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502 - Keyword Abilities
  • 502.1 - Most abilities describe exactly what they do in the card's rules text. Some, though, are very common or would require too much space to define on the card. In these cases, the object lists only the name of the ability as a "keyword"; sometimes reminder text summarizes the game rule. [CompRules 2003/07/01]
502.2 - First Strike
  • 502.2a - First strike is a static ability that modifies the rules for the combat damage step. (See Rule 310, "Combat Damage Step.") [CompRules 2003/07/01]
  • 502.2b - At the start of the combat damage step, if at least one attacking or blocking creature has first strike or double strike (see Rule 502.28), creatures without first strike or double strike don't assign combat damage. Instead of proceeding to end of combat, the phase gets a second combat damage step to handle the remaining creatures. In the second combat damage step, surviving attackers and blockers that didn't assign combat damage in the first step, plus any creatures with double strike, assign their combat damage. [CompRules 2003/07/01]
  • 502.2c - Adding or removing first strike any time after combat damage has been put on the stack in the first combat damage step won't prevent a creature from dealing combat damage or allow it to deal combat damage twice. [CompRules 2007/05/01]
  • 502.2d - Multiple instances of first strike on the same creature are redundant. [CompRules 2003/07/01]
  • Note - Also see Rule G6.5, "First Strike".
502.3 - Flanking
  • 502.3a - Flanking is a triggered ability that triggers during the declare blockers step. (See Rule 309, "Declare Blockers Step.") "Flanking" means "Whenever this creature becomes blocked by a creature without flanking, the blocking creature gets -1/-1 until end of turn." [CompRules 2003/07/01]
  • 502.3b - If a creature has multiple instances of flanking, each triggers separately. [CompRules 2003/07/01]
  • 502.3.Ruling.1 - This may kill the blocker prior to damage being assigned in combat, but the attacker is still blocked. [D'Angelo 1998/02/03]
  • 502.3.Ruling.2 - Flanking applies to blockers which are not assigned to the Flanking creature directly. For example, creatures that become blockers due to blocking a member of a band which includes the Flanking creature are subject to the Flanking -1/-1 ability. [D'Angelo 1999/05/01]
  • 502.3.Ruling.3 - Gaining Flanking after blockers are declared will have no effect on the blockers because the time for Flanking to trigger has already passed. [D'Angelo 1999/05/01]
  • 502.3.Ruling.4 - If an attacking creature has multiple instances of the Flanking ability, even one instance of Flanking on the blocking creature will negate the effect. [D'Angelo 1998/06/15]
  • Note - Also see Rule G6.7, "Flanking".
502.4 - Flying
  • 502.4a - Flying is an evasion ability. [CompRules 2003/07/01]
  • 502.4b - A creature with flying can't be blocked except by creatures with flying and/or reach. A creature with flying can block a creature with or without flying. (See Rule 309, "Declare Blockers Step," and Rule 502.70, "Reach.") [CompRules 2007/10/01]
  • 502.4c - Multiple instances of flying on the same creature are redundant. [CompRules 2003/07/01]
  • Note - Also see Rule G6.14 "Flying".
502.5 - Haste
  • 502.5a - Haste is a static ability. [CompRules 2003/07/01]
  • 502.5b - A creature with haste can attack or use activated abilities whose cost includes the tap symbol even if it hasn't been controlled by its controller continuously since the start of his or her most recent turn. (See Rule 212.3f.) [CompRules 2007/10/01]
  • 502.5c - Multiple instances of haste on the same creature are redundant. [CompRules 2003/07/01]
  • 502.5.Ruling.1 - Haste removes the normal "cannot attack" restriction due to not being controlled at the start of a player's turn. It does not remove any other combat restrictions. For example, it will not make a Wall able to attack, give you a second attack in a turn, or allow you to attack using a Raging Goblin if the defending player has Island Sanctuary activated. [D'Angelo 2000/11/17]
  • Note - Also see Rule G8.2, "Haste".
502.6 - Landwalk
  • 502.6a - Landwalk and snow landwalk are generic terms; a card's rules text will give a specific subtype or supertype (such as in "islandwalk," "snow swampwalk," or "legendary landwalk"). [CompRules 2006/07/15]
  • 502.6b - Landwalk and snow landwalk are evasion abilities. A creature with landwalk is unblockable as long as the defending player controls at least one land with the specified subtype and/or supertype. (See Rule 309, "Declare Blockers Step.") [CompRules 2006/07/15]
  • 502.6c - Snow landwalk is a special kind of landwalk. A creature with snow landwalk is unblockable as long as the defending player controls at least one snow land with the specified subtype. If a player is allowed to choose any landwalk ability, that player may choose a snow landwalk ability. If an effect causes a permanent to lose all landwalk abilities, snow landwalk abilities are removed as well. [CompRules 2007/10/01]
  • 502.6d - Landwalk or snow landwalk abilities don't "cancel" one another. [CompRules 2006/07/15]
    Example: If a player controls a snow Forest, that player can't block an attacking creature with snow forestwalk even if he or she also controls a creature with snow forestwalk. [CompRules 2006/07/15]
  • 502.6e - Multiple instances of the same kind of landwalk or snow landwalk on the same creature are redundant. [CompRules 2007/10/01]
  • Note - Also see Rule G12.3, "Landwalk".
502.7 - Protection
  • 502.7a - Protection is a static ability, written "Protection from [quality]." This quality is usually a color (as in "protection from black") but can be any characteristic value. If the quality is a card type, subtype, or supertype, the protection applies to sources that are permanents with that card type, subtype, or supertype and to any sources not in play that are of that card type, subtype, or supertype. This is an exception to Rule 200.9. [CompRules 2007/10/01]
  • 502.7b - A permanent or player with protection can't be targeted by spells with the stated quality and can't be targeted by abilities from a source with the stated quality. [CompRules 2007/05/01]
  • 502.7c - A permanent or player with protection can't be enchanted by Auras that have the stated quality. Such Auras attached to the permanent with protection will be put into their owners' graveyards as a state-based effect. (See Rule 420, "State-Based Effects.") [CompRules 2007/05/01]
  • 502.7d - A permanent with protection can't be equipped by Equipment that have the stated quality or fortified by Fortifications that have the stated quality. Such Equipment or Fortifications become unattached from that permanent, but remain in play. (See Rule 420, "State-Based Effects.") [CompRules 2007/05/01]
  • 502.7e - Any damage that would be dealt by sources that have the stated quality to a permanent or player that has protection is prevented. [CompRules 2007/05/01]
  • 502.7f - Attacking creatures with protection can't be blocked by creatures that have the stated quality. [CompRules 2007/10/01]
  • 502.7g - Multiple instances of protection from the same quality on the same permanent or player are redundant. [CompRules 2007/05/01]
  • 502.7.Ruling.1 - The Protection ability does not grant immunity to effects. Only the specific list in Rule 502.7b is granted. So, untargeted spells and abilities can affect the creature. For example, Wrath of God can affect a creature with Protection from White because Wrath of God is not targeted. And creatures with Protection from Red are still affected by the untargeted static ability of Orcish Oriflamme. [D'Angelo 1999/05/01]
  • 502.7.Ruling.2 - Untargeted spells and abilities which do damage will assign damage to the creature, but that damage will be prevented by the Protection ability so the damage is never actually dealt. For example, Pestilence cannot damage a White Knight. The ability is untargeted, but the damage is prevented. [D'Angelo 1999/05/01]
  • 502.7.Ruling.3 - Not being enchantable by enchantments of the given quality means that the appropriate local enchantment (Enchant Creature) cards are put into the graveyard if they are ever on the creature. So giving a card protection will put any existing local enchantments of that color into the graveyard. This is a state-based effect. [D'Angelo 2001/07/23]
  • 502.7.Ruling.4 - Protection does not protect any enchantments on the creature from being targeted. [D'Angelo 1998/02/03]
  • 502.7.Ruling.5 - Protection only works while the card is in play, so it does not prevent the spell from being targeted in the graveyard or on the spell stack. This means a Counterspell can target a spell that would create a creature with Protection from Blue, and that Raise Dead can target a creature in the graveyard with Protection from Black. [D'Angelo 1999/11/23]
  • 502.7.Ruling.6 - Protection from Instants and Sorceries means that the permanent cannot be targeted by an instant or a sorcery and that damage that would be dealt by an instant or a sorcery to that permanent is prevented. [Odyssey FAQ 2001/10/04]
  • 502.7.Ruling.7 - Protection from Creatures means that the permanent cannot be the target of abilities of creatures, that damage from a creature is prevented, and that it cannot be blocked by a creature. [Odyssey FAQ 2001/10/04]
  • 502.7.Ruling.8 - Protection from Enchantments means that the permanent cannot be target of enchantment spells or the abilities of enchantment, that damage from enchantments is prevented, that it cannot be enchanted by any enchantments, and that it cannot be blocked by any enchantment that also happens to be a creature. [Odyssey FAQ 2001/10/04]
  • Note - Also see Rule G16.27, "Protection".
502.8 - Shadow
  • 502.8a - Shadow is an evasion ability. [CompRules 2003/07/01]
  • 502.8b - A creature with shadow can't be blocked by creatures without shadow, and a creature without shadow can't be blocked by creatures with shadow. (See Rule 309, "Declare Blockers Step.") [CompRules 2003/07/01]
  • 502.8c - Multiple instances of shadow on the same creature are redundant. [CompRules 2003/07/01]
  • 502.8.Ruling.1 - It is possible for Banding to result in a Shadow creature blocking or being blocked by a non-Shadow creature. This is legal. [D'Angelo 1998/02/03]
  • Note - Also see Rule G19.6, "Shadow".
502.9 - Trample
  • 502.9a - Trample is a static ability that modifies the rules for assigning an attacking creature's combat damage. A creature with trample has no special abilities when blocking or dealing noncombat damage. (See Rule 310, "Combat Damage Step.") [CompRules 2003/07/01]
  • 502.9b - The controller of an attacking creature with trample first assigns damage to the creature(s) blocking it. If all those blocking creatures are assigned lethal damage, any remaining damage is assigned as its controller chooses among those blocking creatures and the player or planeswalker the creature is attacking. When checking for assigned lethal damage, take into account damage already on the creature and damage from other creatures that will be assigned at the same time (see Rule 502.9e). The controller need not assign lethal damage to all those blocking creatures but in that case can't assign any damage to the player or planeswalker it's attacking. [CompRules 2007/10/01]
  • 502.9c - If an attacking creature with trample is blocked, but there are no creatures blocking it when damage is assigned, all its damage is assigned to the player or planeswalker it's attacking. [CompRules 2007/10/01]
  • 502.9d - Assigning damage from a creature with trample considers only the actual toughness of a blocking creature, not any abilities or effects that might change the final amount of damage dealt. [CompRules 2003/07/01]
    Example: A 6/6 green creature with trample is blocked by a 2/2 creature with protection from green. The attacking creature's controller must assign at least 2 damage to the blocker, even though that damage will be prevented by the blocker's protection ability. The attacking creature's controller can then choose to assign the rest of the damage to the defending player. [CompRules 2003/10/01]
  • 502.9e - When there are several attacking creatures, it's legal to assign damage from those without trample so as to maximize the damage of those with trample. [CompRules 2003/10/01]
    Example: A 2/2 creature with an ability that enables it to block multiple attackers blocks two attackers: a 1/1 with no special abilities and a 3/3 with trample. The attacking player could assign 1 damage from the first attacker and 1 damage from the second to the blocking creature, and 2 damage to the defending player from the creature with trample. [CompRules 2003/10/01]
  • 502.9f - Multiple instances of trample on the same creature are redundant. [CompRules 2003/07/01]
  • 502.9.Ruling.1 - As per Rule 502.9b, you are not required to assign damage to the defending player and you are not required to divide the damage among the blockers in any particular way, but if you do assign it so that all the blockers receive lethal damage, you have the option to assign to the defending player.
