Hyperlinked Magic: The Gathering Comprehensive Rules
These rules are current as of May 1, 2009.
210. Information Below the Text Box
211. [This section has been intentionally left blank to preserve the ordering of other rules.]
212. Card Type, Supertype, and Subtype
4. Spells, Abilities, and Effects
408. Timing of Spells and Abilities
409. Playing Spells and Activated Abilities
410. Handling Triggered Abilities
412. Handling Static Abilities
413. Resolving Spells and Abilities
414. Countering Spells and Abilities
415. Targeted Spells and Abilities
419. Replacement and Prevention Effects
421. Handling "Infinite" Loops
504. Face-Down Spells and Permanents
507. Controlling Another Player's Turn
601. Limited Range of Influence Option
602. Attack Multiple Players Option
1. The Game
100.1. These Magic rules apply to any Magic game with two or more players, including two-player games and multiplayer games.
100.1a. A two-player game is a game that begins with only two players.
100.1b. A multiplayer game is a game that begins with more than two players. See section 6, "Multiplayer Rules."
100.2. In constructed play, each player needs his or her own deck of at least sixty cards, small items to represent any tokens and counters, and some way to clearly track life totals. A constructed deck can have any number of basic land cards and no more than four of any card with a particular English name other than basic land cards.
100.3. For sealed deck or draft play, only forty cards are required in a deck, and a player may use as many duplicates of a card as he or she has. Each player still needs small items to represent any tokens and counters, and some way to clearly track life totals.
100.4. There is no maximum deck size.
100.5. Most Magic tournaments have special rules (not included here) and may limit the use of some cards, including barring all cards from some older sets. See the most current Magic: The Gathering DCI(r) Floor Rules for more information. They can be found at http://www.wizards.com/Magic/TCG/Events.aspx?x=dci/doccenter/home.
101. Starting the Game
101.1. At the start of a game, each player shuffles his or her deck so that the cards are in a random order. Each player may then shuffle his or her opponents' decks. The players' decks become their libraries.
101.2. After the decks have been shuffled, the players determine who chooses which player goes first using any mutually agreeable method (flipping a coin, rolling dice, etc.). In a match of several games, the loser of the previous game decides who will take the first turn. If the previous game was a draw, the person who determined who would take the first turn in the previous game decides.
101.3. Once the starting player has been determined, each player sets his or her life total to 20 and draws a hand of seven cards.
101.3a. In a Two-Headed Giant game, each team starts with a shared life total of 30 instead.
101.4. A player who is dissatisfied with his or her initial hand may mulligan. First, the starting player takes any mulligans. To take a mulligan, that player shuffles his or her hand back into the deck and then draws a new hand of six cards. He or she may repeat this process as many times as desired, drawing one fewer card each time, until the hand size reaches zero cards. Once the starting player has decided to keep a hand, those cards become his or her opening hand. Then each other player (in turn order) may take any number of mulligans. A player can't take any mulligans once he or she has decided to keep an opening hand.
101.4a. In a multiplayer game, the first time a player takes a mulligan, he or she draws a new hand of seven cards rather than six cards. Subsequent hands decrease by one card as normal.
101.4b. The Two-Headed Giant variant uses the multiplayer mulligan rule, with some modifications. First, the starting team takes any mulligans. For a team to take a mulligan, each player on that team decides whether or not to take a mulligan, then all players who chose to do so take their mulligans at the same time. The first time a player takes a mulligan, he or she draws a new hand of seven cards. After each player on that team who took a mulligan looks at his or her new hand, the team repeats the process. (Subsequent hands decrease by one card as normal.) Once a player has decided to keep a hand, those cards become his or her opening hand. That player can't take any more mulligans, but his or her teammate may. Once each player on the starting team decides to keep an opening hand, the other team may take mulligans.
Example: Bob and Clare are the starting team in a Two-Headed Giant game. They each draw seven cards. After reviewing each other's hands, both Bob and Clare decide to mulligan. Each shuffles his or her hand into his or her deck and draws seven cards. Clare isn't sure about Bob's new hand, but he decides to keep it. Clare decides to take another mulligan. Bob's hand becomes his opening hand, and Clare shuffles her hand into her deck and draws six cards. Then only Clare has the option to mulligan. She decides to keep her hand of six cards and that becomes her opening hand. After that, the other team decides whether to take mulligans.
101.5. Once all players have kept their opening hands, if any cards in the starting player's hand allow that player to begin the game with those cards in play, he or she may put any or all of them into play. Then each other player, in turn order, may do the same.
101.6. The starting player takes his or her first turn.
101.6a. In a two-player game, the player who plays first skips the draw step (see rule 304, "Draw Step") of his or her first turn.
101.6b. In a Two-Headed Giant game, the team who plays first skips the draw step of their first turn. In all other multiplayer games, no player skips the draw step of his or her first turn.
102. Winning and Losing
102.1. A game ends immediately when either a player wins or the game is a draw.
102.2. There are several ways to win the game.
102.2a. A player still in the game wins the game if all of that player's opponents have lost the game.
102.2b. An effect may state that a player wins the game. (In certain multiplayer games, this may not cause the game to end; see rule 102.3g.)
102.2c. In a multiplayer game between teams, a team with at least one player still in the game wins the game if all other teams have lost the game. Each player on the winning team wins the game, even if one or more of those players had previously lost that game.
102.3. There are several ways to lose the game.
102.3a. A player can concede the game at any time. A player who concedes leaves the game immediately. He or she loses the game.
102.3b. If a player's life total is 0 or less, he or she loses the game the next time a player would receive priority. (This is a state-based effect. See rule 420.)
102.3c. When a player is required to draw more cards than are left in his or her library, he or she draws the remaining cards, and then loses the game the next time a player would receive priority. (This is a state-based effect. See rule 420.)
