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419 - Replacement and Prevention Effects
  • 419.1 - Replacement and prevention effects are continuous effects that watch for a particular event to happen and then completely or partially replace that event. These effects act like "shields" around whatever they're affecting. [CompRules 2003/07/01]
  • 419.1a - Effects that use the word "instead" are replacement effects. Most replacement effects use the word "instead" to indicate what events will be replaced with other events and use the word "skip" to indicate what events, steps, phases, or turns will be replaced with nothing. [CompRules 2003/07/01]
  • 419.1b - Effects that read "[This permanent] comes into play with ...," "As [this permanent] comes into play ...," or "[This permanent] comes into play as ..." are replacement effects. [CompRules 2003/07/01]
  • 419.1c - Continuous effects that read "[This permanent] comes into play ..." or "[Objects] come into play ..." are replacement effects. [CompRules 2003/07/01]
  • 419.1d - Effects that use the word "prevent" are prevention effects. Prevention effects use "prevent" to indicate what events will not occur. [CompRules 2003/07/01]
  • 419.1e - Effects that read "As [this permanent] is turned face up ...," are replacement effects. [CompRules 2006/10/01]
  • 419.2 - Replacement and prevention effects apply continuously as events happen-they aren't locked in ahead of time. [CompRules 2003/07/01]
  • 419.3 - There are no special restrictions on playing a spell or ability that generates a replacement or prevention effect. Such effects last until they're used up or their duration has expired. [CompRules 2003/07/01]
  • 419.4 - Replacement or prevention effects must exist before the appropriate event occurs-they can't "go back in time" and change something that's already happened. Usually spells and abilities that generate these effects are played in response to whatever would produce the event and thus resolve before that event would occur.
    Example: A player can play a regeneration ability in response to a spell that would destroy a creature he or she controls. [CompRules 2003/07/01]
  • 419.5 - If an event is prevented or replaced, it never happens. A modified event occurs instead, which may in turn trigger abilities. Note that the modified event may contain instructions that can't be carried out, in which case the player simply ignores the impossible instruction. [CompRules 2003/07/01]
  • 419.5a - If a source would deal 0 damage, it does not deal damage at all. That means abilities that trigger on damage being dealt won't trigger. It also means that replacement effects that increase damage dealt have no event to replace, so they have no effect. [CompRules 2005/08/01]
  • 419.5b - Some abilities read, "you may [X]. If you do, [Y]." An "if you do" clause that follows a "you may [X]" clause refers to choosing to do the event X, regardless of what events actually occur as a result of that decision. If X is replaced entirely or in part by a different event, the "if you do" clause refers to the event that replaced X. [CompRules 2006/02/01]
419.6 - Replacement Effects
  • 419.6a - A replacement effect doesn't invoke itself repeatedly and gets only one opportunity for each event.
    Example: A player controls two permanents, each with an ability that reads "If a creature you control would deal damage to a creature or player, it deals double that damage to that creature or player instead." A creature that normally deals 2 damage will deal 8 damage-not just 4, and not an infinite amount. [CompRules 2003/07/01]
  • 419.6b - Regeneration is a destruction-replacement effect. The word "instead" doesn't appear on the card but is implicit in the definition of regeneration. "Regenerate [permanent]" means "The next time [permanent] would be destroyed this turn, instead remove all damage from it, tap it, and (if it's in combat) remove it from combat." Abilities that trigger from damage being dealt still trigger even if the permanent regenerates. [CompRules 2003/07/01]
  • 419.6c - Some effects replace damage dealt to one creature, planeswalker, or player with the same damage dealt to another creature, planeswalker, or player; such effects are called "redirection" effects. If either creature or planewalker is no longer in play when the damage would be redirected, or is no longer a creature or planeswalker when the damage would be redirected, the effect does nothing. [CompRules 2007/10/01]
  • 419.6d - Some spells and abilities replace part or all of their own effect(s) when they resolve. Such effects are called self-replacement effects. When applying replacement effects to an event, apply self-replacement effects first, then apply other replacement effects. [CompRules 2003/07/01]
  • 419.6e - Skipping an action, step, phase, or turn is a replacement effect. "Skip [something]" is the same as "Instead of doing [something], do nothing." Once a step, phase, or turn has started, it can no longer be skipped--any skip effects will wait until the next occurrence. [CompRules 2003/07/01]
  • 419.6f - Anything scheduled for a skipped step, phase, or turn won't happen. Anything scheduled for the "next" occurrence of something waits for the first occurrence that isn't skipped. If two effects each cause a player to skip his or her next occurrence, that player must skip the next two; one effect will be satisfied in skipping the first occurrence, while the other will remain until another occurrence can be skipped. [CompRules 2003/07/01]
  • 419.6f.Ruling.1 - As an example, something set for "the next turn's upkeep" will wait for the next turn even if a turn is skipped, but once that turn starts, if the upkeep is skipped, then the effect won't happen. [D'Angelo 2008/03/16]
  • 419.6g - Some replacement effects say "instead choose one -." Such effects are called modal replacement effects. The mode is chosen as the replacement effect is applied. If a modal replacement effect would apply to multiple events, a different mode may be chosen for each event. A modal replacement effect doesn't invoke itself repeatedly, regardless of which mode was chosen. You may not choose modes that are impossible. [CompRules 2006/07/15]
  • 419.6h - Some effects replace card draws. These effects are applied even if no cards could be drawn because there are no cards in the affected player's library. If an effect replaces a draw within a sequence of card draws, all actions required by the replacement are completed, if possible, before resuming the sequence. If an effect would have a player both draw a card and perform an additional action on that card, and the draw is replaced, the additional action is not performed on any cards that are drawn as a result of that replacement effect. [CompRules 2006/10/01]