    Example: If a Force of Nature (8/8 Trample) is blocked by three 2/2 creatures, you could (a) assign all 8 damage to one blocker, (b) 4 to each of two blockers, (c) 3 to one 3 to another and 2 to the third, (d) 3 to one, 2 to each other, and 1 to the defending player, (e) 2 to each blocker and 2 to the defending player, and so on. [D'Angelo 2001/08/15]
  • 502.9.Ruling.2 - As per Rule 502.9d, assigning damage from a Trample creature only considers the actual toughness of the creature, not any abilities or effects that might prevent or redirect damage once it is assigned. Another way of thinking of this is that you need to assign enough damage that the creature would be lethally damaged if nothing prevented or redirected the damage.
    Example: If a 2/2 creature with Protection from Green blocked a Force of Nature, you would only need to assign 2 damage to it, even though that damage will be prevented by the ability. [D'Angelo 2001/07/23]
  • Note - Also see Rule G20.18, "Trample".
502.10 - Banding
  • 502.10a - Banding is a static ability that modifies the rules for declaring attackers and assigning combat damage. [CompRules 2003/07/01]
  • 502.10b - As a player declares attackers, he or she may declare that any number of those creatures with banding, and up to one of those creatures without banding, are all in a "band." All of those creatures must attack the same player or planeswalker. (Defending players can't declare bands but may use banding in a different way; see Rule 502.10h.) [CompRules 2007/10/01]
  • 502.10c - A player may declare as many attacking bands as he or she wants, but each creature may be a member of only one of them. [CompRules 2003/07/01]
  • 502.10d - Once an attacking band has been announced, it lasts for the rest of combat, even if something later removes the banding ability from one or more creatures. However, creatures in a band that are removed from combat are also removed from the band. [CompRules 2003/07/01]
  • 502.10e - If an attacking creature becomes blocked by a creature, each other creature in the same band as the attacking creature becomes blocked by that same blocking creature. [CompRules 2003/07/01]
    Example: A player attacks with a band consisting of a creature with flying and a creature with swampwalk. The defending player, who controls a Swamp, can block the flying creature if able. If he or she does, then the creature with swampwalk will also become blocked by the blocking creature(s). [CompRules 2003/10/01]
  • 502.10f - Banding doesn't cause attacking creatures to share abilities, nor does it remove any abilities. The attacking creatures in a band are separate permanents. [CompRules 2003/07/01]
  • 502.10g - If one member of a band would become blocked due to an effect, the entire band becomes blocked. [CompRules 2003/07/01]
  • 502.10h - A player who controls an attacking creature with banding chooses how combat damage is assigned by creatures blocking that creature. A player who controls a blocking creature with banding chooses how combat damage is assigned by creatures it blocks. If the creature had banding when it attacked or blocked but the ability was removed before the combat damage step, damage is assigned normally. [CompRules 2005/08/01]
  • 502.10i - Multiple instances of banding on the same creature are redundant. [CompRules 2003/07/01]
  • 502.10.Ruling.1 - If a creature dies before damage is assigned, it does not count toward determining who assigns combat damage as per Rule 502.10h. If it dies after damage is assigned, but before it is dealt, the damage is still distributed as assigned. [D'Angelo 2003/09/08]
  • 502.10.Ruling.2 - Effects that change how damage can be assigned or that offer other options for damage assignment do fall under the "damage sharing" rule (Rule 502.10h). For example, the Thorn Elemental or Butcher Orgg choices would be made by the defending player if banding is present in the blockers. [Jordan 2003/05/19]
  • Note - Also see Rule G2.1, "Banding".
502.11 - Bands with Other
  • 502.11a - Bands with other is a special form of banding. If an effect causes a permanent to lose banding, the permanent loses all bands with other abilities as well. [CompRules 2003/07/01]
  • 502.11b - An attacking creature with "bands with other [quality]" can form an attacking band with other creatures that have the same "bands with other [quality]" ability. Creatures with banding can also join this band, but creatures without banding can't. The creatures in this band don't have to have the creature type specified in the "bands with other [quality]" ability. Blocking this band follows the same general rules as for banding. [CompRules 2007/07/13]
  • 502.11c - If an attacking creature is blocked by at least two creatures with the same "bands with other [quality]" ability, the defending player chooses how the attacking creature's damage is assigned. Similarly, if a blocking creature blocks at least two attacking creatures with the same "bands with other [quality]" ability, the attacking player chooses how the blocking creature's damage is assigned. [CompRules 2007/07/13]
  • 502.11d - Multiple instances of bands with other of the same kind on the same creature are redundant. [CompRules 2007/10/01]
502.12 - Rampage
  • 502.12a - Rampage is a triggered ability. "Rampage N" means "Whenever this creature becomes blocked, it gets +N/+N until end of turn for each creature blocking it beyond the first." (See Rule 309, "Declare Blockers Step.") [CompRules 2005/10/01]
  • 502.12b - The rampage bonus is calculated only once per combat, when the triggered ability resolves. Adding or removing blockers later in combat won't change the bonus. [CompRules 2003/07/01]
  • 502.12c - If a creature has multiple instances of rampage, each triggers separately. [CompRules 2003/07/01]
  • 502.12.Ruling.1 - Rampage does apply to blockers which are not assigned to the Rampage creature directly. For example, creatures that become blockers due to blocking a member of a band which includes the Rampage creature do count as additional blockers for the Rampage ability. [D'Angelo 1999/05/01]
  • Note - Also see Rule G18.1, "Rampage".
502.13 - Cumulative Upkeep
  • 502.13a - Cumulative upkeep is a triggered ability that imposes an increasing cost on a permanent. "Cumulative upkeep [cost]" means "At the beginning of your upkeep, put an age counter on this permanent. Then you may pay [cost] for each age counter on it. If you don't, sacrifice it." If [cost] has choices associated with it, each choice is made separately for each age counter, then either the entire set of costs is paid, or none of them is paid. Partial payments aren't allowed. [CompRules 2007/09/07]
    Example: A creature has "Cumulative upkeep {W} or {U}" and two age counters on it. When its ability next triggers and resolves, the creature's controller puts an age counter on it and then may pay {W}{W}{W}, {W}{W}{U}, {W}{U}{U}, or {U}{U}{U} to keep the creature in play. [CompRules 2006/07/15]
    Example: A creature has "Cumulative upkeep-Sacrifice a creature" and one age counter on it. When its ability next triggers and resolves, its controller can't choose the same creature to sacrifice twice. Either two different creatures must be sacrificed, or the creature with cumulative upkeep must be sacrificed. [CompRules 2006/07/15]
  • 502.13b - If a permanent has multiple instances of cumulative upkeep, each triggers separately. However, the age counters are not linked to any particular ability; each cumulative upkeep ability will count the total number of age counters on the permanent at the time that ability resolves. [CompRules 2003/07/01]
    Example: A creature has two instances of "Cumulative upkeep - Pay 1 life." The creature currently has no counters but both cumulative upkeep abilities trigger. When the first ability resolves, the controller adds a counter and then chooses to pay 1 life. When the second ability resolves, the controller adds another counter and then chooses to pay an additional 2 life. [CompRules 2003/07/01]
  • 502.13.Ruling.1 - The result of adding counters is that the cost to be paid is one times the cost the first time it is paid, two times the cost the second time, three times the cost the third time, and so on.
    Example: If a card has "Cumulative Upkeep: {B} and 2 life", you pay {B} and 2 life on the first upkeep, {B}{B} and 4 life on the next upkeep, {B}{B}{B} and 6 life on the next upkeep, and so on. [D'Angelo 1998/02/03]
  • 502.13.Ruling.2 - If cumulative upkeep is not paid for some period of time because the permanent is not in play or was temporarily changed so that it no longer had a cumulative upkeep, the cumulative upkeep tracking is not reset because the cumulative upkeep counters are not removed. Payment resumes as soon as it applies. [D'Angelo 1999/05/01]
  • 502.13.Ruling.3 - Cumulative upkeep is not reset if the permanent changes controllers, because the counters are not removed. [D'Angelo 1999/05/01]
  • 502.13.Ruling.4 - Permanents which count their last paid cumulative upkeep count the number of cumulative upkeep counters on the card and multiply by the cost per counter. [D'Angelo 1999/05/01]
  • 502.13.Ruling.5 - This ability is put on the stack at the beginning of upkeep. If the permanent leaves play before this ability resolves, you still have to resolve it. Of course, you can just decide not to pay and there will be nothing to sacrifice. But you can also choose to pay if you really want to. [D'Angelo 1999/05/01]
  • 502.13.Ruling.6 - If the cumulative upkeep cost somehow changes between the time the ability is placed on the stack and when it resolves, use the cost at the time it was put on the stack. [DeLaney 2000/01/13]
  • 502.13.Ruling.7 - Paying cumulative upkeep is always optional. [Coldsnap FAQ 2006/06/14]
  • 502.13.Ruling.8 - An ability that triggers on cumulative upkeep being paid triggers once when it is paid, not once per age counter. [Coldsnap FAQ 2006/06/14]
  • Note - Also see Rule G3.37, "Cumulative Upkeep".
502.14 - Vigilance
  • 502.14a - Vigilance is a static ability that modifies the rules for the declare attackers step. [CompRules 2004/10/01]
  • 502.14b - Attacking doesn't cause creatures with vigilance to tap. (See Rule 308, "Declare Attackers Step.") [CompRules 2004/10/01]
  • 502.14c - Multiple instances of vigilance on the same creature are redundant. [CompRules 2004/10/01]
502.15 - Phasing
  • 502.15a - Phasing is a static ability that modifies the rules of the untap step. [CompRules 2003/07/01]
  • 502.15b - During each player's untap step, before the active player untaps his or her permanents, all permanents with phasing the player controls phase out. Simultaneously, all objects that had phased out under that player's control phase in. (See Rule 217.8, "Phased Out," and Rule 302.1.) [CompRules 2005/08/01]
  • 502.15c - If an effect causes a player to skip his or her untap step, the phasing event simply doesn't occur that turn. [CompRules 2003/07/01]
  • 502.15d - Permanents phasing in or out don't trigger any comes-into-play or leaves-play abilities, and effects that modify how a permanent comes into play are ignored. Abilities and effects that specifically mention phasing can modify or trigger on these events, however. (Because no player receives priority during the untap step, any abilities triggering off of the phasing event won't go onto the stack until the upkeep step begins.) [CompRules 2005/10/01]
  • 502.15e - When a permanent phases out, all damage dealt to it is removed. [CompRules 2003/07/01]
  • 502.15f - A card that returns to play from the phased-out zone is considered the same permanent it was when it left. This is an exception to Rule 217.1c, which stipulates that a permanent "forgets" its previous existence when it changes zones. [CompRules 2003/07/01]
  • 502.15g - Effects with limited duration and delayed triggered abilities that specifically reference a permanent will be unable to further affect that permanent if it phases out. However, other effects that reference the permanent (including effects with unlimited duration) can affect the permanent when it returns to play.