102.3d. If a player has ten or more poison counters, he or she loses the game the next time a player would receive priority. (This is a state-based effect. See rule 420.)
102.3e. If a player would both win and lose simultaneously, he or she loses.
102.3f. In a multiplayer game between teams, a team loses the game if all players on that team have lost.
102.3g. In a multiplayer game using the limited range of influence option, an effect that states that a player wins the game instead causes all of that player's opponents within his or her range of influence to lose the game.
102.4. There are several ways to draw the game.
102.4a. If all the players remaining in a game lose simultaneously, the game is a draw.
102.4b. If the game somehow enters a "loop," repeating a sequence of events with no way to stop, the game is a draw. Loops that contain an optional action don't result in a draw.
102.4c. In a multiplayer game between teams, the game is a draw if all remaining teams lose at once.
102.5. If a player loses the game, he or she leaves the game. Likewise, if a player leaves the game, he or she loses the game. The multiplayer rules handle what happens when a player leaves the game; see rule 600.4.
103. The Magic Golden Rules
103.1. Whenever a card's text directly contradicts these rules, the card takes precedence. The card overrides only the rule that applies to that specific situation. The only exception is that a player can concede the game at any time (see rule 102.3a).
103.2. When a rule or effect says something can happen and another effect says it can't, the "can't" effect wins. For example, if one effect reads "You may play an additional land this turn" and another reads "You can't play land cards this turn," the effect that keeps you from playing lands wins out. Note that adding abilities to objects and removing abilities from objects don't fall under this rule; see rule 402.9.
103.3. If an instruction requires taking an impossible action, it's ignored. (In many cases the card will specify consequences for this; if it doesn't, there's no effect.)
103.4. If multiple players would make choices and/or take actions at the same time, the active player (the player whose turn it is) makes any choices required, then the next player in turn order (usually the player seated to the active player's left) makes any choices required, followed by the remaining nonactive players in turn order. Then the actions happen simultaneously. This rule is often referred to as the "Active Player, Nonactive Player (APNAP) order" rule.
Example: A card reads "Each player sacrifices a creature." First, the active player chooses a creature he or she controls. Then each of the nonactive players chooses a creature he or she controls. Then all creatures are sacrificed simultaneously.
103.4a. If an effect has each player choose a card in a hidden zone, such as his or her hand or library, those cards may remain face down as they're chosen. However, each player must clearly indicate which face-down card he or she is choosing.
103.4b. A player knows the choices made by the previous players when he or she makes his or her choice, except as specified in 103.4a.
103.4c. If a player would make more than one choice at the same time, the player makes the choices in the order written, or in the order he or she chooses if the choices aren't ordered.
104.1. The Magic game uses only integers.
104.1a. You can't choose a fractional number, deal fractional damage, gain fractional life, and so on. If a spell or ability could generate a fractional number, the spell or ability will tell you whether to round up or down.
104.1b. Most of the time, the Magic game uses only positive numbers. You can't choose a negative number, deal negative damage, gain negative life, and so on. However, it's possible for a game value, such as a creature's power, to be less than zero. If a calculation or comparison that would determine the result of an effect needs to use a negative value, it does so. If such a calculation yields a negative number, zero is used instead, unless that effect sets a player's life total to a specific value, sets a creature's power or toughness to a specific value, or otherwise modifies a creature's power or toughness.
Example: If a 3/4 creature gets -5/-0, it's a -2/4 creature. It assigns 0 damage in combat. Its total power and toughness is 2. You'd have to give it +3/+0 to raise its power to 1.
Example: Viridian Joiner is a 1/2 creature that says "{T}: Add an amount of {G} to your mana pool equal to Viridian Joiner's power." An effect gives it -2/-0, then its ability is activated. The ability adds no mana to your mana pool.
104.2. If anything needs to use a number that can't be determined, either as a result or in a calculation, it uses 0 instead.
104.3. The mana symbols are {W}, {U}, {B}, {R}, {G}, and {X}; the numerals {0}, {1}, {2}, {3}, {4}, and so on; the hybrid symbols {W/U}, {W/B}, {U/B}, {U/R}, {B/R}, {B/G}, {R/G}, {R/W}, {G/W}, and {G/U}; the monocolored hybrid symbols {2/W}, {2/U}, {2/B}, {2/R}, and {2/G}; and the snow symbol {S}.
104.3a. Each of the colored mana symbols represents one colored mana: {W} is white, {U} blue, {B} black, {R} red, and {G} green.
104.3b. Numeral symbols (such as {1}) are generic mana costs and represent an amount of mana that can be paid with any color of, or colorless, mana.
104.3c. The symbol {X} represents an unspecified amount of mana. When playing a spell or activated ability with {X} in its cost, its controller decides the value of that variable.
104.3d. Numeral symbols (such as {1}) and variable symbols (such as {X}) can also represent colorless mana if they appear in the effect of a spell or ability that reads "add [mana symbol] to your mana pool" or something similar.
104.3e. The symbol {0} represents zero mana and is used as a placeholder when a spell or activated ability costs nothing to play. A spell or ability whose cost is {0} must still be played the same way as one with a cost greater than zero; it won't play itself automatically.
104.3f. Each of the hybrid mana symbols represents a cost that can be paid in one of two ways, as represented by the two halves of the hybrid mana symbol. A hybrid symbol such as {W/U} be paid with either white or blue mana, and a monocolored hybrid symbol such as {2/B} can be paid with either one black mana or two mana of any color of, or colorless, mana. A hybrid mana symbol is all of its component colors.
Example: {G/W}{G/W} can be paid by spending {G}{G}, {G}{W}, or {W}{W}.
104.3g. If an effect would add mana represented by a hybrid mana symbol to a player's mana pool, that player chooses one half of that symbol. If a colored half is chosen, one mana of that color is added to that player's mana pool. If a colorless half is chosen, an amount of colorless mana represented by that half's number is added to that player's mana pool.
