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409 - Playing Spells and Activated Abilities
  • 409.1 - Playing a spell or activated ability follows the steps listed below, in order. If, at any point during the playing of a spell or ability, a player is unable to comply with any of the steps listed below, the spell was played illegally; the game returns to the moment before that spell or ability was played (see Rule 422, "Handling Illegal Actions"). Announcements and payments can't be altered after they've been made. [CompRules 2003/07/01]
  • 409.1a - The player announces that he or she is playing the spell or activated ability. If a spell is being played, that card (or that copy of a card) physically moves from the zone it's in to the stack. It has all the characteristics of the card (or the copy of a card) associated with it, and its controller is the player who played it. If an activated ability is being played, it's created on the stack as an object that's not a card. If an activated ability is being played from a hidden zone, the card that has that ability is revealed. On the stack, the ability has the text of the ability that created it, and no other characteristics. Its controller is the player who played the ability. The spell or ability remains on the stack until it's countered or resolves. [CompRules 2008/02/01]
  • 409.1b - If the spell or ability is modal (uses the phrase "Choose one -," "Choose two -," or "[specified player] chooses one -"), the player announces the mode choice. If the player wishes to splice any cards onto the spell (see Rule 502.40), he or she reveals those cards in his or her hand. If the spell or ability has a variable mana cost (indicated by {X}) or some other variable cost, the player announces the value of that variable at this time. If the spell or ability has alternative, additional, or other special costs (such as buyback, kicker, or convoke costs), the player announces his or her intentions to pay any or all of those costs (see Rule 409.1f). You can't apply two alternative methods of playing or two alternative costs to a single spell or ability. Previously made choices (such as choosing to play a spell with flashback from his or her graveyard or choosing to play a creature with morph face down) may restrict the player's options when making these choices. [CompRules 2007/10/01]
  • 409.1c - If the spell or ability requires any targets, the player first announces how many targets he or she will choose (if the spell or ability has a variable number of targets), then announces the targets themselves. A player can't play a spell or ability unless he or she chooses the required number of legal targets. The same target can't be chosen multiple times for any one instance of the word "target" on the spell or ability. If the spell or ability uses the word "target" in multiple places, the same object, player, or zone can be chosen once for each instance of the word "target" (as long as it fits the targeting criteria). [CompRules 2005/10/01]
    Example: If an ability reads "Tap two target creatures," then the same target can't be chosen twice; the ability requires two different legal targets. An ability that reads "Destroy target artifact and target land," however, can target the same artifact land twice because it uses the word "target" in multiple places. [CompRules 2004/10/01]
    Example: If an ability reads "Tap two target creatures," then the same target can't be chosen twice; the ability requires two different legal targets. An ability that reads "Destroy target artifact and target land," however, can target the same artifact land twice because it uses the word "target" in multiple places. [CompRules 2004/10/01]
  • 409.1d - If the spell or ability targets one or more targets only if an alternative, additional, or special cost (such as a buyback or kicker cost) is paid for it, or if a particular mode is chosen for it, its controller chooses those targets only if he or she announced the intention to pay that cost or chose that mode. Otherwise, the spell or ability is played as though it did not have those targets. [CompRules 2003/07/01]
  • 409.1e - If the spell or ability affects several targets in different ways, the player announces how it will affect each target. If the spell or ability requires the player to divide or distribute an effect (such as damage or counters) among one or more targets, or any number of untargeted objects or players, the player announces the division. Each of these targets, objects, or players must receive at least one of whatever is being divided. [CompRules 2004/02/01]
  • 409.1f - The player determines the total cost of the spell or ability. Usually this is just the mana cost (for spells) or activation cost (for abilities). Some cards list additional or alternative costs in their text. Some effects may increase or reduce the cost to pay, or may provide other alternative costs. Costs may include paying mana, tapping permanents, sacrificing permanents, discarding cards, and so on. The total cost is the mana cost, activation cost, or alternative cost, plus all additional costs and cost increases, and minus all cost reductions. If the mana component of the total cost is reduced to nothing by cost reduction effects, it is considered to be {0}. It can't be reduced to less than {0}. Once the total cost is determined, it becomes "locked in." If effects would change the total cost after this time, they have no effect. [CompRules 2007/05/01]
  • 409.1g - If the total cost includes a mana payment, the player then has a chance to play mana abilities (see Rule 411, "Playing Mana Abilities"). Mana abilities must be played before costs are paid. [CompRules 2004/06/01]
  • 409.1h - The player pays the total cost in any order. Partial payments are not allowed. Unpayable costs can't be paid. [CompRules 2007/05/01]
    Example: You play Death Bomb, which costs {3}{B} and has an additional cost of sacrificing a creature. You sacrifice Thunderscape Familiar, whose effect makes your black spells cost {1} less to play. Because a spell's total cost is "locked in" before payments are actually made, you pay {2}{B}, not {3}{B}, even though you're sacrificing the Familiar. [CompRules 2003/07/01]
  • 409.1i - Once the steps described in Rule 409.1a through Rule 409.1h are completed, the spell or ability becomes played. Any abilities that trigger on a spell or ability being played or put onto the stack trigger at this time. The spell or ability's controller had priority before playing it, he or she gets priority. [CompRules 2006/05/01]
  • 409.2 - Some spells and abilities specify that one of their controller's opponents does something the controller would normally do while it's being played, such as choose a mode, choose targets, or choose how the spell or ability will affect its targets. In these cases, the opponent does so when the spell or ability's controller normally would do so. [CompRules 2005/08/01]
  • 409.2a - If there is more than one opponent who could make such a choice, the spell or ability's controller decides which of those opponents will make the choice. [CompRules 2005/08/01]
  • 409.2b - If the spell or ability instructs its controller and another player to do something at the same time as the spell or ability is being played, the spell's controller goes first, then the other player. This is an exception to Rule 103.4. [CompRules 2005/08/01]
  • 409.3 - Playing a spell or ability that alters costs won't do anything to spells and abilities that are already on the stack. [CompRules 2003/07/01]
  • 409.4 - A player can't begin to play a spell or activated ability that's prohibited from being played by an effect. [CompRules 2003/07/01]
  • 409.4a - If an effect allows a card that's prohibited from being played to be played face down, and the face-down spell would not be prohibited, that spell can be played face down. See Rule 504, "Face-Down Spells and Permanents." [CompRules 2007/05/01]
  • 409.Ruling.1 - As a note on Rule 409.1e, dividing an effect can be communicated using a bunch of possible words, including "divide" and "distribute". This is not locked to the word "divide". [DeLaney 2003/12/14]
  • 409.Ruling.2 - Effects that alter the cost of a spell or ability are all applied and the order does not matter because no currently available cost modifier is conditional based on the current cost. [D'Angelo 2006/09/30]
  • 409.Ruling.3 - A spell with no mana cost (a cost of {0} does have a mana cost and is different from something with no mana cost) cannot normally be played since it is impossible to pay a nonexistent cost in Rule 409.1h. If there is a way to play a spell without paying its mana cost, you can play a spell with no mana cost this way. [Time Spiral FAQ 2006/08/30]
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