    Example: A creature is affected by Giant Growth and then phases out during the same turn. If the creature phases back in somehow before the turn is over, it won't get the +3/+3 bonus from the Giant Growth because its effect has a limited duration. [CompRules 2003/07/01]
  • 502.15h - Phased-out cards "remember" their past histories and will return to play in the same state. They "remember" any counters they had on them, any choices made when they first came into play, whether they were flipped when they left play, and whether they were tapped or untapped when they left play. They also "remember" who controlled them when they phased out, although they may phase in under the control of a different player if a control effect with limited duration has expired. [CompRules 2005/10/01]
    Example: Diseased Vermin reads, in part, "At the beginning of your upkeep, Diseased Vermin deals X damage to target opponent previously dealt damage by it, where X is the number of infection counters on it." If Diseased Vermin phases out, it "remembers" how many counters it has and also which opponents it has previously damaged. When it phases back in, it will still be able to target those opponents with its upkeep-triggered ability. [CompRules 2003/07/01]
  • 502.15i - When a permanent phases out, any Auras, Equipment, or Fortifications attached to that permanent phase out at the same time. This alternate way of phasing out is known as phasing out "indirectly." An Aura, Equipment, or Fortification that phased out indirectly won't phase in by itself, but instead phases in along with the card it's attached to. [CompRules 2007/05/01]
  • 502.15j - If an Aura, Equipment, or Fortification phased out directly (rather than phasing out along with the permanent it's attached to), then it "remembers" the permanent it was attached to and returns to play attached to that permanent. If an Aura phases in and the permanent has left play or is no longer legal to enchant, the Aura returns to play and then is placed in its owner's graveyard. This is a state-based effect; see Rule 420. If an Equipment or Fortification phases in but it's no longer legal for it to be attached to the permanent it was attached to, the Equipment or Fortification returns to play and then stays in play, not attached to anything. This is a state-based effect; see Rule 420. [CompRules 2007/05/01]
  • 502.15k - Permanents that phase in keep the same timestamps (see Rule 418.5d and Rule 418.5e) they had when they phased out. This doesn't change the fact that the permanents phase in simultaneously, however. [CompRules 2004/10/01]
  • 502.15m - A permanent that phases in can attack and tap to play abilities as though it had haste. This applies even if that permanent phased out and phased back in the turn it came into play. The permanent remains able to attack and tap to play abilities until it changes controllers or leaves play. [CompRules 2003/10/01]
  • 502.15n - A spell or ability that targets a permanent will resolve normally with respect to that permanent if the permanent phases out and back in before the spell or ability resolves. [CompRules 2003/07/01]
  • 502.15p - Multiple instances of phasing on the same permanent are redundant. [CompRules 2003/07/01]
  • 502.15.Ruling.1 - Permanents phasing out used to trigger leaves-play abilities, but as of 2005/10/01 they no longer do. [D'Angelo 2005/10/10]
  • Note - Also see Rule G16.9, "Phasing".
502.16 - Buyback
  • 502.16a - Buyback appears on some instants and sorceries. It represents two static abilities that function while the spell is on the stack. "Buyback [cost]" means "You may pay an additional [cost] as you play this spell" and "If the buyback cost was paid, put this spell into its owner's hand instead of into that player's graveyard as it resolves." Paying a spell's buyback cost follows the rules for paying additional costs in Rule 409.1b and Rule 409.1f through Rule 409.1h. [CompRules 2006/10/01]
  • 502.16.Ruling.1 - The spell does not go to your hand if it is countered. [Time Spiral FAQ 2006/08/30] Remember that a targeted spell is countered if all of its targets are illegal on resolution. [D'Angelo 1999/04/23]
  • 502.16.Ruling.2 - Cost reducing effects can be applied to Buyback costs. [D'Angelo 1997/10/17]
  • 502.16.Ruling.3 - If you control a copy of a spell whose Buyback cost was paid, the copy is put into your hand when it resolves, then ceases to exist. [Time Spiral FAQ 2006/08/30]
  • 502.16.Ruling.4 - Buyback costs do not count toward the spell's mana cost or converted mana cost. [Time Spiral FAQ 2006/08/30]
  • Note - Also see Rule G2.14a, "Buyback".
502.17 - Horsemanship
  • 502.17a - Horsemanship is an evasion ability that appeared in the Portal Three Kingdoms(tm) set. [CompRules 2003/07/01]
  • 502.17b - A creature with horsemanship can't be blocked by creatures without horsemanship. A creature with horsemanship can block a creature with or without horsemanship. (See Rule 309, "Declare Blockers Step.") [CompRules 2003/07/01]
  • 502.17c - Multiple instances of horsemanship on the same creature are redundant. [CompRules 2003/07/01]
  • Note - Also see Rule G8.6, "Horsemanship".
502.18 - Cycling
  • 502.18a - Cycling is an activated ability that functions only while the card with cycling is in a player's hand. "Cycling [cost]" means "[Cost], Discard this card: Draw a card." [CompRules 2004/10/01]
  • 502.18b - Although the cycling ability is playable only if the card is in a player's hand, it continues to exist while the object is in play and in all other zones. Therefore objects with cycling will be affected by effects that depend on objects having one or more activated abilities. [CompRules 2003/07/01]
  • 502.18c - Some cards with cycling have abilities that trigger when they're cycled. "When you cycle [this card]" means "When you discard [this card] to pay a cycling cost." These abilities trigger from the graveyard. [CompRules 2007/05/01]
  • 502.18d - Typecycling is a variant of the cycling ability. "[Subtype]cycling [cost]" means "[Cost],Discard this card: Search your library for a [subtype] card, reveal it, and put it into your hand. Then shuffle your library." [CompRules 2007/05/01]
  • 502.18e - Any cards that trigger when a player cycles a card will trigger when a card is discarded to pay a typecycling cost. Any effect that stops players from cycling cards will stop players from playing cards' typecycling abilities. [CompRules 2007/05/01]
  • 502.18.Ruling.1 - Using Cycling is not a spell, it's an activated ability of a card in your hand. It cannot be countered by things which counter spells or things that counter activated abilities of permanents. [D'Angelo 1999/05/01]
  • 502.18.Ruling.2 - You draw the card when the ability resolves, and if that card can be legally played, you can play it before letting any of the other spells and abilities on the stack resolve. [D'Angelo 1999/05/01]
  • 502.18.Ruling.4 - Effects that trigger on "when this card is cycled" trigger when the cycling ability is played. The triggered ability will resolve before the card is drawn during the resolution of the Cycle ability. [Onslaught FAQ 2002/09/24]
  • 502.18.Ruling.5 - This ability can only be played while this card is in your hand. Effects that let you play a card from another zone as if it were in your hand will not allow you to play this ability as if it were in your hand. [DeLaney 2003/06/14]
  • Note - Also see Rule G3.38, "Cycling" and Rule G20.28, "Typecycling".
502.19 - Echo
  • 502.19a - Echo is a triggered ability. "Echo [cost]" means "At the beginning of your upkeep, if this permanent came under your control since the beginning of your last upkeep, sacrifice it unless you pay [cost]." [CompRules 2006/10/01]
  • 502.19.Ruling.1 - The Echo payment is required if you gained control of the creature by any means, such as putting it into play from the graveyard, taking control from another player, or having the card phase in. [D'Angelo 1999/05/01]
  • 502.19.Ruling.2 - The Echo payment is only required if you control this card at the beginning of your upkeep. [D'Angelo 1999/05/01]
  • 502.19.Ruling.3 - If you gain and lose control of the card several times before your upkeep, you still only pay the Echo cost once. [D'Angelo 1999/05/01]
  • 502.19.Ruling.4 - Effects which modify the cost to play a spell, like the Emerald Medallion or Gloom, cannot be used to modify the Echo cost. These effects only apply to the announcing of spells, and do not apply to the mana cost that Echo sees. [D'Angelo 1998/11/25]
  • 502.19.Ruling.5 - This ability is put on the stack at the beginning of upkeep. If the permanent leaves play before this ability resolves, you still have to resolve it. Of course, you can just decide not to pay and there will be nothing to sacrifice. But you can also choose to pay if you really want to. [D'Angelo 1999/05/01]
  • 502.19.Ruling.6 - You decide on resolution of the upkeep triggered ability whether to pay for the Echo cost or not. [Barclay 1999/06/02]
  • 502.19.Ruling.7 - This ability used to always have the cost be the mana cost of the spell or ability. All such cards have errata now to print the actual echo cost. [D'Angelo 2006/10/01]
  • 502.19.Ruling.8 - If the echo trigger is countered, then the echo cost never needs to be paid. [Time Spiral FAQ 2006/08/30]
  • Note - Also see Rule 203 for information on Mana Cost.
  • Note - Also see Rule G5.1, "Echo".
502.20 - Fading
  • 502.20a - Fading is a keyword that represents two abilities. "Fading N" means "This permanent comes into play with N fade counters on it" and "At the beginning of your upkeep, remove a fade counter from this permanent. If you can't, sacrifice the permanent." [CompRules 2005/10/01]
  • Note - Also see Rule G6.2.
502.21 - Kicker
  • 502.21a - Kicker is a static ability that functions while the spell is on the stack. "Kicker [cost]" means "You may pay an additional [cost] as you play this spell." The phrase "Kicker [cost 1] and/or [cost 2]" means the same thing as "Kicker [cost 1], kicker [cost 2]." Paying a spell's kicker cost(s) follows the rules for paying additional costs in Rule 409.1b and Rule 409.1f through Rule 409.1h. [CompRules 2004/10/01]
  • 502.21b - Objects with kicker have additional abilities that specify what happens if the kicker cost is paid. Objects with more than one kicker cost have abilities that correspond to each kicker cost. [CompRules 2003/07/01]
  • 502.21c - If the text that depends on a kicker cost being paid targets one or more permanents and/or players, the spell's controller chooses those targets only if he or she declared the intention to pay the appropriate kicker cost. Otherwise, the targets aren't chosen at all. [CompRules 2003/07/01]
  • 502.21d - A card with kicker may contain the phrases "if the [A] kicker cost was paid" and "if the [B] kicker cost was paid," where A and B are the first and second kicker costs listed on the card, respectively. This text just refers to one kicker cost or the other, regardless of what the spell's controller actually spent when paying the cost. In other words, read "if the [A] kicker cost was paid" as "if the first kicker cost listed was paid," and read "if the [B] kicker cost was paid" as "if the second kicker cost listed was paid." [CompRules 2003/07/01]
  • 502.21.Ruling.1 - The kicker cost does not count as part of the mana cost or converted mana cost for the spell. [Invasion FAQ 2000/10/03]
  • 502.21.Ruling.2 - You can only pay the kicker cost once each time you play the spell. You cannot choose to pay it multiple times. [Invasion FAQ 2000/10/03]
  • 502.21.Ruling.3 - You can only pay kicker costs when playing the spell from your hand (or when playing it as though it were in your hand). You cannot pay when the card is put into play directly. [Invasion FAQ 2000/10/03]
  • 502.21.Ruling.4 - Cost reducing effects can be applied to Kicker costs. [D'Angelo 2001/01/16]
  • Note - Also see G11.3, "Kicker".