104.3h. If a cost would be reduced by an amount of mana represented by a hybrid mana symbol, the player paying that cost chooses one half of that symbol at the time the cost reduction is applied (see rule 409.1f). If a colored half is chosen, the cost is reduced by one mana of that color (or, if the cost can't be reduced by one mana of that color, the cost is reduced by one generic mana). If a colorless half is chosen, the cost is reduced by an amount of generic mana equal to that half's number.
104.3i. The snow mana symbol {S} represents a cost that can be paid with one mana produced by a snow permanent. This is a generic mana cost that can be paid with any color of, or colorless, mana. Effects that reduce the amount of generic mana you pay don't affect {S} costs.
104.4. The tap symbol is {T}. The tap symbol in an activation cost means "Tap this permanent." A permanent that's already tapped can't be tapped again to pay the cost. Creatures that haven't been under a player's control continuously since the beginning of his or her most recent turn can't use any ability with the tap symbol in the cost. See rule 212.3f.
104.5. The untap symbol is {Q}. The untap symbol in an activation cost means "Untap this permanent." A permanent that's already untapped can't be untapped again to pay the cost. Creatures that haven't been under a player's control continuously since the beginning of his or her most recent turn can't use any ability with the untap symbol in the cost. See rule 212.3f.
104.6. A tombstone icon appears to the left of the name of many Odyssey (tm) block cards with abilities that are relevant in a player's graveyard. The purpose of the icon is to make those cards stand out when they're in a graveyard. This icon has no effect on game play.
104.7. A type icon appears in the upper left corner of each card from the Future Sight(r) set printed with an alternate "timeshifted" frame. If the card has a single card type, this icon indicates what it is: claw marks for creature, a flame for sorcery, a lightning bolt for instant, a sunrise for enchantment, a chalice for artifact, and a pair of mountain peaks for land. If the card has multiple card types, that's indicated by a black and white cross. This icon has no effect on game play.
104.8. Each activated ability of a planeswalker has an arrow-shaped loyalty symbol in its cost. Positive loyalty symbols point upward and feature a plus sign followed by a number or an X. Negative loyalty symbols point downward and feature a minus sign followed by a number or an X. [+N] means "Put N loyalty counters on this permanent," and [-N] means "Remove N loyalty counters from this permanent."
2. Parts of the Game
200.1. When a rule or text on a card refers to a "card," it means a Magic card with a Magic card front and the Magic card back. Tokens aren't considered cards-even a card that represents a token isn't considered a card for rules purposes.
200.1a. A card's owner is the player who started the game with it in his or her deck or, for cards that didn't start the game in a player's deck, the player who brought the card into the game.
200.2. Use the Oracle (tm) card reference when determining a card's wording. A card's Oracle text can be found using the Gatherer card database at http://gatherer.wizards.com.
200.3. A player is one of the people in the game. The active player is the player whose turn it is. The other players are nonactive players.
200.3a. In a multiplayer game between teams, a player's teammates are the other players on his or her team, and the player's opponents are all players not on his or her team.
200.4. A token is a marker used to represent any permanent that isn't represented by a card. (See rule 216, "Tokens.")
200.4a. A token's owner is the player who controlled the spell or ability that put it into play. A token's controller is the player who put it into play.
200.5. A spell is a card, or copy of a spell or card, that's on the stack. (See rule 213, "Spells.")
200.5a. A spell's owner is the same as the owner of the card that represents it. The owner of a copy of a spell is the controller of the effect that created it. A spell's controller is the player who played it.
200.6. A permanent is a card or token that's in play. (See rule 214, "Permanents.")
200.6a. A nontoken permanent's owner is the same as the owner of the card that represents it. A permanent's controller is the player who put it into play.
200.7. An ability can be one of two things. First, it can be an activated or triggered ability on the stack. Second, it can be text on an object that explains what the object does. (See rule 402, "Abilities," and section 4, "Spells, Abilities, and Effects.")
200.7a. The controller of an activated ability is the player who played the ability. The controller of a triggered ability is the player who controlled the ability's source when it triggered, unless it's a delayed triggered ability. The controller of a delayed triggered ability is the player who controlled the spell or ability that created it.
200.8. An object is an ability on the stack, a card, a copy of a card, a token, a spell, or a permanent. The term "object" is used in these rules when a rule applies to abilities on the stack, cards, tokens, spells, and permanents. Combat damage on the stack is also an object, although many uses of the term "object" in these rules don't apply to it.
200.9. If a spell or ability uses a description of an object that includes a card type or subtype, but doesn't include the word "card," "spell," or "source," it means a permanent of that card type or subtype in play.
200.9a. If a spell or ability uses a description of an object that includes the word "card" and the name of a zone, it means a card matching that description in the stated zone.
200.9b. If a spell or ability uses a description of an object that includes the word "spell," it means a spell matching that description on the stack.
200.9c. If a spell or ability uses a description of an object that includes the word "source," it means a source matching that description-either a source of an ability or a source of damage-in any zone. See rule 419.8 "Sources of Damage."
200.10. A counter is a marker placed on an object or player, either modifying its characteristics or interacting with an ability. A counter is not a token, and a token is not a counter. Counters with the same name or description are interchangeable.
200.10a. A +X/+Y counter on a permanent, where X and Y are numbers, adds X to that permanent's power and Y to that permanent's toughness. Similarly, -X/-Y counters subtract from power and toughness.
200.10b. The number of loyalty counters on a planeswalker in play indicates how much loyalty it has.
200.10c. If a spell or ability refers to a counter being "placed" on a permanent, it means putting a counter on that permanent while it's in play, or that permanent coming into play with a counter.
200.11. The parts of a card are name, mana cost, illustration, type line, expansion symbol, text box, power and toughness, loyalty, illustration credit, legal text, and collector number. Some cards may have more than one of any or all of these parts.
