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212 - Card Type, Supertype, and Subtype
  • 212.1 - General
  • 212.1a - Cards, tokens, permanents, and spells can all have card types, supertypes, and subtypes. Abilities don't have card types, supertypes, or subtypes. Instead, there are various categories of abilities. (See Rule 402, "Abilities.") [CompRules 2007/10/01]
  • 212.1b - When an object's card type changes, the new card type(s) replaces any existing card types. Counters, effects, and damage affecting the object remain with it, even if they are meaningless to the new card type. Similarly, when one or more of an object's subtypes changes, the new subtype(s) replaces any existing subtypes from the appropriate set (creature types, land types, artifact types, enchantment types, planeswalker types, or spell types). If an object's card type is removed, the subtypes correlated with that card type will remain if they are also the subtypes of a card type the object currently has; otherwise, they are also removed for the entire time the object's card type is removed. Removing an object's subtype doesn't affect its card types at all. [CompRules 2007/10/01]
  • 212.1c - Some effects change an object's card type, supertype, or subtype but specify that the object retains a prior card type, supertype, or subtype. In such cases, all the object's prior card types, supertypes, and subtypes are retained. This rule applies to effects that use the phrase "in addition to its types" or that state that something is "still a [card type]." Some effects state that an object becomes an "artifact creature"; these effects also allow the object to retain all of its prior card types and subtypes. [CompRules 2007/10/01]
    Example: An ability reads, "All lands are 1/1 creatures that are still lands." The affected lands now have two card types: creature and land. If there were any lands that were also artifacts before the ability's effect applied to them, those lands would become "artifact land creatures," not just "creatures," or "land creatures." The effect allows them to retain both the card type "artifact" and the card type "land." [CompRules 2007/10/01]
  • 212.1d - An object's supertype is independent of its card type and subtype. Changing an object's card type or subtype won't change its supertype. Changing an object's supertype won't change its card type or subtype. When an object gains or loses a supertype, it retains any other supertypes it had. [CompRules 2007/10/01]
    Example: An ability reads, "All lands are 1/1 creatures that are still lands." If any of the affected lands were legendary, they are still legendary. [CompRules 2003/07/01]
  • 212.1e - If an instruction requires choosing a subtype, you must choose one, and only one, existing subtype, and the subtype you choose must be for the appropriate card type. For example, you can't choose a land type if an instruction requires choosing a creature type. (Use the Oracle card reference to determine whether a creature type exists; see Rule 200.2. You will also find complete lists of subtypes in the glossary at the end of this document under "Creature Types," "Land Types," etc.) [CompRules 2007/10/01]
    Example: When choosing a creature type, "Merfolk" or "Wizard" is acceptable, but "Merfolk Wizard" is not. Words like "artifact," "opponent," "Swamp," or "truck" can't be chosen because they aren't creature types. [CompRules 2003/10/01]
212.2 - Artifacts
  • 212.2a - A player who has priority may play an artifact card from his or her hand during a main phase of his or her turn when the stack is empty. Playing an artifact as a spell uses the stack. (See Rule 409, "Playing Spells and Activated Abilities.") [CompRules 2007/10/01]
  • 212.2b - When an artifact spell resolves, its controller puts it into play under his or her control. [CompRules 2003/07/01]
  • 212.2c - Artifact subtypes are always a single word and are listed after a long dash: "Artifact - Equipment." Artifact subtypes are also called artifact types. Artifacts may have multiple subtypes. (You can find the complete list of artifact subtypes under "Artifact Types" in the glossary at the end of this document.) [CompRules 2007/05/01]
  • 212.2d - Artifacts have no characteristics specific to their card type. Most artifacts have no colored mana in their mana costs, and are therefore colorless. However, there is no correlation between being colorless and being an artifact: artifacts may be colored, and colorless objects may be card types other than artifact. [CompRules 2007/10/01]