502.22 - Flashback
  • 502.22a - Flashback appears on some instants and sorceries. It represents two static abilities: one functions while the card is in a player's graveyard and the other functions while the card is on the stack. "Flashback [cost]" means "You may play this card from your graveyard by paying [cost] rather than paying its mana cost" and "If the flashback cost was paid, remove this card from the game instead of putting it anywhere else any time it would leave the stack." Playing a spell using its flashback ability follows the rules for paying alternative costs in Rule 409.1b and Rule 409.1f through Rule 409.1h. [CompRules 2006/10/01]
  • 502.22.Ruling.1 - Any restrictions on when the spell can be played or options on how the spell is played apply as normal. Flashback does not override these restrictions or options based on card type or those defined in the card text. [DeLaney 2001/11/07]
  • 502.22.Ruling.2 - If the spell is countered, it is removed from the game instead of going to the graveyard. [Time Spiral FAQ 2006/08/30]
  • 502.22.Ruling.3 - The card is removed from the graveyard and placed on the stack during announcement just as if you played it from your hand. On resolution or on being countered, it is removed from the game instead of going to the graveyard (or anywhere else). [Time Spiral FAQ 2006/08/30]
  • 502.22.Ruling.4 - Paying the flashback cost does not change the mana cost of the spell. [Time Spiral FAQ 2006/08/30]
  • 502.22.Ruling.5 - Effects that cause you to pay more or less for a spell do apply even if playing the spell using Flashback. [Time Spiral FAQ 2006/08/30]
  • Note - Also see Rule G6.9, "Flashback".
502.23 - Threshold
  • 502.23a - Threshold used to be a keyword ability. It is now an ability word and has no rules meaning. All cards printed with the threshold keyword have received errata. Updated wordings are available in the Oracle card reference. [CompRules 2006/10/01]
  • Note - Also see Rule G20.9, "Threshold".
502.24 - Madness
  • 502.24a - Madness is a keyword that represents two abilities. The first is a static ability that functions while the card with madness is in a player's hand. The second is a triggered ability that functions when the first ability is applied. "Madness [cost]" means "If a player would discard this card, that player discards it, but may remove it from the game instead of putting it into his or her graveyard" and "When this card is removed from the game this way, its owner may play it by paying [cost] rather than paying its mana cost. If that player doesn't, he or she puts this card into his or her graveyard." [CompRules 2006/10/01]
  • 502.24b - Playing a spell using its madness ability follows the rules for paying alternative costs in Rule 409.1b and Rule 409.1f through Rule 409.1h. [CompRules 2003/07/01]
  • 502.24.Ruling.1 - The first ability of Madness is a replacement that gives the option to remove the spell from the game. If it is removed, the second ability triggers and goes on the stack. When this ability resolves, you get the choice of playing the spell during the resolution or just putting it into the graveyard. [D'Angelo 2006/11/11]
  • 502.24.Ruling.2 - Madness does not allow you to discard the card just because you want to. Another spell, ability, or game rule has to cause the card to be discarded. [D'Angelo 2002/02/23]
  • 502.24.Ruling.3 - It does not matter how or why the discard is performed. [Time Spiral FAQ 2006/08/30]
  • 502.24.Ruling.4 - Paying the Madness cost does not change the mana cost of the spell. [Time Spiral FAQ 2006/08/30]
  • 502.24.Ruling.5 - Effects that cause you to pay more or less for a spell do apply even if playing the spell using Madness. [Time Spiral FAQ 2006/08/30]
  • Note - Also see Rule G13.1, "Madness".
502.25 - Fear
  • 502.25a - Fear is an evasion ability. [CompRules 2003/07/01]
  • 502.25b - A creature with fear can't be blocked except by artifact creatures and/or black creatures. (See Rule 309, "Declare Blockers Step.") [CompRules 2003/07/01]
  • 502.25c - Multiple instances of fear on the same creature are redundant. [CompRules 2003/07/01]
  • 502.25.Ruling.1 - Cards that change color words do not change the Fear ability. The reminder text on the card can change, but it's just reminder text and does not actually define the ability. [D'Angelo 2003/01/19]
  • Note - Also see Rule G6.4, "Fear".
502.26 - Morph
  • 502.26a - Morph is a static ability that functions in any zone from which you could play the card it's on, and the morph effect works any time the card is face down. "Morph [cost]" means "You may play this card as a 2/2 face-down creature, with no text, no name, no subtypes, no expansion symbol, and no mana cost by paying {3} rather than its mana cost." Any time you could play an instant, you may show all players the morph cost for any face-down permanent you control, pay that cost, then turn the permanent face up. This action does not use the stack. (See Rule 504, "Face-Down Spells and Permanents.") [CompRules 2006/10/01]
  • 502.26b - To play a card using its morph ability, turn it face down. It becomes a 2/2 face-down creature card, with no text, no name, no subtypes, no expansion symbol, and no mana cost. Any effects or prohibitions that would apply to playing a card with these characteristics (and not the face-up card's characteristics) are applied to playing this card. These values are the copiable values of that object's characteristics. (See Rule 418.5, "Interaction of Continuous Effects," and Rule 503, "Copying Objects.") Put it onto the stack (as a face-down spell with the same characteristics), and pay {3} rather than pay its mana cost. This follows the rules for paying alternative costs. You can use morph to play a card from any zone from which you could normally play it. When the spell resolves, it comes into play with the same characteristics the spell had. The morph effect applies to the face-down object wherever it is, and it ends when the permanent is turned face up. [CompRules 2007/05/01]
  • 502.26c - You can't play a card face down if it doesn't have morph. [CompRules 2003/07/01]
  • 502.26d - Any time you could play an instant, you may turn a face-down permanent you control face up. To do this, show all players what the permanent's morph cost will be when the effect ends, pay that cost, then turn the permanent face up. The morph effect on it ends, and it regains its normal characteristics. Any abilities relating to the permanent coming into play don't trigger when it's turned face up and don't have any effect, because the permanent has already come into play. [CompRules 2003/07/01]
  • 502.26e - If a face-up permanent is turned face down by a spell or ability, it becomes a 2/2 face-down creature, with no text, no name, no subtypes, no expansion symbol, and no mana cost. These values are the copiable values of that object's characteristics. (See Rule 418.5, "Interaction of Continuous Effects," and Rule 503, "Copying Objects.") The rules for morph and face-down permanents apply to it normally. [CompRules 2006/10/01]
  • 502.26f - See Rule 504, "Face-Down Spells and Permanents," for more information on how to play cards with morph. [CompRules 2003/07/01]
  • 502.26.Ruling.1 - The one exception to Rule 502.26c is that Illusionary Mask can put a card into play face down even if it does not have Morph. [D'Angelo 2003/09/08]
  • 502.26.Ruling.2 - When playing a card using Morph, it goes on the stack face down and then enters play face down. You cannot turn the card face up while it is on the stack. [Onslaught Rules 2002/09/15] The other players don't even get to see the card before it gets put on the stack (unless it came from a zone where it was revealed to begin with). [DeLaney 2002/09/20]
  • 502.26.Ruling.3 - Some cards have an ability that triggers when the card is turned face up. These can trigger due to the Morph ability being used or by any other effect that turns them face up. They do not trigger from leaving play or being revealed. [Legions FAQ 2003/01/23]
  • 502.26.Ruling.4 - The alternate cost of Morph cannot be combined with other alternate costs, such as Aluren. [Jordan 2002/09/07]
  • 502.26.Ruling.5 - Because the act of turning a card face up does not go on the stack, it cannot be countered or prevented. [Onslaught Rules 2002/09/15]
  • 502.26.Ruling.6 - You cannot pay the Morph cost for a card that is already face-up. The Morph cost can only be paid when the card is face down. [D'Angelo 2003/02/16]
  • 502.26.Ruling.7 - If Humility is in play, it is not possible to turn the face-down card face up using the morph ability. Humility removes the morph cost when it removes the Morph ability. [WotC Rules Team 2003/12/01]
  • 502.26.Ruling.8 - If an effect prevents you from playing a card, but that card has morph, you can play that card. [Future Sight FAQ 2007/05/01] As long as it is legal to play a creature. [D'Angelo 2007/06/04]
  • 502.26.Ruling.9 - It is possible for a non-creature card to have morph. When this happens, the card is played as a creature. Anything that affects playing a creature applies, such as Teferi, Mage of Zhalfir letting you play it with Flash. When it is turned face up it becomes its actual type. The rules for this are just like any other type change. [Future Sight FAQ 2007/05/01]
  • Note - Also see Rule G13.17, "Morph".
502.27 - Amplify
  • 502.27a - Amplify is a static ability. "Amplify N" means "As this object comes into play, reveal any number of cards from your hand that share a creature type with it. This permanent comes into play with N +1/+1 counters on it for each card revealed this way. You can't reveal this card or any other cards that are coming into play at the same time as this card." [CompRules 2005/10/01]
  • 502.27b - If a creature has multiple instances of amplify, each one works separately. [CompRules 2003/07/01]
  • 502.27.Ruling.1 - The card Artificial Evolution can modify a card's creature types before it enters play, which will modify what you can reveal. [Legions FAQ 2003/01/23]
  • 502.27.Ruling.2 - If multiple cards with Amplify are going to come into play at the same time, you can reveal the same cards for each of them if you want. [Legions FAQ 2003/01/23]
  • 502.27.Ruling.3 - A copy card that enters play as a copy, such as Clone, does get to use the Amplify ability. [D'Angelo 2003/09/08]
  • Note - Also see Rule G1.13, "Amplify".
502.28 - Double Strike
  • 502.28a - Double strike is a static ability that modifies the rules for the combat damage step. (See Rule 310, "Combat Damage Step.") [CompRules 2003/07/01]
  • 502.28b - At the start of the combat damage step, if at least one attacking or blocking creature has double strike or first strike, creatures without double strike or first strike (see Rule 502.2, "First Strike") don't assign combat damage. Instead of proceeding to end of combat, the phase gets a second combat damage step to handle the remaining creatures. In the second combat damage step, surviving attackers and blockers that didn't assign combat damage in the first step, plus any creatures with double strike, assign their combat damage. [CompRules 2003/07/01]
  • 502.28c - Removing double strike from a creature during the first combat damage step will stop it from assigning combat damage in the second combat damage step. [CompRules 2003/07/01]
  • 502.28d - Giving double strike to a creature with first strike after it has already put first strike combat damage onto the stack in the first combat damage step will allow the creature to assign combat damage in the second combat damage step. [CompRules 2003/07/01]
  • 502.28e - Multiple instances of double strike on the same creature are redundant. [CompRules 2003/07/01]
  • 502.28.Ruling.1 - Double Strike is not First Strike. Effects that make a creature lose First Strike will not make it lose Double Strike. [Legions FAQ 2003/01/23]
  • Note - Also see Rule G4.18, "Double Strike".
502.29 - Provoke
  • 502.29a - Provoke is a triggered ability. "Provoke" means "Whenever this creature attacks, you may choose to have target creature defending player controls block this creature this combat if able. If you do, untap that creature." [CompRules 2003/07/01]
  • 502.29b - If a creature has multiple instances of provoke, each triggers separately. [CompRules 2003/07/01]
  • 502.29.Ruling.1 - You can choose a creature that is already untapped if you want to. [Legions FAQ 2003/01/23]
  • 502.29.Ruling.2 - If the chosen creature is unable to block for any reason (such as becoming tapped before blockers are assigned) there is no penalty. But if it can block this attacker, then it must. [Legions FAQ 2003/01/23]
  • Note - Also see Rule 500.3 for handling "must block".
  • Note - Also see Rule G16.28.