201.1. An object's characteristics are name, mana cost, color, card type, subtype, supertype, expansion symbol, rules text, abilities, power, toughness, and loyalty. Objects can have some or all of these characteristics. Any other information about an object isn't a characteristic. For example, characteristics don't include whether a permanent is tapped, a spell's target, an object's owner or controller, what an Aura enchants, and so on.
202.1. The name of a card is printed on its upper left corner.
202.2. Text that refers to the object it's on by name means just that particular object and not any other duplicates of it, regardless of any name changes caused by game effects.
202.2a. If an ability of an object uses a phrase such as "this [something]" to identify an object, where [something] is a characteristic, it is referring to that particular object, even if it isn't the appropriate characteristic at the time.
Example: An ability reads "Target creature gets +2/+2 until end of turn. Destroy that creature at end of turn." The ability will destroy the object it gave +2/+2 at the end of the turn, even if that object isn't a creature anymore.
202.2b. If an ability of an object grants to an object an ability that refers to the first object by name, the name refers only to the object whose ability grants that ability, not to any other object with the same name.
Example: Saproling Burst has an ability that reads "Remove a fade counter from Saproling Burst: Put a green Saproling creature token into play. It has 'This creature's power and toughness are each equal to the number of fade counters on Saproling Burst.'" The ability granted to the token only looks at the Saproling Burst that created the token, not at any other Saproling Burst in play.
202.3. Two cards have the same name if the English versions of their names are identical, regardless of anything else printed on the cards.
203.1. The mana cost of a card is indicated by mana symbols near the top of the card. On most cards, these symbols are printed in the upper right corner. Some cards from the Future Sight set have alternate frames in which the mana symbols appear to the left of the art. Paying an object's mana cost requires matching the color of any colored mana symbols as well as paying the generic mana indicated in the cost.
203.1a. A copy of an object copies that object's mana cost. See rule 503, "Copying Objects."
203.1b. Some cards have no mana symbols where their mana cost would appear. This represents an unpayable cost. An ability can also have an unpayable cost if its cost is based on the mana cost of a spell with no mana cost. Attempting to play a spell or ability that has an unpayable cost is a legal action. However, attempting to pay an unpayable cost is an illegal action. If an unpayable cost is increased by an effect or an additional cost is imposed, the cost is still unpayable. If an alternative cost is applied to an unpayable cost, including an effect that allows you to play a spell without paying its mana cost, the alternative cost may be paid.
203.1c. Lands normally have no mana cost. Lands are played without paying any costs.
203.1d. Tokens have no mana cost unless the effect that creates them specifies otherwise.
203.2. An object is the color or colors of the mana symbols in its mana cost, regardless of the color of its frame.
203.2a. Objects with no colored mana symbols in their mana costs are colorless.
203.2b. An object with two or more different colored mana symbols in its mana cost is each of the colors of those mana symbols. Most multicolored cards are printed with a gold frame, but this is not a requirement for a card to be multicolored.
203.2c. The five colors are white, blue, black, red, and green. The white mana symbol is represented by {W}, blue by {U}, black by {B}, red by {R}, and green by {G}.
Example: An object with a mana cost of {2}{W} is white, an object with a mana cost of {2} is colorless, and one with a mana cost of {2}{W}{B} is both white and black.
203.2d. If a player is asked to choose a color, he or she must choose one of the five colors. "Multicolored" is not a color.
203.2e. An object with one or more hybrid mana symbols in its mana cost is all of the colors of those mana symbols, in addition to any other colors the object might be. Most cards with hybrid mana symbols in their mana costs are printed in a two-tone frame. See rule 104.3f.
203.3. The converted mana cost of an object is a number equal to the total amount of mana in its mana cost, regardless of color. Some effects ask a player to pay mana equal to an object's converted mana cost; this cost may be paid with any combination of colored and/or colorless mana, regardless of the colors in the object's mana cost.
Example: A mana cost of {3}{U}{U} translates to a converted mana cost of 5.
203.3a. The converted mana cost of an object with no mana cost is 0.
203.3b. When calculating the converted mana cost of an object with an {X} in its mana cost, X is treated as 0 while the object is not on the stack, and X is treated as the number chosen for it while the object is on the stack.
203.3c. When calculating the converted mana cost of an object with a hybrid mana symbol in its mana cost, use the largest component of each hybrid symbol.
Example: The converted mana cost of a card with mana cost {1}{W/U}{W/U} is 3.
Example: The converted mana cost of a card with mana cost {2/B}{2/B}{2/B} is 6.
203.4. Any additional cost listed in an object's rules text or imposed by an effect isn't part of the mana cost. (See rule 409, "Playing Spells and Activated Abilities.") Such costs are paid at the same time as the spell's other costs.
204.1. The illustration is printed on the upper half of a card and has no game significance. For example, a creature doesn't have the flying ability unless stated in its rules text, even if it's depicted as flying.
205.1. The card type (and subtype and supertype, if applicable) of a card is printed directly below the illustration. (See rule 212, "Card Type, Supertype, and Subtype.")
205.2a. The card types are artifact, creature, enchantment, instant, land, planeswalker, sorcery, and tribal.
205.2b. Some objects have more than one card type (for example, an artifact creature). Such objects satisfy the criteria for any effect that applies to any of their card types.
205.3a. A card can have one or more subtypes printed on its type line.
205.3b. Subtypes are always single words and are listed after a long dash. Each word after the dash is a separate subtype.
205.3c. Subtypes of a [card type] object are also called [card type] types. For example, creature subtypes are also called creature types. Objects may have multiple subtypes.
Example: "Basic Land -- Mountain" means the card is a land with the Mountain subtype. "Creature -- Goblin Wizard" means the card is a creature with the subtypes Goblin and Wizard. "Artifact -- Equipment" means the card is an artifact with the subtype Equipment.