  • 212.2e - Artifact creatures combine the characteristics of both creatures and artifacts, and are subject to spells and abilities that affect either or both card types. [CompRules 2007/10/01]
  • 212.2f - Artifact lands combine the characteristics of both lands and artifacts, and are subject to spells and abilities that affect either or both card types. Artifact lands can only be played as lands. They can't be played as spells. [CompRules 2007/10/01]
  • 212.2g - Some artifacts have the subtype "Equipment." An Equipment can be attached to a creature. It can't legally be attached to an object that isn't a creature. [CompRules 2003/10/01]
  • 212.2h - An Equipment is played and comes into play just like any other artifact. An Equipment doesn't come into play attached to a creature. The equip keyword ability moves the Equipment onto a creature you control (see Rule 502.33, "Equip"). Control of the creature matters only when the equip ability is played and when it resolves. The creature to which the Equipment is to be moved must be able to be equipped by it. If it can't, the Equipment doesn't move. [CompRules 2005/10/01]
  • 212.2i - An Equipment that's also a creature can't equip a creature. Equipment that loses the subtype "Equipment" can't equip a creature. An Equipment can't equip itself. An Equipment that equips an illegal or nonexistent permanent becomes unattached from that permanent but remains in play. (This is a state-based effect. See Rule 420.) [CompRules 2005/08/01]
  • 212.2j - The creature an Equipment is attached to is called the "equipped creature." The Equipment is attached to, or "equips," that creature. [CompRules 2003/10/01]
  • 212.2k - An Equipment's controller is separate from the equipped creature's controller; the two need not be the same. Changing control of the creature doesn't change control of the Equipment, and vice versa. Only the Equipment's controller can play its abilities. However, if the Equipment adds an ability to the equipped creature (with "gains" or "has"), the equipped creature's controller is the only one who can play that ability. [CompRules 2003/10/01]
  • 212.2m - Some artifacts have the subtype "Fortification." A Fortification can be attached to a land. It can't legally be attached to an object that isn't a land. Rule 212.2h through Rule 212.2k apply to Fortifications in relation to lands just as they apply to Equipment in relation to creatures. Fortification's analog to the equip keyword ability is the fortify keyword ability. (See Rule 502.65, "Fortify.") [CompRules 2007/05/01]
212.3 - Creatures
  • 212.3a - A player who has priority may play a creature card from his or her hand during a main phase of his or her turn when the stack is empty. Playing a creature as a spell uses the stack. (See Rule 409, "Playing Spells and Activated Abilities.") [CompRules 2007/10/01]
  • 212.3b - When a creature spell resolves, its controller puts it into play under his or her control. [CompRules 2003/07/01]
  • 212.3c - Creature subtypes are always a single word and are listed after a long dash: "Creature - Human Soldier," "Artifact Creature - Golem," and so on. Creature subtypes are also called creature types. Creatures may have multiple subtypes. (You can find the complete list of creature subtypes under "Creature Types" in the glossary at the end of this document.) [CompRules 2007/05/01]
    Example: "Creature - Goblin Wizard" means the card is a creature with the subtypes Goblin and Wizard. [CompRules 2003/07/01]
  • 212.3d - Power and toughness are characteristics only creatures have. A creature's power is the amount of damage it deals in combat, and its toughness is the amount of damage needed to destroy it. To determine a creature's power and toughness, start with the numbers printed in its lower right corner, then apply any applicable continuous effects. (See Rule 418.5, "Interaction of Continuous Effects.") [CompRules 2007/10/01]
  • 212.3e - Creatures can attack and block. (See Rule 308, "Declare Attackers Step," and Rule 309, "Declare Blockers Step.") [CompRules 2007/05/01]
  • 212.3f - A creature's activated ability with the tap symbol in its activation cost can't be played unless the creature has been under its controller's control since the start of his or her most recent turn. A creature can't attack unless it has been under its controller's control since the start of his or her most recent turn. This rule is informally called the "summoning sickness" rule. Ignore this rule for creatures with haste (see rule 502.5). [CompRules 2007/05/01]