502.30 - Storm
  • 502.30a - Storm is a triggered ability that functions on the stack. "Storm" means "When you play this spell, put a copy of it onto the stack for each other spell that was played before it this turn. If the spell has any targets, you may choose new targets for any of the copies." [CompRules 2007/05/01]
  • 502.30b - If a spell has multiple instances of storm, each triggers separately. [CompRules 2003/07/01]
  • 502.30.Ruling.1 - The number of copies is determined when this spell is played (announced) and only counts spells played (announced) before it was. Ones placed on the stack afterwards do not change this. [D'Angelo 2003/04/30]
  • 502.30.Ruling.2 - The copies are put onto the stack directly. They are not "played" and do not trigger abilities that trigger on something being played. This makes it so the Storm ability itself will not trigger on the copies being put on the stack. [Time Spiral FAQ 2006/08/30]
  • 502.30.Ruling.3 - When counting spells, you count ones played by every player, including ones that were played from zones other than a player's hand. You do not count lands being played, any abilities that were played, any spells put onto the stack without playing them, or any cards put into play by the effect of a spell or ability. [D'Angelo 2003/06/07]
  • 502.30.Ruling.4 - Spell copies can be countered and otherwise affected just like any other spell. [Time Spiral FAQ 2006/08/30]
  • 502.30.Ruling.5 - Countering the original spell will not stop the copies from being created. [D'Angelo 2003/08/01]
  • 502.30.Ruling.6 - Countering the triggered ability will stop the copies from being created. [Time Spiral FAQ 2006/08/30]
  • Note - Also see Rule G19.33, "Storm".
502.31 - Affinity
  • 502.31a - Affinity is a static ability that functions while the spell is on the stack. "Affinity for [text]" means "This spell costs you {1} less to play for each [text] you control." [CompRules 2003/12/01]
  • 502.31b - The affinity ability reduces only generic mana costs; it doesn't reduce how much colored mana you have to pay for a spell. [CompRules 2007/05/01]
  • 502.31c - If a spell has multiple instances of affinity, each of them applies. [CompRules 2003/10/01]
502.32 - Entwine
  • 502.32a - Entwine is a static ability that functions while the spell is on the stack. "Entwine [cost]" means "You may choose to use all modes of this spell instead of just one. If you do, you pay an additional [cost]." Using the entwine ability follows the rules for choosing modes and paying additional costs in Rule 409.1b and Rule 409.1f through Rule 409.1h. [CompRules 2004/10/01]
  • 502.32b - If the entwine cost was paid, follow the text of each of the modes in the order written on the card when the spell resolves. [CompRules 2003/10/01]
  • 502.32c - Each mode is considered a separate effect. [Barclay 2004/01/15]
502.33 - Equip
  • 502.33a - Equip is an activated ability of Equipment cards. "Equip [cost]" means "[Cost]: Attach this Equipment to target creature you control. Play this ability only any time you could play a sorcery." [CompRules 2007/05/01]
  • 502.33b - For more information about Equipment, see Rule 212.2, "Artifacts." [CompRules 2003/10/01]
  • 502.33c - If an Equipment has multiple instances of equip, any of its equip abilities may be used. [CompRules 2007/05/01]
  • 502.33.Ruling.1 - If you play the equip ability and target the creature it is already equipping, then it does nothing when it resolves. It stays where it is. It also does not get a new timestamp for effects ordering. [Barclay 2003/10/21]
  • 502.33.Ruling.2 - You can play the Equip ability to move an Equipment from one creature to another creature. It stops equipping the first one and is instead attached to the other one. [D'Angelo 2007/10/20]
  • Note - Also see Rule 212.2g through Rule 212.2k for additional rules on Equipment.
502.34 - Imprint
  • 502.34a - Imprint is an activated or triggered ability, written "Imprint - [text]," where "[text]" is a triggered or activated ability. Cards that are in the removed-from-the-game zone because they were removed from the game by an imprint ability are imprinted on the source of that ability. [CompRules 2005/08/01]
  • 502.34b - The phrase "imprinted [quality] card" means the card with that quality that's imprinted on the permanent. If a permanent has more than one card with that quality imprinted on it, each of those cards is an "imprinted [quality] card." [CompRules 2007/10/01]
  • 502.34.Ruling.1 - If a permanent with imprint phases out and back in, it's still the same permanent, so any cards imprinted on it remain imprinted on it. [WotC Rules Team 2003/10/06]
  • 502.34.Ruling.2 - If no card is imprinted or if the only imprinted cards are not of the correct type, then an ability that uses imprint information will have no effect. [WotC Rules Team 2003/12/01]
  • 502.34.Ruling.3 - If a permanent that has something imprinted is copied, the copy does not have that same card imprinted. [WotC Rules Team 2003/12/01]
  • 502.34.Ruling.4 - If a permanent gains an ability that refers to an imprinted [type] card, it refers to any cards of that type that are currently imprinted. It does not mean that you get to imprint something new at that time. [WotC Rules Team 2003/12/01]
502.35 - Modular
  • 502.35a - Modular represents both a static ability and a triggered ability. "Modular N" means "This permanent comes into play with N +1/+1 counters on it" and "When this permanent is put into a graveyard from play, you may put a +1/+1 counter on target artifact creature for each +1/+1 counter on this permanent." [CompRules 2005/10/01]
  • 502.35b - If a creature has multiple instances of modular, each one works separately. [CompRules 2004/02/01]
502.36 - Shroud
  • 502.36a - Shroud is a static ability. "Shroud" means "This permanent or player can't be the target of spells or abilities." [CompRules 2007/05/01]
  • 502.36b - Multiple instances of shroud on the same permanent or player are redundant. [CompRules 2007/05/01]
  • 502.36.Ruling.1 - This does not destroy any Auras, Equipment, or Fortifications already on the creature. [D'Angelo 2007/05/15]
  • 502.36.Ruling.2 - This only prevents targeted spells or abilities. You can tell a spell or ability is targeted if the word "target" appears in the card text. [D'Angelo 2007/05/15]
502.37 - Sunburst
  • 502.37a - Sunburst is a static ability that functions as an object is coming into play from the stack. "Sunburst" means "If this object is coming into play from the stack as a creature, it comes into play with a +1/+1 counter on it for each color of mana used to pay its cost. If this object is coming into play from the stack and isn't coming into play as a creature, it comes into play with a charge counter on it for each color of mana used to pay its cost." [CompRules 2005/10/01]
  • 502.37b - Sunburst applies only as the spell is resolving and only if one or more colored mana was paid for its costs. Mana paid for additional or alternative costs applies. [CompRules 2004/06/01]
  • 502.37c - Sunburst can also be used to set a variable number for another ability. If the keyword is used in this way, it doesn't matter whether the ability is on a creature spell or on a noncreature spell.
    Example: The ability "Modular-Sunburst" means "This permanent comes into play with a +1/+1 counter on it for each color of mana used to pay its cost" and "When this permanent is put into a graveyard from play, you may put a +1/+1 counter on target artifact creature for each +1/+1 counter on this permanent." [CompRules 2004/06/01]
  • 502.37d - If an object has multiple instances of sunburst, each one works separately. [CompRules 2004/10/01]
502.38 - Bushido
  • 502.38a - Bushido is a triggered ability. "Bushido N" means "Whenever this creature blocks or becomes blocked, it gets +N/+N until end of turn." (See Rule 309, "Declare Blockers Step.") [CompRules 2005/10/01]
  • 502.38b - If a creature has multiple instances of bushido, each triggers separately. [CompRules 2004/10/01]
502.39 - Soulshift
  • 502.39a - Soulshift is a triggered ability. "Soulshift N" means "When this permanent is put into a graveyard from play, you may return target Spirit card with converted mana cost N or less from your graveyard to your hand." [CompRules 2005/10/01]
  • 502.39b - If a permanent has multiple instances of soulshift, each triggers separately. [CompRules 2004/10/01]
502.40. Splice
  • 502.40a - Splice is a static ability that functions while a card is in your hand. "Splice onto [subtype] [cost]" means "You may reveal this card from your hand as you play a [subtype] spell. If you do, copy this card's text box onto that spell and pay [cost] as an additional cost to play that spell." Paying a card's splice cost follows the rules for paying additional costs in Rule 409.1b and Rule 409.1f through Rule 409.1h. [CompRules 2007/10/01]
    Example: Since the card with splice remains in the player's hand, it can later be played normally or spliced onto another spell. It can even be discarded to pay a "discard a card" cost of the spell it's spliced onto. [CompRules 2004/10/01]
  • 502.40b - You can't choose to use a splice ability if you can't make the required choices (targets, etc.) for that card's instructions. You can't splice any one card onto the same spell more than once. If you're splicing more than one card onto a spell, reveal them all at once and choose the order in which their instructions will be followed. The instructions on the main spell have to be followed first. [CompRules 2004/10/01]
  • 502.40c - The spell has the characteristics of the main spell, plus the text boxes of each of the spliced cards. The spell doesn't gain any other characteristics (name, mana cost, color, supertypes, card types, subtypes, etc.) of the spliced cards. Text copied onto the spell that refers to a card by name refers to the spell on the stack, not the card from which the text was copied. [CompRules 2007/10/01]
    Example: Glacial Ray is a red card with splice onto Arcane that reads, "Glacial Ray deals 2 damage to target creature or player." Suppose Glacial Ray is spliced onto Reach Through Mists, a blue spell. The spell is still blue, and Reach Through Mists deals the damage. This means that the ability can target a creature with protection from red and deal 2 damage to that creature. [CompRules 2005/08/01]
  • 502.40d - Choose targets for the added text normally (see Rule 409.1c). Note that a spell with one or more targets will be countered if all of its targets are illegal on resolution. [CompRules 2004/10/01]
  • 502.40e - The spell loses any splice changes once it leaves the stack (for example, when it's countered, it's removed from the game, or it resolves). [CompRules 2005/08/01]
502.41. Defender
  • 502.41a - Defender is a static ability. [CompRules 2004/10/01]
  • 502.41b - A creature with defender can't attack. [CompRules 2004/10/01]
  • 502.41c - Multiple instances of defender on the same creature are redundant. [CompRules 2004/10/01]
502.42 - Offering
  • 502.42a - Offering is a static ability of a card that functions in any zone from which the card can be played. "[Text] offering" means "You may play this card any time you could play an instant by sacrificing a [text] permanent. If you do, the total cost to play this card is reduced by the sacrificed permanent's mana cost." [CompRules 2005/02/01]
  • 502.42b - The permanent is sacrificed at the same time the spell is announced (see Rule 409.1a). The total cost of the spell is reduced by the sacrificed permanent's mana cost (see Rule 409.1f). [CompRules 2005/02/01]
  • 502.42c - Generic mana in the sacrificed permanent's mana cost reduces generic mana in the total cost to play the card with offering. Colored mana in the sacrificed permanent's mana cost reduces mana of the same color in the total cost to play the card with offering. Colored mana in the sacrificed permanent's mana cost that doesn't match colored mana in the colored mana cost of the card with offering, or is in excess of the card's colored mana cost, reduces that much generic mana in the total cost. [CompRules 2005/02/01]
502.43. Ninjutsu
  • 502.43a - Ninjutsu is an activated ability that functions only while the card with ninjutsu is in a player's hand. "Ninjutsu [cost]" means "[Cost], Reveal this card from your hand, Return an unblocked creature you control to its owner's hand: Put this card into play from your hand tapped and attacking." [CompRules 2005/02/01]
  • 502.43b - The card with ninjutsu remains revealed from the time the ability is announced until the ability leaves the stack. [CompRules 2005/02/01]
  • 502.43c - A ninjutsu ability may be played only while a creature in play is unblocked (see Rule 309.2f). The creature with ninjutsu is put into play unblocked. It will be attacking the same player or planeswalker as the creature that was returned to its owner's hand. [CompRules 2007/10/01]
  • 502.43.Ruling.1 - You can reveal and pay the cost for the same Ninjitsu card multiple times in a turn if you can pay the cost multiple times before the first use resolves. In this way you can remove multiple unblocked attackers. Once the first use of Ninjitsu resolves, you put this card into play as an attacker. The additional uses resolve with no effect. [D'Angelo 2006/10/09]
502.44 - Epic
  • 502.44a - Epic represents both a static ability and a delayed triggered ability. "Epic" means, "For the rest of the game, you can't play spells," and "At the beginning of each of your upkeeps, copy this spell except for its epic ability. If the spell has any targets, you may choose new targets for the copy." See Rule 503.10. [CompRules 2005/10/01]
  • 502.44b - A player can't play spells once a spell with epic he or she controls resolves, but effects (such as the epic ability itself) can still put copies of spells onto the stack. [CompRules 2005/08/01]
502.45 - Enchant
  • 502.45a - Enchant is a static ability, written "Enchant [object or player]." The enchant ability restricts what an Aura spell can target and what an Aura can enchant. [CompRules 2007/05/01]
  • 502.45b - For more information on Auras, see Rule 212.4, "Enchantments." [CompRules 2005/08/01]