205.3d. Artifact, enchantment, land, and planeswalker each have their own unique set of possible subtypes. Instant and sorcery share their lists of subtypes; these subtypes are called spell types. Creature and tribal also share their lists of subtypes; these subtypes are called creature types. (You can find complete lists of subtypes in the glossary at the end of this document under "Creature Types," "Land Types," and so on.)
205.3e. If a card with multiple card types has one or more subtypes, each subtype is correlated to its appropriate card type.
Example: Dryad Arbor's type line says "Land Creature -- Forest Dryad." Forest is a land type, and Dryad is a creature type.
205.4a. A card can also have one or more supertypes. These are printed directly before its card types. If an object's card types or subtypes change, any supertypes it has are kept, although they may not be relevant to the new card type.
205.4b. Any land with the supertype "basic" is a basic land. Any land that doesn't have this supertype is a nonbasic land.
Example: Note that cards printed in sets prior to the Eighth Edition core set didn't use the word "basic" to indicate a basic land. Cards from those sets with the following names are basic lands: Forest, Island, Mountain, Plains, Swamp, Snow-Covered Forest, Snow-Covered Island, Snow-Covered Mountain, Snow-Covered Plains, and Snow-Covered Swamp.
205.4c. Any permanent with the supertype "legendary" is subject to the state-based effect for legendary permanents, also called the "legend rule" (see rule 420.5e).
205.4d. Any permanent with the supertype "world" is subject to the state-based effect for world permanents, also called the "world rule" (see rule 420.5i).
205.4e. Any permanent with the supertype "snow" is a snow permanent. Any permanent that doesn't have this supertype is a nonsnow permanent, regardless of its name.
206.1. The expansion symbol indicates which Magic set a card is from. It's normally printed below the right edge of the illustration.
206.2. The color of the expansion symbol indicates the rarity of the card within its set. A red-orange symbol indicates the card is mythic rare. A gold symbol indicates the card is rare. A silver symbol indicates the card is uncommon. A black or white symbol indicates the card is common or is a basic land. A purple symbol signifies a special rarity; to date, only the Time Spiral(r) "timeshifted" cards, which were rarer than that set's rare cards, have had purple expansion symbols. (Prior to the Exodus (tm) set, all expansion symbols were black, regardless of rarity. Also, prior to the Sixth Edition core set, Magic core sets didn't have expansion symbols at all.)
206.3. A spell or ability that affects cards from a particular set "looks" only for that set's expansion symbol. A card reprinted in the core set receives the core set's expansion symbol. Any reprinted version of the card no longer counts as part of its original set unless it was reprinted with that set's expansion symbol. The first five editions of the core set had no expansion symbol.
207.1. The text box is printed on the lower half of the card. It usually contains rules text defining the card's abilities.
207.2. The text box may also contain italicized reminder text (in parentheses), which summarizes a rule that applies to that card, and italicized flavor text, which has no game function, but like the illustration, adds artistic appeal to the game.
207.3. A guild icon appears in the text box of many Ravnica(r) block cards. These cards either have the specified guild's exclusive mechanic or somehow relate to the two colors associated with that guild. Guild icons have no effect on game play.
208.1. A creature card has two numbers separated by a slash printed in its lower right corner. The first number is its power (the amount of damage it deals in combat); the second is its toughness (the amount of damage needed to destroy it). For example, 2/3 means the object has power 2 and toughness 3. Power and toughness can be modified or set to particular values by effects.
208.2. Some creature cards have power and/or toughness represented by a * instead of a number. The object has a characteristic-defining ability that sets its power and/or toughness according to some stated condition. This ability functions everywhere, even outside the game. If the ability needs to use a number that can't be determined, use 0 instead of that number.
Example: Lost Order of Jarkeld has power and toughness each equal to 1+*. It says "As Lost Order of Jarkeld comes into play, choose an opponent" and "Lost Order of Jarkeld's power and toughness are each equal to 1 plus the number of creatures that opponent controls." While Lost Order of Jarkeld isn't in play, there won't be a chosen opponent. Its power and toughness will each be equal to 1 plus 0, so it's a 1/1.
208.3. A noncreature permanent has no power or toughness, even if it's a card with a power and toughness printed on it (such as a Licid that's become an Aura).
209.1. Each planeswalker card has a loyalty number printed in its lower right corner. This indicates its loyalty while it's not in play, and it also indicates that the planeswalker comes into play with that many loyalty counters on it.
210. Information Below the Text Box
210.1. Each card features text printed below the text box that has no effect on game play.
210.1a. The illustration credit for a card is printed on the first line below the text box. It follows the abbreviation "Illus." or, in more recent years, a paintbrush icon.
210.1b. Legal text (the fine print at the bottom of the card) lists the trademark and copyright information.
210.1c. Some card sets feature collector numbers. This information is printed in the form [card number]/[total cards in the set], immediately following the legal text.
211. [This section has been intentionally left blank to preserve the ordering of other rules.]
212. Card Type, Supertype, and Subtype
212.1a. Cards, tokens, permanents, and spells can all have card types, supertypes, and subtypes. Abilities don't have card types, supertypes, or subtypes. Instead, there are various categories of abilities. (See rule 402, "Abilities.")
212.1b. When an object's card type changes, the new card type(s) replaces any existing card types. Counters, effects, and damage affecting the object remain with it, even if they are meaningless to the new card type. Similarly, when one or more of an object's subtypes changes, the new subtype(s) replaces any existing subtypes from the appropriate set (creature types, land types, artifact types, enchantment types, planeswalker types, or spell types). If an object's card type is removed, the subtypes correlated with that card type will remain if they are also the subtypes of a card type the object currently has; otherwise, they are also removed for the entire time the object's card type is removed. Removing an object's subtype doesn't affect its card types at all.
