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217 - Zones
  • 217.1 - A zone is a place where objects can be during a game. There are normally six zones: library, hand, graveyard, in play, stack, and removed from the game. Some older cards also use the ante and phased-out zones. Each player has his or her own library, hand, and graveyard. The other zones are shared by all players. [CompRules 2003/07/01]
  • 217.1a - If an object would go to any library, graveyard, or hand other than its owner's, it goes to its owner's corresponding zone. If an instant or sorcery card would come into play, it remains in its previous zone. [CompRules 2008/02/01]
  • 217.1b - The order of objects in a library, in a graveyard, or on the stack can't be changed except when effects or rules allow it. Objects in other zones can be arranged however their owners wish, although who controls those objects, whether they're tapped or flipped, and what other objects are attached to them must remain clear to all players. [CompRules 2007/05/01]
  • 217.1c - An object that moves from one zone to another is treated as a new object. Effects connected with its previous location will no longer affect it. There are four exceptions to this rule: (1) Effects from spells, activated abilities, and triggered abilities that change the characteristics of an artifact, creature, enchantment, or planeswalker spell on the stack will continue to apply to the permanent that spell creates. (2) Abilities that trigger when an object moves from one zone to another (for example, "When Rancor is put into a graveyard from play") can find the object in the zone it moved to when the ability triggered. (3) Prevention effects that apply to damage from an artifact, creature, enchantment, or planeswalker spell on the stack will continue to apply to damage from the permanent that spell becomes. (4) Permanents that phase out or in "remember" their earlier states. See Rule 217.8c. [CompRules 2008/02/01]
  • 217.1d - If an object would move from one zone to another, first determine what event is moving the object. Then apply any appropriate replacement effects to that event. If an effect or rule tries to do two or more contradictory or mutually exclusive things to a particular object, that object's controller-or its owner if it has no controller-chooses what the effect does to the object. Then the event moves the object. [CompRules 2003/07/01]
  • 217.1e - An object is outside the game if it's in the removed-from-the-game zone, or if it isn't in any of the game's zones. All other objects are inside the game. Outside the game is not a zone. [CompRules 2003/07/01]
  • 217.1f - If an object in the removed-from-the-game zone is removed from the game, it doesn't change zones, but it is treated as a new object that has just been removed from the game. [CompRules 2007/02/01]
217.2 - Library
  • 217.2a - When a game begins, each player's deck becomes his or her library. [CompRules 2003/07/01]
  • 217.2b - Each library must be kept in a single face-down pile. Players can't look at or change the order of cards in a library. [CompRules 2003/07/01]
  • 217.2c - Any player may count the number of cards remaining in any player's library at any time. [CompRules 2005/08/01]
  • 217.2d - If an effect puts two or more cards on the top or bottom of a library at the same time, the owner of those cards may arrange them in any order. That library's owner doesn't reveal the order in which the cards go into his or her library. [CompRules 2003/07/01]
  • 217.2e - Some effects tell a player to play with the top card of his or her library revealed. If the top card of the player's library changes while a spell or ability is being played, the new top card won't be revealed until the spell or ability becomes played (see Rule 409.1i). [CompRules 2003/10/01]
  • 217.2f - If a spell or ability causes a card to be drawn while another spell or ability is being played, the drawn card is kept face down until that spell or ability becomes played (see Rule 409.1i). [CompRules 2005/08/01]
  • 217.2.Ruling.1 - If player puts two or more cards on the top or bottom of another player's library (as with Misinformation), that player may arrange them in any order (unless otherwise specified) and doesn't reveal this order to the owner of the library. [D'Angelo 2003/09/08]
217.3 - Hand
  • 217.3a - The hand is where a player holds cards that have been drawn but not yet played. At the beginning of the game, each player draws a hand of seven cards. (See Rule 101, "Starting the Game.") [CompRules 2003/07/01]
  • 217.3b - Each player has a maximum hand size, which is normally seven cards. A player may have any number of cards in his or her hand, but as part of his or her cleanup step, the player must discard excess cards down to the maximum hand size. [CompRules 2003/07/01]
  • 217.3c - A player may arrange his or her hand in any convenient fashion and look at it as much as he or she wishes. A player can't look at the cards in another player's hand but may count those cards at any time. [CompRules 2003/07/01]
217.4 - Graveyard
  • 217.4a - A graveyard is a discard pile. Any object that's countered, discarded, destroyed, or sacrificed is put on top of its owner's graveyard, as is any instant or sorcery spell that's finished resolving. Each player's graveyard starts out empty. [CompRules 2003/07/01]
  • 217.4b - Each graveyard is kept in a single face-up pile. A player can examine the cards in any graveyard at any time but can't change their order. [CompRules 2003/07/01]
  • 217.4c - If an effect or rule puts two or more cards into the same graveyard at the same time, the owner of those cards may arrange them in any order. [CompRules 2003/07/01]
217.5 - In Play
  • 217.5a - Most of the area between the players represents the in-play zone. The in-play zone starts out empty. Permanents a player controls are normally kept in front of him or her in the in-play zone, though there are some cases (such as an Aura attached to another player's permanent) when a permanent one player controls is kept closer to a different player. [CompRules 2007/07/13]
  • 217.5b - A spell or ability affects and checks only the in-play zone unless it specifically mentions a player or another zone. Permanents exist only in the in-play zone. [CompRules 2003/07/01]
  • 217.5c - Whenever a permanent enters the in-play zone, it's considered a brand-new permanent and has no relationship to any previous permanent represented by the same object. This is also true for any objects entering any zone (see Rule 217.1c). [CompRules 2003/10/01]