  • 502.45c - If an Aura has multiple instances of enchant, all of them apply. The Aura's target must follow the restrictions from all the instances of enchant. The Aura can enchant only objects or players that match all of its enchant abilities. [CompRules 2007/05/01]
  • 502.45d - Auras that can enchant a player can target and be attached to players. Such Auras can't target permanents can can't be attached to permanents. [CompRules 2007/05/01]
502.46 - Convoke
  • 502.46a - Convoke is a static ability that functions while the spell is on the stack. "Convoke" means "As an additional cost to play this spell, you may tap any number of untapped creatures you control. Each creature tapped this way reduces the cost to play this spell by {1} or by one mana of any of that creature's colors." Using the convoke ability follows the rules for paying additional costs in Rule 409.1b and Rule 4091f through Rule 409.1h. [CompRules 2006/10/01]
    Example: You play Guardian of Vitu-Ghazi, a spell with convoke that costs {6}{G}{W}. You announce that you're going to tap a colorless creature, a red creature, and a green-and-white creature to help pay for it. The colorless creature and the red creature each reduce the spell's cost by {1}. You choose whether the green-white creature reduces the spell's cost by {1}, {G}, or {W}. Then the creatures become tapped as you pay Guardian of Vitu-Ghazi's cost. [CompRules 2005/10/01]
  • 502.46b - Multiple instances of convoke on the same spell are redundant. [CompRules 2007/05/01]
  • 502.46.Ruling.1 - Since the Convoke taps creatures as a cost, you cannot also tap that same creature for any ability (even a mana ability). For example, if you have a Llanowar Elves in play, it can be tapped for one green mana or tapped to pay the Convoke cost, but not both. [D'Angelo 2006/02/27]
  • 502.46.Ruling.2 - Convoke can be used to reduce any part of the total cost of the spell, including additional costs such as from Buyback. [D'Angelo 2007/08/11]
502.47 - Dredge
  • 502.47a - Dredge is a static ability that functions only while the card with dredge is in a player's graveyard. "Dredge N" means "As long as you have at least N cards in your library, if you would draw a card, you may instead put N cards from the top of your library into your graveyard and return this card from your graveyard to your hand." [CompRules 2005/10/01]
  • 502.47b - A player with fewer cards in his or her library than the number required by a dredge ability can't put any of them into his or her graveyard this way. [CompRules 2005/10/01]
502.48 - Transmute
  • 502.48a - Transmute is an activated ability that functions only while the card with transmute is in a player's hand. "Transmute [cost]" means "[Cost], Discard this card: Search your library for a card with the same converted mana cost as the discarded card, reveal that card, and put it into your hand. Then shuffle your library. Play this ability only any time you could play a sorcery." [CompRules 2005/10/01]
  • 502.48b - Although the transmute ability is playable only if the card is in a player's hand, it continues to exist while the object is in play and in all other zones. Therefore objects with transmute will be affected by effects that depend on objects having one or more activated abilities. [CompRules 2005/10/01]
502.49 - Substance
  • 502.49a - Substance is a static ability with no effect. [CompRules 2005/10/01]
502.50 - Bloodthirst
  • 502.50a - Bloodthirst is a static ability. "Bloodthirst N" means "If an opponent was dealt damage this turn, this permanent comes into play with N +1/+1 counters on it." [CompRules 2006/02/01]
  • 502.50b - "Bloodthirst X" is a special form of bloodthirst. "Bloodthirst X" means "This permanent comes into play with X +1/+1 counters on it, where X is the total damage your opponents have been dealt this turn." [CompRules 2006/02/01]
  • 502.50c - If an object has multiple instances of bloodthirst, each applies separately. [CompRules 2006/02/01]
  • 502.50.Ruling.1 - It doesn't matter how an opponent was dealt damage, or even who controlled the source of the damage. If your opponent was damaged by one of his or her own painlands, for example, a creature with bloodthirst you play later that turn will come into play with +1/+1 counters. [Guildpact FAQ 2005/12/22]
  • 502.50.Ruling.2 - The permanents either come into play with the counters or they don't. They don't come into play small and then get the counters. [Guildpact FAQ 2005/12/22]
502.51 - Haunt
  • 502.51a - Haunt is a triggered ability. "Haunt" on a permanent means "When this permanent is put into a graveyard from play, remove it from the game haunting target creature." "Haunt" on an instant or sorcery spell means "When this spell is put into a graveyard during its resolution, remove it from the game haunting target creature. [CompRules 2006/02/01]
  • 502.51b - Cards that are in the removed-from-the-game zone as the result of a haunt ability "haunt" the creature targeted by that ability. The phrase "creature it haunts" refers to the object targeted by the haunt ability, regardless of whether or not that object is still a creature. [CompRules 2006/02/01]
  • 502.51c - Triggered abilities of cards with haunt that refer to the haunted creature can trigger in the removed-from-game zone. [CompRules 2006/02/01]
  • 502.51.Ruling.1 - If an instant or sorcery spell with haunt is countered, its haunt ability doesn't trigger. [Guildpact FAQ 2005/12/22]
  • 502.51.Ruling.2 - Instants and sorceries with haunt have the same effect when they're played as when the haunted creature is put into a graveyard. Creatures with haunt have the same effect when they come into play as when the haunted creature is put into a graveyard. [Guildpact FAQ 2005/12/22]
  • 502.51.Ruling.3 - You may haunt any creature in play, regardless of who controls it. [Guildpact FAQ 2005/12/22]
  • 502.51.Ruling.4 - The same creature may be haunted by multiple cards. [Guildpact FAQ 2005/12/22]
  • 502.51.Ruling.5 - The cards that are haunting a creature don't return from the removed-from-the-game zone when that creature leaves play. [Guildpact FAQ 2005/12/22]
  • 502.51.Ruling.6 - If there are no legal targets for the haunt ability, the card with haunt stays in the graveyard rather than being removed from the game. [Guildpact FAQ 2005/12/22]
  • 502.51.Ruling.7 - If a card with haunt is removed from the graveyard in response to its haunt ability triggering, the haunt ability will resolve. But since the card can't be removed from the game, it won't haunt the target creature. [Guildpact FAQ 2005/12/22]
  • 502.51.Ruling.8 - The same applies for a token creature with haunt or a copy of an instant or sorcery spell with haunt. The haunt ability will trigger and target a creature in play, but the token or spell copy will have vanished from the graveyard by the time the ability resolves. It can't be removed from the game and won't haunt the targeted creature. [Guildpact FAQ 2005/12/22]
  • 502.51.Ruling.9 - If a card that's haunting a creature leaves the removed-from-the-game zone due to a Wish (from the Judgment(TM) set), that card stops haunting that creature. [Guildpact FAQ 2005/12/22]
  • 502.51.Ruling.10 - The source of an ability that triggers when a haunted creature is put into a graveyard is the card with haunt in the removed-from-the-game zone. The ability is controlled by the owner of that card. [Guildpact FAQ 2005/12/22]
  • 502.51.Ruling.11 - If a creature with haunt controlled by Player A but owned by Player B is put into a graveyard, Player A controls the haunt triggered ability. That player chooses the target for the haunt ability and must remove the card from the game. However, when the haunted creature is put into a graveyard, Player B will control the triggered ability of the card in the removed-from-the-game zone and will make any choices it requires. [Guildpact FAQ 2005/12/22]
  • 502.51.Ruling.12 - If a creature that has Haunt due to an effect (such as being a copy), when it goes to the graveyard, its Haunt ability will trigger, remove it from the game, and make it Haunt a target creature. The Haunt ability is lost when the creature left play, so it will not have any text saying that it does anything to the creature is haunting. As a result, it won't do anything other make that creature "haunted". [D'Angelo 2006/08/01]
502.52 - Replicate
  • 502.52a - Replicate is a keyword that represents two abilities. The first is a static ability that functions while the spell is on the stack. The second is a triggered ability that functions while the spell is on the stack. "Replicate [cost]" means "As an additional cost to play this spell, you may pay [cost] any number of times" and "When you play this spell, if a replicate cost was paid for it, copy it for each time its replicate cost was paid. If the spell has any targets, you may choose new targets for any number of the copies." Paying a spell's replicate cost follows the rules for paying additional costs in Rule 409.1b and Rule 409.1f through Rule 409.1h. [Guildpact FAQ 2005/12/22]
  • 502.52b - If a spell has multiple instances of replicate, each is paid separately and triggers based on the payments made for it, not any other instance of replicate. [Guildpact FAQ 2005/12/22]
  • 502.52.Ruling.1 - Copies created with replicate will have replicate abilities themselves. However, since those copies aren't played, their replicate costs can't be paid and their replicate abilities won't trigger. [Guildpact FAQ 2005/12/22]
  • 502.52.Ruling.2 - Each copy is separate. If one of them is countered (including the actual spell card), the rest remain on the stack. [Guildpact FAQ 2005/12/22]
  • 502.52.Ruling.3 - If the replicate trigger is countered (by the Scourge(TM) spell Stifle, for example), no replicate copies will be created. The original spell will be unaffected. [Guildpact FAQ 2005/12/22]
  • 502.52.Ruling.4 - Replicate is a complex ability from a timing perspective. When you pay the Replicate cost while playing a spell, it puts one copy of a triggered ability on the stack. If this ability is countered (as with Stifle), then it does not resolve. When the ability resolves, it will create the appropriate number of copies of the original spell and put all those copies on the stack as independent spells. These spells can be countered separately, but these spells were not played and do not trigger abilities that trigger on a spell being played. If the original spell is countered (as with a Counterspell), then the ability will use the last known information of the countered spell when it resolves and will still make the copies. [D'Angelo 2006/04/11]
502.53 - Forecast
  • 502.53a - A forecast ability is a special kind of activated ability that can be played only from a player's hand. It's written "Forecast - [Activated ability]." [CompRules 2006/05/01]
  • 502.53b - A forecast ability may be played only during the upkeep step of the card's owner and only once each turn. The controller of the forecast ability reveals the card with that ability from his or her hand as the ability is played. That player plays with that card revealed in his or her hand until the upkeep step ends or until it leaves the player's hand, whichever comes first. [CompRules 2006/05/01]
  • 502.53.Ruling.1 - You can play more than one forecast ability during upkeep, but each card's forecast ability can only be played once each upkeep. [Dissension FAQ 2006/04/13]
  • 502.53.Ruling.2 - If a player plays a forecast ability, then that card leaves the players hand, then it returns in the same upkeep, the forecast ability can be played again because it is considered to be a new object and not the same card. [Dissension FAQ 2006/04/13]
502.54 - Graft
  • 502.54a - Graft represents both a static ability and a triggered ability. "Graft N" means "This permanent comes into play with N +1/+1 counters on it" and "Whenever another creature comes into play, if this permanent has a +1/+1 counter on it, you may move a +1/+1 counter from this permanent onto that creature." [CompRules 2007/02/01]
  • 502.54b - If a creature has multiple instances of graft, each one works separately. [CompRules 2006/05/01]
  • 502.54.Ruling.1 - When a creature comes into play, all Graft abilities will trigger separately. As each one resolves, its controller chooses whether or not to move a counter. [Dissension FAQ 2006/04/13]
  • 502.54.Ruling.2 - The ability will still trigger even if the permanent with the Graft ability is not a creature. [Dissension FAQ 2006/04/13]
  • 502.54.Ruling.3 - If a creature with Graft comes into play at the same time as another creature, the ability will trigger. [Dissension FAQ 2006/04/13]
  • 502.54.Ruling.4 - Graft is not targeted, so you can move a counter onto a creature that cannot be targeted. [D'Angelo 2006/08/05]
502.55 - Recover
  • 502.55a - Recover is a triggered ability that functions only while the card with recover is in a player's graveyard. "Recover [cost]" means "When a creature is put into your graveyard from play, you may pay [cost]. If you do, return this card from your graveyard to your hand. Otherwise, remove this card from the game." [CompRules 2006/07/15]
  • 502.55.Ruling.1 - You get only one chance to use a card's recover ability. The first time the ability triggers on a creature going to your graveyard, you either end up with the card in your hand or it is removed from the game. [Coldsnap FAQ 2006/06/14]
  • 502.55.Ruling.2 - If multiple creatures are put into your graveyard from play at the same time, the recover ability of a card already in your graveyard triggers that many times. Only the first one to resolve will cause the card to move somewhere. By the time any of the other triggers resolve, the card won't be in your graveyard anymore. You can still pay the recover cost, but nothing else will happen. [Coldsnap FAQ 2006/06/14]
  • 502.55.Ruling.3 - If a creature with recover is put into your graveyard from play, it doesn't cause its own recover ability to trigger. Similarly, if another creature is put into your graveyard from play at the same time that a card with recover is put there, it won't cause that recover ability to trigger. [Coldsnap FAQ 2006/06/14]
  • Note - Also see Rule G18.5, "Recover".