212.1c. Some effects change an object's card type, supertype, or subtype but specify that the object retains a prior card type, supertype, or subtype. In such cases, all the object's prior card types, supertypes, and subtypes are retained. This rule applies to effects that use the phrase "in addition to its types" or that state that something is "still a [card type]." Some effects state that an object becomes an "artifact creature"; these effects also allow the object to retain all of its prior card types and subtypes.
Example: An ability reads, "All lands are 1/1 creatures that are still lands." The affected lands now have two card types: creature and land. If there were any lands that were also artifacts before the ability's effect applied to them, those lands would become "artifact land creatures," not just "creatures," or "land creatures." The effect allows them to retain both the card type "artifact" and the card type "land."
Example: An ability reads, "All artifacts are 1/1 artifact creatures." If a permanent is both an artifact and an enchantment, it will become an "artifact enchantment creature."
212.1d. An object's supertype is independent of its card type and subtype. Changing an object's card type or subtype won't change its supertype. Changing an object's supertype won't change its card type or subtype. When an object gains or loses a supertype, it retains any other supertypes it had.
Example: An ability reads, "All lands are 1/1 creatures that are still lands." If any of the affected lands were legendary, they are still legendary.
212.1e. If an instruction requires choosing a subtype, you must choose one, and only one, existing subtype, and the subtype you choose must be for the appropriate card type. For example, you can't choose a land type if an instruction requires choosing a creature type. (Use the Oracle card reference to determine whether a creature type exists; see rule 200.2. You can also find complete lists of subtypes in the glossary at the end of this document under "Creature Types," "Land Types," etc.)
Example: When choosing a creature type, "Merfolk" or "Wizard" is acceptable, but "Merfolk Wizard" is not. Words like "artifact," "opponent," "Swamp," or "truck" can't be chosen because they aren't creature types.
212.2a. A player who has priority may play an artifact card from his or her hand during a main phase of his or her turn when the stack is empty. Playing an artifact as a spell uses the stack. (See rule 409, "Playing Spells and Activated Abilities.")
212.2b. When an artifact spell resolves, its controller puts it into play under his or her control.
212.2c. Artifact subtypes are always a single word and are listed after a long dash: "Artifact -- Equipment." Artifact subtypes are also called artifact types. Artifacts may have multiple subtypes. (You can find the complete list of artifact subtypes under "Artifact Types" in the glossary at the end of this document.)
212.2d. Artifacts have no characteristics specific to their card type. Most artifacts have no colored mana symbols in their mana costs, and are therefore colorless. However, there is no correlation between being colorless and being an artifact: artifacts may be colored, and colorless objects may be card types other than artifact.
212.2e. Artifact creatures combine the characteristics of both creatures and artifacts, and are subject to spells and abilities that affect either or both card types.
212.2f. Artifact lands combine the characteristics of both lands and artifacts, and are subject to spells and abilities that affect either or both card types. Artifact lands can only be played as lands. They can't be played as spells.
212.2g. Some artifacts have the subtype "Equipment." An Equipment can be attached to a creature. It can't legally be attached to an object that isn't a creature.
212.2h. An Equipment is played and comes into play just like any other artifact. An Equipment doesn't come into play attached to a creature. The equip keyword ability moves the Equipment onto a creature you control (see rule 502.33, "Equip"). Control of the creature matters only when the equip ability is played and when it resolves. The creature to which the Equipment is to be moved must be able to be equipped by it. If it can't, the Equipment doesn't move.
212.2i. An Equipment that's also a creature can't equip a creature. Equipment that loses the subtype "Equipment" can't equip a creature. An Equipment can't equip itself. An Equipment that equips an illegal or nonexistent permanent becomes unattached from that permanent but remains in play. (This is a state-based effect. See rule 420.)
212.2j. The creature an Equipment is attached to is called the "equipped creature." The Equipment is attached to, or "equips," that creature.
212.2k. An Equipment's controller is separate from the equipped creature's controller; the two need not be the same. Changing control of the creature doesn't change control of the Equipment, and vice versa. Only the Equipment's controller can play its abilities. However, if the Equipment adds an ability to the equipped creature (with "gains" or "has"), the equipped creature's controller is the only one who can play that ability.
212.2m. Some artifacts have the subtype "Fortification." A Fortification can be attached to a land. It can't legally be attached to an object that isn't a land. Rules 212.2h-k apply to Fortifications in relation to lands just as they apply to Equipment in relation to creatures. Fortification's analog to the equip keyword ability is the fortify keyword ability. (See rule 502.65, "Fortify.")
212.3a. A player who has priority may play a creature card from his or her hand during a main phase of his or her turn when the stack is empty. Playing a creature as a spell uses the stack. (See rule 409, "Playing Spells and Activated Abilities.")
212.3b. When a creature spell resolves, its controller puts it into play under his or her control.
212.3c. Creature subtypes are always a single word and are listed after a long dash: "Creature -- Human Soldier," "Artifact Creature -- Golem," and so on. Creature subtypes are also called creature types. Creatures may have multiple subtypes. (You can find the complete list of creature subtypes under "Creature Types" in the glossary at the end of this document.)
Example: "Creature -- Goblin Wizard" means the card is a creature with the subtypes Goblin and Wizard.
212.3d. Power and toughness are characteristics only creatures have. A creature's power is the amount of damage it deals in combat, and its toughness is the amount of damage needed to destroy it. To determine a creature's power and toughness, start with the numbers printed in its lower right corner, then apply any applicable continuous effects. (See rule 418.5, "Interaction of Continuous Effects.")
212.3e. Creatures can attack and block. (See rule 308, "Declare Attackers Step," and rule 309, "Declare Blockers Step.")
212.3f. A creature's activated ability with the tap symbol or the untap symbol in its activation cost can't be played unless the creature has been under its controller's control since the start of his or her most recent turn. A creature can't attack unless it has been under its controller's control since the start of his or her most recent turn. This rule is informally called the "summoning sickness" rule. Ignore this rule for creatures with haste (see rule 502.5).