  • 419.6i - Some replacement effects modify how a permanent comes into play. (See Rule 419.1b and Rule 419.1c.) Such effects may come from the permanent itself if they affect only that permanent (as opposed to a general subset of permanents that includes it). They may also come from other sources. To determine how and whether these replacement effects apply, check the characteristics of the permanent as it would exist in play, taking into account replacement effects that have already modified how it comes into play, continuous effects generated by the resolution of spells or abilities that changed the permanent's characteristics on the stack (see Rule 217.1c), and continuous effects from the permanent's own static abilities, but ignoring continuous effects from any other source that would affect it. [CompRules 2008/02/01]
    Example: Voice of All says "As Voice of All comes into play, choose a color" and "Voice of All has protection from the chosen color." An effect creates a token that's a copy of Voice of All. As that token is put into play, its controller chooses a color for it. [CompRules 2007/05/01]
    Example: Yixlid Jailer says "Cards in graveyards have no abilities." Scarwood Treefolk says "Scarwood Treefolk is put into play tapped." A Scarwood Treefolk that's put into play from a graveyard is put into play tapped. [CompRules 2007/05/01]
    Example: Orb of Dreams is an artifact that says "Permanents come into play tapped." It will not affect itself, so Orb of Dreams is put into play untapped. [CompRules 2007/05/01]
419.7 - Prevention Effects
  • 419.7a - Prevention effects usually apply to damage that would be dealt. [CompRules 2003/07/01]
  • 419.7b - Some prevention effects generated by the resolution of a spell or ability refer to a specific amount of damage-for example, "Prevent the next 3 damage that would be dealt to target creature or player this turn." These work like shields. Each 1 damage that would be dealt to the "shielded" creature or player is prevented. Preventing 1 damage reduces the remaining shield by 1. If damage would be dealt to the shielded creature or player by two or more applicable sources at the same time, the player or the controller of the creature chooses which damage the shield prevents first. Once the shield has been reduced to 0, any remaining damage is dealt normally. Such effects count only the amount of damage; the number of events or sources dealing it doesn't matter. [CompRules 2007/05/01]
  • 419.7c - Some prevention effects generated by static abilities refer to a specific amount of damage-for example, "If a source would deal damage to you, prevent 1 of that damage." Such an effect prevents only the indicated amount of damage from any applicable source at any given time. It will apply separately to damage from other applicable sources, or to damage that would be dealt by the same source at a different time. [CompRules 2007/05/01]
  • 419.7d - Some prevention effects prevent the next N damage that would be dealt to each of a number of untargeted creatures. Such an effect creates a prevention shield for each applicable creature when the spell or ability that generates that effect resolves. [CompRules 2007/05/01]
    Example: Wojek Apothecary has an ability that says "{T}: Prevent the next 1 damage that would be dealt to target creature and each other creature that shares a color with it this turn." When the ability resolves, it gives the target creature and each other creature in play that shares a color with it at that time a shield preventing the next 1 damage that would be dealt to it. Changing creatures' colors after the ability resolves doesn't add or remove shields, and creatures that come into play later in the turn don't get the shield. [CompRules 2005/10/01]
419.8 - Sources of Damage
  • 419.8a - Some effects apply to damage from a source-for example, "The next time a red source of your choice would deal damage to you this turn, prevent that damage." If an effect requires a player to choose a source, he or she may choose a permanent; a spell on the stack (including an artifact, creature, enchantment, planeswalker spell); any card or permanent referred to by an object on the stack; or a creature that assigned combat damage on the stack, even if the creature is no longer in play or is no longer a creature. The source is chosen when the effect is created. If the player chooses a permanent, the effect will apply to the next damage from that permanent, regardless of whether it's from one of that permanent's abilities or combat damage dealt by it. If the player chooses an artifact, creature, enchantment, planeswalker spell, the effect will apply to any damage from that spell and from the permanent that it becomes when it resolves. [CompRules 2008/02/01]
  • 419.8b - Some effects from spells and abilities prevent or replace damage from sources with certain properties, such as a creature or a source of a particular color. When the source would deal damage, the "shield" rechecks the source's properties. If the properties no longer match, the damage isn't prevented or replaced. If for any reason the shield prevents no damage or replaces no damage, the shield isn't used up. [CompRules 2003/07/01]
  • 419.8c - Some effects from static abilities prevent or replace damage from sources with certain properties. For these effects, the prevention or replacement applies to sources that are permanents with that property and to any sources that aren't in play that have that property. [CompRules 2003/10/01]
419.9 - Interaction of Replacement or Prevention Effects
  • 419.9a - If two or more replacement or prevention effects are attempting to modify the way an event affects an object or player, the affected object's controller (or its owner if it has no controller) or the affected player chooses one to apply. Then the other effect applies if it is still appropriate. If one or more of the applicable replacement effects is a self-replacement effect (see Rule 419.6d), that effect is applied before any other replacement effects. If two or more players have to make these choices at the same time, choices are made in APNAP order (see Rule 103.4). [CompRules 2005/08/01]
    Example: Two permanents are in play. One is an enchantment that reads "If a card would be put into a graveyard, instead remove it from the game," and the other is a creature that reads "If [this creature] would be put into a graveyard from play, instead shuffle it into its owner's library." The controller of the creature that would be destroyed decides which replacement to apply first; the other does nothing. [CompRules 2005/08/01]
  • 419.9b - A replacement effect can become applicable to an event as the result of another replacement effect that modifies the event. [CompRules 2003/07/01]
    Example: One effect reads "For each 1 life you would gain, instead draw a card," and another reads "If you would draw a card, return a card from your graveyard to your hand instead." Both effects combine (regardless of the order they came into existence): Instead of gaining 1 life, the player puts a card from his or her graveyard into his or her hand. [CompRules 2003/10/01]
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