502.56 - Ripple
  • 502.56a - Ripple is a triggered ability that functions while the card with ripple is on the stack. "Ripple N" means "When you play this spell, you may reveal the top N cards of your library, or, if there are fewer than N cards in your library, you may reveal all the cards in your library. If you reveal cards from your library this way, you may play any of those cards with the same name as this spell without paying their mana costs, then put all revealed cards not played this way on the bottom of your library in any order." [CompRules 2006/07/17]
  • 502.56b - If a spell has multiple instances of ripple, each triggers separately. [CompRules 2006/07/15]
  • 502.56.Ruling.1 - When you play a spell with ripple, the ripple ability will resolve before the spell does. This is because Ripple triggers when the spell goes on the stack and ends up on top of it on the stack. [Coldsnap FAQ 2006/06/14]
  • 502.56.Ruling.2 - You are not required to play any spells with the same name, but if you don't play them they go on the bottom of your library with the other cards. [Coldsnap FAQ 2006/06/14]
  • 502.56.Ruling.3 - For each revealed card you choose to play, follow all the normal steps for playing it, though you won't have to pay its mana cost. Any additional costs are paid as normal. All cards played this way go on the stack on top of the original spell, then all abilities that trigger when you play the new spells (including their ripple abilities) go on the stack on top of them. [Coldsnap FAQ 2006/06/14]
  • Note - Also see Rule G18.19, "Ripple".
502.57 - Flash
  • 502.57a - Flash is a static ability that functions in any zone from which you could play the card it's on. "Flash" means "You may play this card any time you could play an instant." [CompRules 2006/10/01]
  • 502.57b - Multiple instances of flash on the same object are redundant. [CompRules 2006/10/01]
  • Note - Also see Rule G6.8, "Flash".
502.58 - Split Second
  • 502.58a - Split second is a static ability that functions only while the spell with split second is on the stack. "Split second" means "As long as this spell is on the stack, players can't play other spells or abilities that aren't mana abilities." [CompRules 2006/10/01]
  • 502.58b - Multiple instances of split second on the same spell are redundant. [CompRules 2006/10/01]
  • 502.58.Ruling.1 - Players still get priority while a card with Split Second is on the stack, but they cannot do as much with priority. [Time Spiral FAQ 2006/08/30]
  • 502.58.Ruling.2 - Does not prevent triggered abilities from triggering and being put on the stack. [Time Spiral FAQ 2006/08/30]
  • 502.58.Ruling.3 - Does not prevent players from performing special actions, such as turning a face down card face up. [Time Spiral FAQ 2006/08/30]
  • 502.58.Ruling.4 - If the resolution of a triggered ability involves playing a spell, that part of the effect won't work. [Time Spiral FAQ 2006/08/30]
  • Note - Also see Rule G19.26, "Split Second".
502.59 - Suspend
  • 502.59a - Suspend is a keyword that represents three abilities. The first is a static ability that functions while the card with suspend is in a player's hand. The second and third are triggered abilities that function in the removed-from-the-game zone. "Suspend N-[cost]" means "If you could play this card from your hand, you may pay [cost] and remove it from the game with N time counters on it. This action doesn't use the stack," and "At the beginning of your upkeep, if this card is suspended, remove a time counter from it," and "When the last time counter is removed from this card, if it's removed from the game, play it without paying its mana cost if able. If you can't, it remains removed from the game. If you play a creature spell this way, it gains haste until you lose control of the spell or the permanent it becomes." [CompRules 2006/10/01]
  • 502.59b - A card is "suspended" if it's in the removed-from-the-game zone, has suspend, and has a time counter on it. [CompRules 2006/10/01]
  • 502.59c - Playing a spell as an effect of its suspend ability follows the rules for paying alternative costs in Rule 409.1b and Rule 409.1f through Rule 409.1h. [CompRules 2006/10/01]
  • 502.59.Ruling.1 - The phrase "if you could play this card from your hand" checks only for timing restrictions and permissions. This includes both what's inherent in the card's type (for example, if the card with suspend is a creature, it must be your main phase and the stack must be empty) and what's imposed by other abilities, such as flash or Meddling Mage's ability. Whether you could actually follow all steps in playing the card is irrelevant. If the card is impossible to play due to a lack of legal targets or an unpayable mana cost, for example, it may still be removed from the game with suspend. [Time Spiral FAQ 2006/08/30]
  • 502.59.Ruling.2 - If the second triggered ability of suspend resolves, the card's owner must play the spell if possible, even if that player doesn't want to. Normal timing considerations for the spell are ignored (for example, if the suspended card is a creature and this ability resolves during your upkeep, you're able to play the card), but other play restrictions are not ignored. [Time Spiral FAQ 2006/08/30]
  • 502.59.Ruling.3 - The action of removing a card from the game using Suspend is a special action that does not use the stack and cannot be responded to. [Time Spiral FAQ 2006/08/30]
  • 502.59.Ruling.4 - If the second triggered ability of Suspend is countered, the card can't be played. It remains in the removed-from-the-game zone without any time counters on it, and it is no longer considered suspended. [Time Spiral FAQ 2006/08/30]
  • 502.59.Ruling.5 - When playing the spell and it has an additional cost, you must pay that cost if possible. [Time Spiral FAQ 2006/08/30]
  • 502.59.Ruling.6 - If the spell cannot be played due to lack of legal targets or other restrictions, it stays in the removed-from-the-game zone and is no longer considered suspended. [Time Spiral FAQ 2006/08/30]
  • 502.59.Ruling.7 - Both Vanishing and Suspend use time counters. These are the same counters and effects that deal with time counters affect both of these. [Planar Chaos FAQ 2006/12/13]
  • 502.59.Ruling.8 - If the card is "Suspend X", then you choose the value of X when suspending the spell and all X's on the card have that value. [Planar Chaos FAQ 2006/12/13]
  • 502.59.Ruling.9 - If a card has the suspend ability and is in the remove-from-game zone and it has time counters on it, then it is suspended, no matter how it got there. If it has no time counters on it, however, it is not suspended. [Future Sight FAQ 2007/05/01]
  • 502.59.Ruling.10 - If a Land ends up suspended, when the last time counter is removed, you can play it only if it is your turn and you have not played a land (or have an effect that lets you play an additional land). It counts as playing your land for the turn. You can do this even if it's not a legal time in your turn to play a land. If it is another player's turn or you are unable to legally play a land, then the land remains removed from the game. [Future Sight FAQ 2007/05/01]
  • Note - Also see Rule G19.42, "Suspend".