212.3g. Damage dealt to a creature stays on that creature. If the total accumulated damage on that creature is equal to or greater than its toughness, that creature has been dealt lethal damage and is destroyed as a state-based effect (see rule 420.5c). All damage on a creature is removed when it regenerates (see rule 501.5, "Regenerate") and during the cleanup step (see rule 314.2).
212.3h. Creature lands combine the characteristics of both lands and creatures, and are subject to spells and abilities that affect either or both card types. Creature lands can only be played as lands. They can't be played as spells.
212.4a. A player who has priority may play an enchantment card from his or her hand during a main phase of his or her turn when the stack is empty. Playing an enchantment as a spell uses the stack. (See rule 409, "Playing Spells and Activated Abilities.")
212.4b. When an enchantment spell resolves, its controller puts it into play under his or her control.
212.4c. Enchantment subtypes are always a single word and are listed after a long dash: "Enchantment -- Shrine." Each word after the dash is a separate subtype. Enchantment subtypes are also called enchantment types. Enchantments may have multiple subtypes. (You can find the complete list of enchantment subtypes under "Enchantment Types" in the glossary at the end of this document.)
212.4d. Some enchantments have the subtype "Aura." An Aura comes into play attached to an object or player. What an Aura can be attached to is restricted by its enchant keyword ability (see rule 502.45, "Enchant"). Other effects can limit what a permanent can be enchanted by.
212.4e. An Aura spell requires a target, which is restricted by its enchant ability.
212.4f. If an Aura is enchanting an illegal object or player, the object it was attached to no longer exists, or the player it was attached to has left the game, the Aura is put into its owner's graveyard. (This is a state-based effect. See rule 420.)
212.4g. An Aura can't enchant itself, and an Aura that's also a creature can't enchant anything. If this occurs somehow, the Aura is put into its owner's graveyard. (This is a state-based effect. See rule 420.)
212.4h. The object or player an Aura is attached to is called enchanted. The Aura is attached to, or "enchants," that object or player.
212.4i. An Aura's controller is separate from the enchanted object's controller; the two need not be the same. Changing control of the object doesn't change control of the Aura, and vice versa. Only the Aura's controller can play its abilities. However, if the Aura adds an ability to the enchanted object (with "gains" or "has"), the enchanted object's controller is the only one who can play that ability.
212.4j. If an Aura is coming into play under a player's control by any means other than by being played, and the effect putting it into play doesn't specify the object or player the Aura will enchant, that player chooses what it will enchant as the Aura comes into play. The player must choose a legal object or player according to the Aura's enchant ability and any other applicable effects. If no legal choice can be made, see rule 212.4k.
212.4k. If an Aura is coming into play and there is no legal object or player for it to enchant, the Aura remains in its current zone, unless that zone is the stack. In that case, the Aura is put into its owner's graveyard instead of coming into play.
212.4m. If an effect attempts to attach an Aura in play to an object or player, that object or player must be able to be enchanted by it. If the object or player can't be, the Aura doesn't move.
212.5a. A player who has priority may play an instant card from his or her hand. Playing an instant as a spell uses the stack. (See rule 409, "Playing Spells and Activated Abilities.")
212.5b. When an instant spell resolves, the actions stated in its rules text are followed. Then it's put into its owner's graveyard.
212.5c. Instant subtypes are always a single word and are listed after a long dash: "Instant -- Arcane." Each word after the dash is a separate subtype. The set of instant subtypes is the same as the set of sorcery subtypes; these subtypes are called spell types. Instants may have multiple subtypes. (You can find the complete list of instant subtypes under "Spell Types" in the glossary at the end of this document.)
212.5d. Instants can't come into play. If an instant would come into play, it remains in its previous zone instead.
212.5e. If text states that a player may do something "any time he or she could play an instant," it means only that the player must have priority. The player doesn't need to have an instant he or she could actually play.
212.6a. Playing a land card is a special action (see 408.2d). To play a land card, the player simply puts it into play. The land card doesn't go on the stack, and is never a spell, so players can't respond to it with instants or activated abilities.
212.6b. A player who has priority may choose to play a land card from his or her hand during a main phase of his or her turn, when the stack is empty. Continuous effects may allow the player to play land cards from other zones this way, or to play land cards at other times.
212.6c. A player may normally play only one land card during his or her turn; however, continuous effects may increase this number. If any such effects exist, the player announces which effect, or this rule, applies to each land play as it happens.
212.6d. A player can't play a land, for any reason, if it isn't his or her turn. Ignore any part of an effect that instructs a player to do so. Similarly, a player can't play a land, for any reason, if that player has used all of his or her land plays for that turn. Ignore any part of an effect that instructs a player to do so.
212.6e. Effects may also allow players to "put" lands into play. This isn't the same as "playing a land" and doesn't count as a player's one land played during his or her turn.
212.6f. Land subtypes are always a single word and are listed after a long dash. Land subtypes are also called land types. Lands may have multiple subtypes. (You can find the complete list of land subtypes under "Land Types" in the glossary at the end of this document.)
Example: "Basic Land -- Mountain" means the card is a land with the Mountain subtype.
212.6g. The basic land types are Plains, Island, Swamp, Mountain, and Forest. If an object uses the words "basic land type," it's referring to one of these subtypes. A basic land type implies an intrinsic ability to produce colored mana. (See rule 406, "Mana Abilities.") An object with a basic land type is treated as if its text box included "{T}: Add [mana symbol] to your mana pool," even if the text box doesn't actually contain text or the object has no text box. Plains produce white mana; Islands, blue; Swamps, black; Mountains, red; and Forests, green.
