getting
the current player to say (or otherwise indicate) they are not doing
something, this is technically an illegal move and should be taken back.
The most common way to deal with this, however, is for the current player
to get the choice of saying that they want to do something and force the
other player to take back their action, or to let the opponent's action
stand and announce whether or not they want to respond. This is pretty
much equivalent in the outcome to taking it back and then having the
current player say "I'm not doing anything, go ahead and play that again."
[D'Angelo 1997/02/12]
- T.12.Ruling.5 - You cannot make someone back up because you forgot to do
something, even if it is something you "usually do". They may allow you
to in friendly play if they want but they are not bound to do so, and
are in fact not allowed to do so during tournaments. [D'Angelo 1998/02/03]
- T.12.Ruling.6 - If a player starts to do something, then realizes it is not
legal, they must take back the entire action. This includes any costs
paid, mana abilities used to get mana for the cost, and triggers that
might have happened along the way. For spells, it also puts the spell
card back in the player's hand. [CompRules 1999/04/23]
- Note - Strictly speaking you have to notify your opponent at every point
what you are doing with things like "I'm done responding, do you want
to add anything to it before a spell or ability resolves", and "I'm done
with the xxxx phase, do you want to do anything". This is very annoying
and breaks up game play, but if you are having problems with a given
player, fall back on this until you learn to deal with each other.
[D'Angelo 1998/02/03]