  • 212.3g - Creature lands combine the characteristics of both lands and creatures, and are subject to spells and abilities that affect either or both card types. Creature lands can only be played as lands. They can't be played as spells. [CompRules 2007/10/01]
212.4 - Enchantments
  • 212.4a - A player who has priority may play an enchantment card from his or her hand during a main phase of his or her turn when the stack is empty. Playing an enchantment as a spell uses the stack. (See Rule 409, "Playing Spells and Activated Abilities.") [CompRules 2007/10/01]
  • 212.4b - When an enchantment spell resolves, its controller puts it into play under his or her control. [CompRules 2003/07/01]
  • 212.4c - Enchantment subtypes are always a single word and are listed after a long dash: "Enchantment - Shrine." Each word after the dash is a separate subtype. Enchantment subtypes are also called enchantment types. Enchantments may have multiple subtypes. (You can find the complete list of enchantment subtypes under "Enchantment Types" in the glossary at the end of this document.) [CompRules 2007/05/01]
  • 212.4d - Some enchantments have the subtype "Aura." An Aura comes into play attached to an object or player. What an Aura can be attached to is restricted by its enchant keyword ability (see Rule 502.45, "Enchant"). Other effects can limit what a permanent can be enchanted by. [CompRules 2007/05/01]
  • 212.4e - An Aura spell requires a target, which is restricted by its enchant ability. [CompRules 2006/07/15]
  • 212.4f - If an Aura is enchanting an illegal object or player, the object it was attached to no longer exists, or the player it was attached to has left the game, the Aura is put into its owner's graveyard. (This is a state-based effect. See Rule 420.) [CompRules 2007/05/01]
  • 212.4g - An Aura can't enchant itself, and an Aura that's also a creature can't enchant anything. If this occurs somehow, the Aura is put into its owner's graveyard. (This is a state-based effect. See Rule 420.) [CompRules 2007/05/01]
  • 212.4h - The object or player an Aura is attached to is called enchanted. The Aura is attached to, or "enchants," that permanent. [CompRules 2007/05/01]
  • 212.4i - An Aura's controller is separate from the enchanted object's controller; the two need not be the same. Changing control of the object doesn't change control of the Aura, and vice versa. Only the Aura's controller can play its abilities. However, if the Aura adds an ability to the enchanted object (with "gains" or "has"), the enchanted object's controller is the only one who can play that ability. [CompRules 2007/05/01]
  • 212.4j - If an Aura is coming into play under a player's control by any means other than by being played, and the effect putting it into play doesn't specify the object or player the Aura will enchant, that player chooses what it will enchant as the Aura comes into play. The player must choose a legal object or player according to the Aura's enchant ability and any other applicable effects. If the player can't make a legal choice, the Aura remains in its current zone, unless that zone is the stack. In that case, the Aura is put into its owner's graveyard instead of coming into play. [CompRules 2008/02/01]
  • 212.4k - If an effect attempts to attach an Aura in play to an object or player, that object or player must be able to be enchanted by it. If the object or player can't be, the Aura doesn't move. [CompRules 2007/05/15]
212.5 - Instants
  • 212.5a - A player who has priority may play an instant card from his or her hand. Playing an instant as a spell uses the stack. (See Rule 409, "Playing Spells and Activated Abilities.") [CompRules 2007/10/01]
  • 212.5b - When an instant spell resolves, the actions stated in its rules text are followed. Then, it's put into its owner's graveyard. [CompRules 2003/07/01]
  • 212.5c - Instant subtypes are always a single word and are listed after a long dash: "Instant - Arcane." Each word after the dash is a separate subtype. The set of instant subtypes is the same as the set of sorcery subtypes; these subtypes are called spell types. Instants may have multiple subtypes. (You can find the complete list of instant subtypes under "Spell Types" in the glossary at the end of this document.) [CompRules 2007/10/01]
  • 212.5d - Instants can't come into play. If an instant would come into play, it remains in its previous zone instead. [CompRules 2003/07/01]