  • 217.5d - An object not in the in-play zone isn't "in play" and isn't considered tapped or untapped. Objects that aren't either in play or on the stack aren't controlled by any player. [CompRules 2005/08/01]
217.6 - Stack
  • 217.6a - When a spell is played, the physical card is put on the stack. When an ability is played, it goes on top of the stack without any card associated with it (See Rule 409.1a). [CompRules 2007/10/01]
  • 217.6b - The stack keeps track of the order that spells and/or abilities were added to it. Each time an object is put on the stack, it's put on top of all objects already there. (See Rule 408, "Timing of Spells and Abilities.") [CompRules 2005/08/01]
  • 217.6c - Each spell has all the characteristics of the card associated with it. Each activated or triggered ability that's on the stack has the text of the ability that created it and no other characteristics. The controller of a spell is the person who played the spell. The controller of an activated ability is the player who played the ability. The controller of a triggered ability is the player who controlled the ability's source when it triggered, unless it's a delayed triggered ability. The controller of a delayed triggered ability is the player who controlled the spell or ability that created it. [CompRules 2007/10/01]
  • 217.6d - When all players pass in succession, the top (last-added) spell or ability on the stack resolves. If the stack is empty when all players pass, the current step or phase ends and the next begins. [CompRules 2005/08/01]
  • 217.6e - Combat damage also uses the stack, in the same way as other objects that use the stack. [CompRules 2003/07/01]
217.7 - Removed from the Game
  • 217.7a - Objects can be removed from the game. Some effects may provide a way for a card to return to a zone and use the term "set aside." Cards that are set aside this way are still removed from the game, even though that removal may be temporary. Objects that aren't cards that would return to a zone remain removed from the game instead. [CompRules 2007/10/01]
  • 217.7b - Cards in the removed-from-the-game zone are kept face up and may be examined by any player at any time. Cards "removed from the game face down" can't be examined by any player except when instructions allow it. [CompRules 2005/08/01]
  • 217.7c - Cards that might return to play should be kept in separate piles to keep track of their respective ways of returning. [CompRules 2003/07/01]
  • 217.7d - A card may have one ability printed on it that removes one or more cards from the game, and another ability that refers either to "the removed cards" or to cards "removed from the game with [name]." These abilities are linked: the second refers only to cards in the removed-from-the-game zone removed as a result of the first. If another object gains a pair of linked abilities, the abilities will be similarly linked on that object. They can't be linked to any other ability, regardless of what other abilities the object may currently have or may have had in the past. [CompRules 2006/10/15]
    Example: Arc-Slogger has the ability "{R}: Remove the top ten cards of your library from the game: Arc-Slogger deals 2 damage to target creature or player." Sisters of Stone Death has the ability "{B}{G}: Remove from the game target creature blocking or blocked by Sisters of Stone Death" and the ability "{2}{B}: Put a creature card removed from the game with Sisters of Stone Death into play under your control." Quicksilver Elemental has the ability "{U}: Quicksilver Elemental gains all activated abilities of target creature until end of turn." If a player has Quicksilver Elemental gain Arc-Slogger's ability, plays it, then has Quicksilver Elemental gain Sisters of Stone Death's abilities, plays the remove-from-game ability, and then plays the return-to-play ability, only the creature card Quicksilver Elemental removed from the game with Sisters of Stone Death's ability can be returned to play. Creature cards Quicksilver Elemental removed from the game with Arc-Slogger's ability can't be returned. [CompRules 2005/10/01]
  • 217.7e - If an object in the removed-from-the-game zone is removed from the game, it doesn't change zones, but it is treated as a new object that has just been removed from the game. [CompRules 2007/02/01]
217.8 - Phased Out
  • 217.8a - Permanents that phase out are placed in the phased-out zone. (See Rule 502.15, "Phasing.") [CompRules 2003/07/01]
  • 217.8b - Face-up objects in the phased-out zone may be examined by any player at any time. Face-down objects in the phased-out zone are covered by the rules for face-down permanents. (See Rule 502.26, "Morph," and Rule 504, "Face-Down Spells and Permanents.") [CompRules 2005/08/01]
  • 217.8c - Phased-out objects are not in play, so they do not count as tapped or untapped, nor are they controlled by anyone. However, an object in this zone "remembers" the state of the permanent as it phased out and returns to play in the same state as when it left. (See Rule 502.15, "Phasing.") [CompRules 2006/05/01]
  • 217.8d - Tokens in the phased-out zone cease to exist. This is a state-based effect (see Rule 420, "State-Based Effects"). Any phased-out Auras, Equipment, or Fortifications that were attached to those tokens remain phased out for the rest of the game. [CompRules 2007/05/01]
217.9 - Ante
  • 217.9a - Earlier versions of the Magic rules included an ante rule as a way of playing "for keeps." Playing Magic games for ante is now considered an optional variation on the game, and it's allowed only where it's not forbidden by law or by other rules. Playing for ante is strictly forbidden under the DCI Universal Tournament Rules ( www.wizards.com/default.asp?x=dci/doccenter/home). [CompRules 2005/10/01]
  • 217.9b - When playing for ante, each player puts one random card from his or her deck into the ante zone at the beginning of the game. Cards in the ante zone may be examined by any player at any time. At the end of the game, the winner becomes the owner of all the cards in the ante zone. [CompRules 2005/08/01]
  • 217.9c - A few cards have the text "Remove [this card] from your deck before playing if you're not playing for ante." These are the only cards that can add or remove cards from a player's ante zone or change a card's owner. [CompRules 2003/10/01]
  • 217.9d - To ante an object is to put that object into the ante zone from whichever zone it's currently in. The owner of an object is the only person who can ante that object. [CompRules 2003/07/01]
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