502.60 - Vanishing
  • 502.60a - Vanishing is a keyword that represents three abilities. "Vanishing N" means "This permanent comes into play with N time counters on it," "At the beginning of your upkeep, if this permanent has a time counter on it, remove a time counter from it," and "When the last time counter is removed from this permanent, sacrifice it." [Planar Chaos FAQ 2006/12/13]
  • 502.60b - Vanishing without a number means "At the beginning of your upkeep, if this permanent has a time counter on it, remove a time counter from it" and "When the last time counter is removed from this permanent, sacrifice it." [Planar Chaos FAQ 2006/12/13]
  • 502.60c - If a permanent has multiple instances of vanishing, each works separately. [Planar Chaos FAQ 2006/12/13]
  • 502.60.Ruling.1 - Both Vanishing and Suspend use time counters. These are the same counters and effects that deal with time counters affect both of these. [Planar Chaos FAQ 2006/12/13]
  • 502.60.Ruling.2 - The vanishing rules include an "intervening 'if' clause" that stops the counter-removing ability from triggering if there are no time counters on the permanent. [Planar Chaos FAQ 2006/12/13]
  • 502.60.Ruling.3 - If the last time counter is removed from a permanent with Vanishing and the sacrifice ability is countered, that permanent will remain in play indefinitely with no time counters on it. Neither of Vanishing's two triggered abilities can possibly trigger again. [Planar Chaos FAQ 2006/12/13]
  • 502.60.Ruling.4 - If a permanent without time counters on it that's already in play becomes a copy of a permanent with vanishing, it will stay in play indefinitely. If a permanent with one or more time counters on it that's already in play becomes a copy of a permanent with vanishing, it will vanish as normal. [Planar Chaos FAQ 2006/12/13]
502.61 - Absorb
  • 502.61a - Absorb is a static ability. "Absorb N" means "If a source would deal damage to this creature, prevent N of that damage." [CompRules 2007/05/01]
  • 502.61b - Each absorb ability can prevent only N damage from any one source at any one time. It will apply separately to damage from other sources, or to damage dealt by the same source at a different time. [CompRules 2007/05/01]
  • 502.61c - If an object has multiple instances of absorb, each applies separately. [CompRules 2007/05/01]
502.62 - Aura Swap
  • 502.62a - Aura swap is an activated ability of some Aura cards. "Aura swap [cost]" means "[Cost]: You may exchange this permanent with an Aura card in your hand." [CompRules 2007/05/01]
  • 502.62b - If either half of the exchange can't be completed, the ability has no effect. [CompRules 2007/05/01]
    Example: You play the aura swap ability of an Aura. The only Aura card in your hand can't enchant the permanent that's enchanted by the Aura with aura swap. The ability has no effect. [CompRules 2007/05/01]
    Example: You play the aura swap ability of an Aura that you control but you don't own. The ability has no effect. [CompRules 2007/05/01]
  • 502.62.Ruling.1 - You are not required to find an Aura in your hand. If you don't have one or choose not to use one you have, then do nothing. [Future Sight FAQ 2007/05/01]
  • 502.62.Ruling.2 - The exchange is simultaneous. At no time will the permanent have no aura or both auras. [Future Sight FAQ 2007/05/01]
  • 502.62.Ruling.3 - If a non-aura gains this ability somehow, then the ability will not do anything. [Future Sight FAQ 2007/05/01]
502.63 - Deathtouch
  • 502.63a - Deathtouch is a triggered ability. "Deathtouch" means "Whenever this permanent deals damage to a creature, destroy that creature." [CompRules 2007/05/01]
  • 502.63b - If a permanent has multiple instances of deathtouch, each triggers separately. [CompRules 2007/05/01]
  • 502.63.Ruling.1 - Does not trigger if all the damage is prevented. [Future Sight FAQ 2007/05/01]
  • 502.63.Ruling.2 - If the creature takes lethal damage, it will go to the graveyard before this ability even triggers. If the creature regenerates or does not take lethal damage, then this ability will destroy that creature when it resolves. [Future Sight FAQ 2007/05/01]
502.64 - Delve
  • 502.64a - Delve is a static ability that functions while the spell that has it is on the stack. "Delve" means "As an additional cost to play this spell, you may remove any number of cards in your graveyard from the game. Each card removed this way reduces the cost to play this spell by {1}." Using the delve ability follows the rules for paying additional costs in Rule 409.1b and Rule 409.1f through Rule 409.1h. [CompRules 2007/05/01]
  • 502.64b - Multiple instances of delve on the same spell are redundant. [CompRules 2007/05/01]
  • 502.64.Ruling.1 - Delve does not affect the colored part of the cost. [Future Sight FAQ 2007/05/01]
  • 502.64.Ruling.2 - You can sacrifice a permanent to a mana ability to raise mana for the cost, then use that same card in the graveyard to pay the Delve cost. For example, using Blood Pet to get one mana, then using Blood Pet's card to Delve. [Future Sight FAQ 2007/05/01]
502.65 - Fortify
  • 502.65a - Fortify is an activated ability of Fortification cards. "Fortify [cost]" means "[Cost]: Attach this Fortification to target land you control. Play this ability only any time you could play a sorcery." [CompRules 2007/05/01]
  • 502.65b - For more information about Fortifications, see Rule 212.2, "Artifacts." [CompRules 2007/05/01]
  • 502.65c - If a Fortification has multiple instances of fortify, any of its fortify abilities may be used. [CompRules 2007/05/01]
502.66 - Frenzy
  • 502.66a - Frenzy is a triggered ability. "Frenzy N" means "Whenever this creature attacks and isn't blocked, it gets +N/+0 until end of turn." [CompRules 2007/05/01]
  • 502.66b - If a creature has multiple instances of frenzy, each triggers separately. [CompRules 2007/05/01]
502.67 - Gravestorm
  • 502.67a - Gravestorm is a triggered ability that functions on the stack. "Gravestorm" means "When you play this spell, put a copy of it onto the stack for each permanent that was put into a graveyard from play this turn. If the spell has any targets, you may choose new targets for any of the copies." [CompRules 2007/05/01]
  • 502.67b - If a spell has multiple instances of gravestorm, each triggers separately. [CompRules 2007/05/01]
502.68 - Lifelink
  • 502.68a - Lifelink is a triggered ability. "Lifelink" means "Whenever this permanent deals damage, you gain that much life." [CompRules 2007/05/01]
  • 502.68b - If a permanent has multiple instances of lifelink, each triggers separately. [CompRules 2007/05/01]
  • 502.68.Ruling.1 - If the permanent deals 3 damage to a 1/1 creature, it still deals 3 damage even though it only has a toughnes of 1, and you gain 3 life. [D'Angelo 2007/05/15]
502.69 - Poisonous
  • 502.69a - Poisonous is a triggered ability. "Poisonous N" means "Whenever this creature deals combat damage to a player, that player gets N poison counters." (For information about poison counters, see Rule 102.3d.) [CompRules 2007/05/01]
  • 502.69b - If a creature has multiple instances of poisonous, each triggers separately. [CompRules 2007/05/01]
  • 502.69.Ruling.1 - If all damage is prevented, then no poison counter is given out. [Future Sight FAQ 2007/05/01]
502.70 - Reach
  • 502.70a - Reach is a static ability. [CompRules 2007/05/01]
  • 502.70b - A creature with flying can't be blocked except by creatures with flying and/or reach. (See Rule 309, "Declare Blockers Step" and Rule 502.4, "Flying.") [CompRules 2007/05/01]
  • 502.70c - Multiple instances of reach on the same creature are redundant. [CompRules 2007/05/01]
502.71 - Transfigure
  • 502.71a - Transfigure is an activated ability. "Transfigure [cost]" means "[Cost], Sacrifice this permanent: Search your library for a creature card with the same converted mana cost as this permanent and put it into play. Then shuffle your library. Play this ability only any time you could play a sorcery." [CompRules 2007/05/01]
502.72 - Champion
  • 502.72a - Champion represents two triggered abilities. "Champion an [object]" means "When this permanent comes into play, sacrifice it unless you remove another [object] you control from the game" and "When this permanent leaves play, return the removed card to play under its owner's control." [CompRules 2007/10/01]
  • 502.72b - The two abilities represented by champion are linked abilities as defined by Rule 217.7d. [CompRules 2007/10/01]
  • 502.72c - A permanent is "championed" by another permanent if the latter removes the former from the game as the direct result of a champion ability. [CompRules 2007/10/01]
  • 502.72.Ruling.1 - If a creature with champion leaves play before its comes-into-play ability resolves, its leaves-play ability will do nothing. Then its comes-into-play ability will resolve. Its controller may remove a permanent of the appropriate quality he or she controls from the game. If the player does, that card won't come back. If the player doesn't, nothing happens (because the creature with champion isn't around to be sacrificed.) [Lorwyn FAQ 2007/09/25]
  • 502.72.Ruling.2 - If a creature with champion loses the champion ability (due to Humble, for example) and then leaves play, champion's leaves-play ability won't trigger. The removed card remains removed from the game. [Lorwyn FAQ 2007/09/25]
502.73 - Changeling
  • 502.73a - Changeling is a characteristic-defining ability. "Changeling" means "This object is every creature type." This ability works in all zones. See Rule 405.2. [CompRules 2007/10/01]
  • 502.73b - Multiple instances of changeling on the same object are redundant. [CompRules 2007/10/01]
  • 502.73.Ruling.1 - The rules that govern the interaction of continuous effects state that type-changing effects are applied before effects that add or remove abilities. This causes some unusual things to happen. If an effect causes a creature with changeling to lose all creature types, the creature won't lose changeling, but it will lose all its creature types. If an effect causes a creature with changeling to become a new creature type or types, the creature won't lose changeling, but it won't have all creature types anymore. It will be just the new creature type(s). If a card loses the changeling ability, it will still have all creature types. It just won't have changeling. [Lorwyn FAQ 2007/09/25]
502.74 - Evoke
  • 502.74a - Evoke represents two abilities: a static ability that functions in any zone from which the card can be played and a triggered ability that functions in play. "Evoke [cost]" means "You may play this card by paying [cost] rather than paying its mana cost" and "When this permanent comes into play, if its evoke cost was paid, its controller sacrifices it." Paying a card's evoke cost follows the rules for paying alternative costs in Rule 409.1b and Rule 409.1f through Rule 409.1h. [CompRules 2007/10/01]
  • 502.74.Ruling.1 - Evoke does not change the type of the spell or change when it can be played. So while it may make a permanent spell more like an instant, it is not actually making the spell into an instant. [D'Angelo 2007/10/20]
  • 502.74.Ruling.2 - If the card has any other "comes into play" abilities, its controller puts them on the stack in the order they want to. [Lorwyn FAQ 2007/09/25]
  • 502.74.Ruling.3 - If a creature spell played with evoke changes controllers before it comes into play, it will still be sacrificed when it comes into play. Similarly, if a creature played with evoke changes controllers after it comes into play but before its sacrifice ability resolves, it will still be sacrificed. [Lorwyn FAQ 2007/09/25]
  • 502.74.Ruling.4 - If you're playing a spell "without paying its mana cost", you can't use its evoke ability. [Lorwyn FAQ 2007/09/25]
502.75 - Hideaway
  • 502.75a - Hideaway represents a static ability and a triggered ability. "Hideaway" means "This permanent comes into play tapped" and "When this permanent comes into play, look at the top four cards of your library. Remove one of them from the game face down and put the rest on the bottom of your library in any order. As long as that card remains removed from the game, it may be looked at by any player who has controlled this permanent." [CompRules 2007/10/01]
  • 502.75.Ruling.1 - Some Hideaway cards have an ability that lets you play the removed card. The ability is played any time you could play an instant unless otherwise specified on the ability. This is true even if the card itself is not an instant. But any other restrictions on play still apply (such as "play only during combat"). [Lorwyn FAQ 2007/09/25]
  • 502.75.Ruling.2 - If the removed card is a land, you may play it as a result of the last ability only if it's your turn and you haven't already played a land that turn. This counts as your land play for the turn. [Lorwyn FAQ 2007/09/25]
  • 502.75.Ruling.3 - If the card removed with hideaway has been played or has otherwise left the removed-from-the-game zone, playing the hideaway land's last ability will have no effect. [Lorwyn FAQ 2007/09/25]
  • Note - Also see Hideaway, Rule G8.5.
502.76 - Prowl
  • 502.76a - Prowl is a static ability that functions on the stack. "Prowl [cost]" means "You may pay [cost] rather than pay this spell's mana cost if a player was dealt combat damage this turn by a source that, at the time it dealt that damage, was under your control and had any of this spell's creature types." Paying a spell's prowl cost follows the rules for paying alternative costs in Rule 409.1b and Rule 409.1f through Rule 409.1h. [CompRules 2008/02/01]
  • 502.76b - If a source that assigned combat damage left play before combat damage resolved, its last known information is used to determine its controller and its creature types. [CompRules 2008/02/01]
  • 502.76.Ruling.1 - At the time you play a spell that has prowl, you look back over the course of the turn to check if the prowl condition has been met. What matters is whether you controlled a permanent with any of the relevant creature types at the time it dealt combat damage, or whether you controlled such a permanent at the time it left play and its combat damage was on the stack. It doesn't matter whether you still control the permanent or if its creature types are still the same. [Morningtide FAQ 2008/01/15]
  • 502.76.Ruling.2 - Although the prowl reminder text lists specific creature types, this is done for convenience only. The prowl card's current creature types are what actually matter. [Morningtide FAQ 2008/01/15]
  • Note - Also see Prowl, Rule G16.29.
502.77 - Reinforce
  • 502.77a - Reinforce is an activated ability that functions only while the card with reinforce is in a player's hand. "Reinforce N-[cost]" means "[Cost], Discard this card: Put N +1/+1 counters on target creature." [CompRules 2008/02/01]
  • 502.77b - Although the reinforce ability is playable only if the card is in a player's hand, it continues to exist while the object is in play and in all other zones. Therefore objects with reinforce will be affected by effects that depend on objects having one or more activated abilities. [CompRules 2008/02/01]
  • Note - Also see Reinforce, Rule G18.8.
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