  • 212.5e - If text states that a player may do something "any time he or she could play an instant," it means only that the player must have priority. The player doesn't need to have an instant he or she could actually play. [CompRules 2003/07/01]
212.6 - Lands
  • 212.6a - Playing a land card is a special action (see Rule 408.2d). To play a land card, the player simply puts it into play. The card doesn't go on the stack, and is never a spell, so players can't respond to it with instants or activated abilities. [CompRules 2007/10/01]
  • 212.6b - A player who has priority may choose to play a land card from his or her hand during a main phase of his or her turn, when the stack is empty. Continuous effects may allow the player to play land cards from other zones this way, or to play land cards at other times. [CompRules 2007/10/01]
  • 212.6c - A player may normally play only one land card during his or her turn; however, continuous effects may increase this number. If any such effects exist, the player announces which effect, or this rule, applies to each land play as it happens. [CompRules 2007/10/01]
  • 212.6d - A player can't play a land, for any reason, if it isn't his or her turn. Ignore any part of an effect that instructs a player to do so. Similarly, a player can't play a land, for any reason, if that player has used all of his or her land plays for that turn. Ignore any part of an effect that instructs a player to do so. [CompRules 2007/10/01]
  • 212.6e - Effects may also allow players to "put" lands into play. This isn't the same as "playing a land" and doesn't count as a player's one land played during his or her turn. [CompRules 2007/10/01]
  • 212.6f - Land subtypes are always a single word and are listed after a long dash. Land subtypes are also called land types. Lands may have multiple subtypes. (You can find the complete list of land subtypes under "Land Types" in the glossary at the end of this document.) [CompRules 2007/10/01]
  • 212.6g - The basic land types are Plains, Island, Swamp, Mountain, and Forest. If an object uses the words "basic land type," it's referring to one of these subtypes. A land with a basic land type has an intrinsic ability to produce colored mana. (See Rule 406, "Mana Abilities.") The land is treated as if its text box included, "{Tap}: Add [mana symbol] to your mana pool," even if the text box doesn't actually contain text or the card has no text box. Plains produce white mana; Islands, blue; Swamps, black; Mountains, red; and Forests, green. [CompRules 2007/10/01]
  • 212.6h - If an effect changes a land's subtype to one or more of the basic land types, the land no longer has its old land type. It loses all abilities generated from its rules text and its old land types, and it gains the appropriate mana ability for each new basic land type. Note that this doesn't remove any abilities that were granted to the land by other effects. Changing a land's subtype doesn't add or remove any card types (such as creature) or supertypes (such as basic, legendary, and snow) the land may have. If a land gains one or more land types in addition to its own, it keeps its land types and rules text, and it gains the new land types and mana abilities. [CompRules 2007/10/01]
  • 212.6i - Any land with the supertype "basic" is a basic land. Any land that doesn't have this supertype is a nonbasic land. [CompRules 2007/10/01]
  • 212.6j - If an object is both a land and another card type, it can be played only as a land. It can't be played as a spell. [CompRules 2007/10/01]
212.7 - Sorceries
  • 212.7a - A player who has priority may play a sorcery card from his or her hand during a main phase of his or her turn when the stack is empty. Playing a sorcery as a spell uses the stack. (See Rule 409, "Playing Spells and Activated Abilities.") [CompRules 2007/10/01]
  • 212.7b - When a sorcery spell resolves, the actions stated in its rules text are followed. Then it's put into its owner's graveyard. [CompRules 2003/07/01]
  • 212.7c - Sorcery subtypes are always a single word and are listed after a long dash: "Sorcery - Arcane." Each word after the dash is a separate subtype. The set of sorcery subtypes is the same as the set of instant subtypes; these subtypes are called spell types. Sorceries may have multiple subtypes. (You can find the complete list of sorcery subtypes under "Spell Types" in the glossary at the end of this document.) [CompRules 2007/10/01]
  • 212.7d - Sorceries can't come into play. If a sorcery would come into play, it remains in its previous zone instead. [CompRules 2003/07/01]
  • 212.7e - If a spell, ability, or effect states that a player can do something only "any time he or she could play a sorcery," it means only that the player must have priority, it must be during the main phase of his or her turn, and the stack must be empty. The player doesn't need to have a sorcery he or she could actually play. [CompRules 2005/10/01]
212.8 - Tribals
  • 212.8a - Each tribal card has another card type. Playing and resolving a tribal card follows the rules for playing and resolving a card of the other card type. [CompRules 2007/10/01]
  • 212.8b - Tribal subtypes are always a single word and are listed after a long dash: "Tribal Enchantment - Merfolk." The set of tribal subtypes is the same as the set of creature subtypes; these subtypes are called creature types. Tribals may have multiple subtypes. (You can find the complete list of tribal subtypes under "Creature Types" in the glossary at the end of this document.) [CompRules 2007/10/01]
  • 212.8.Ruling.1 - Tribal is not a permanent type. However, a tribal card can become a permanent if another of its types allows it to do so. [Future Sight FAQ 2007/05/01]
212.9 - Planeswalkers
  • 212.9a - A player who has priority may play a planeswalker card from his or her hand during a main phase of his or her turn when the stack is empty. Playing a planeswalker as a spell uses the stack. (See Rule 409, "Playing Spells and Activated Abilities.") [CompRules 2007/10/01]
  • 212.9b - When a planeswalker spell resolves, its controller puts it into play under his or her control. [CompRules 2007/10/01]
  • 212.9c - Planeswalker subtypes are always a single word and are listed after a long dash: "Planeswalker - Jace." Each word after the dash is a separate subtype. Planeswalker subtypes are also called planeswalker types. Planeswalkers may have multiple subtypes. (You can find the complete list of planeswalker subtypes under "Planeswalker Types" in the glossary at the end of this document.) If two or more planeswalkers that share a planeswalker type are in play, all are put into their owners' graveyards as a state-based effect. See Rule 420.5. [CompRules 2007/10/01]
  • 212.9d - Loyalty is a characteristic only planeswalkers have. The loyalty of a planeswalker not in play is equal to the number printed in its lower right corner. The loyalty of a planeswalker in play is equal to the number of loyalty counters on it. A planeswalker is treated as if its text box included, "This permanent comes into play with a number of loyalty counters on it equal to its printed loyalty number"; this ability creates a replacement effect (see Rule 419.1). As a planeswalker gains or loses loyalty, loyalty counters are put on it or removed from it, respectively. Damage dealt to a planeswalker results in that many loyalty counters being removed from it. If a planeswalker's loyalty is 0, it's put into its owner's graveyard as a state-based effect. See Rule 420.5. [CompRules 2007/10/01]
  • 212.9e - Planeswalkers can be attacked. (See Rule 308, "Declare Attackers Step.") [CompRules 2007/10/01]
  • 212.9f - Each planeswalker has a number of activated abilities. A player may play an activated ability of a planeswalker only during a main phase of his or her turn, when he or she has priority and the stack is empty, and only if none of its activated abilities have been played that turn. The cost to play an activated ability of a planeswalker is to put on or remove from that planeswalker a certain number of loyalty counters, as shown by the loyalty symbol in the ability's cost. An ability with a negative loyalty cost can't be played unless the planeswalker has at least that many loyalty counters on it. [CompRules 2007/10/01]
  • 212.9g - If noncombat damage would be dealt to a player by a source controlled by an opponent, that opponent may have that source deal that damage to a planeswalker the first player controls instead. This is a redirection effect (see Rule 419.6c) and is subject to the normal rules for ordering replacement effects (see Rule 419.9). The opponent chooses whether to redirect the damage as the redirection effect is applied. [CompRules 2007/10/01]
  • 212.9.Ruling.1 - You can control more than one Planeswalker, but there cannot be more than one of the same Planeswalker in play at a time without causing Rule 212.9c to remove them. [D'Angelo 2007/10/20]
  • 212.9.Ruling.2 - A Planeswalker is not a Creature. [D'Angelo 2007/10/20]
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