212.6h. If an effect changes a land's subtype to one or more of the basic land types, the land no longer has its old land type. It loses all abilities generated from its rules text and its old land types, and it gains the appropriate mana ability for each new basic land type. Note that this doesn't remove any abilities that were granted to the land by other effects. Changing a land's subtype doesn't add or remove any card types (such as creature) or supertypes (such as basic, legendary, and snow) the land may have. If a land gains one or more land types in addition to its own, it keeps its land types and rules text, and it gains the new land types and mana abilities.
212.6i. Any land with the supertype "basic" is a basic land. Any land that doesn't have this supertype is a nonbasic land.
212.6j. If an object is both a land and another card type, it can be played only as a land. It can't be played as a spell.
212.7a. A player who has priority may play a sorcery card from his or her hand during a main phase of his or her turn when the stack is empty. Playing a sorcery as a spell uses the stack. (See rule 409, "Playing Spells and Activated Abilities.")
212.7b. When a sorcery spell resolves, the actions stated in its rules text are followed. Then it's put into its owner's graveyard.
212.7c. Sorcery subtypes are always a single word and are listed after a long dash: "Sorcery -- Arcane." Each word after the dash is a separate subtype. The set of sorcery subtypes is the same as the set of instant subtypes; these subtypes are called spell types. Sorceries may have multiple subtypes. (You can find the complete list of sorcery subtypes under "Spell Types" in the glossary at the end of this document.)
212.7d. Sorceries can't come into play. If a sorcery would come into play, it remains in its previous zone instead.
212.7e. If a spell, ability, or effect states that a player can do something only "any time he or she could play a sorcery," it means only that the player must have priority, it must be during the main phase of his or her turn, and the stack must be empty. The player doesn't need to have a sorcery he or she could actually play.
212.8a. Each tribal card has another card type. Playing and resolving a tribal card follows the rules for playing and resolving a card of the other card type.
212.8b. Tribal subtypes are always a single word and are listed after a long dash: "Tribal Enchantment -- Merfolk." The set of tribal subtypes is the same as the set of creature subtypes; these subtypes are called creature types. Tribals may have multiple subtypes. (You can find the complete list of tribal subtypes under "Creature Types" in the glossary at the end of this document.)
212.9a. A player who has priority may play a planeswalker card from his or her hand during a main phase of his or her turn when the stack is empty. Playing a planeswalker as a spell uses the stack. (See rule 409, "Playing Spells and Activated Abilities.")
212.9b. When a planeswalker spell resolves, its controller puts it into play under his or her control.
212.9c. Planeswalker subtypes are always a single word and are listed after a long dash: "Planeswalker -- Jace." Each word after the dash is a separate subtype. Planeswalker subtypes are also called planeswalker types. Planeswalkers may have multiple subtypes. (You can find the complete list of planeswalker subtypes under "Planeswalker Types" in the glossary at the end of this document.) If two or more planeswalkers that share a planeswalker type are in play, all are put into their owners' graveyards as a state-based effect. See rule 420.5.
212.9d. Loyalty is a characteristic only planeswalkers have. The loyalty of a planeswalker not in play is equal to the number printed in its lower right corner. The loyalty of a planeswalker in play is equal to the number of loyalty counters on it. A planeswalker is treated as if its text box included, "This permanent comes into play with a number of loyalty counters on it equal to its printed loyalty number"; this ability creates a replacement effect (see rule 419.1). As a planeswalker gains or loses loyalty, loyalty counters are put on it or removed from it, respectively. Damage dealt to a planeswalker results in that many loyalty counters being removed from it. If a planeswalker's loyalty is 0, it's put into its owner's graveyard as a state-based effect. See rule 420.5.
212.9e. Planeswalkers can be attacked. (See rule 308, "Declare Attackers Step.")
212.9f. Each planeswalker has a number of activated abilities. A player may play an activated ability of a planeswalker only during a main phase of his or her turn, when he or she has priority and the stack is empty, and only if none of its activated abilities have been played that turn. The cost to play an activated ability of a planeswalker is to put on or remove from that planeswalker a certain number of loyalty counters, as shown by the loyalty symbol in the ability's cost. An ability with a negative loyalty cost can't be played unless the planeswalker has at least that many loyalty counters on it.
212.9g. If noncombat damage would be dealt to a player by a source controlled by an opponent, that opponent may have that source deal that damage to a planeswalker the first player controls instead. This is a redirection effect (see rule 419.6c) and is subject to the normal rules for ordering replacement effects (see rule 419.9). The opponent chooses whether to redirect the damage as the redirection effect is applied.
213.1. Every nonland card is a spell while it's being played (see rule 409, "Playing Spells and Activated Abilities") and while it's on the stack. Once it's played, a card remains a spell until it resolves, is countered, or otherwise leaves the stack. For more information, see rule 401, "Spells on the Stack."
213.2. A spell's card type, supertype, and subtype are the same as those of its card.
213.3. The term "spell" is used to refer to a card, or a copy of a spell or card, while it's on the stack.
213.4. Every spell has a controller. By default, a spell's controller is the player who played it.
213.5. If an effect changes any characteristics of a spell that becomes a permanent, the effect continues to apply to the permanent when the spell resolves.
Example: If an effect changes a black creature spell to white, the creature is white when it comes into play and remains white for the duration of the effect changing its color.
214.1. A permanent is a card or token in play. Permanents stay in play unless moved to another zone by an effect or rule. There are five permanent types: artifact, creature, enchantment, land, and planeswalker. Instant and sorcery cards can't come into play. Some tribal cards can come into play and some can't, depending on their other card types.
214.1a. The term "permanent card" is used to refer to a card that could be put into play. Specifically, it means an artifact, creature, enchantment, land, or planeswalker card.
214.1b. If a permanent somehow loses all its permanent types, it remains in play. It's still a permanent.
214.2. A nontoken permanent's card types, supertypes, and subtypes are the same as those printed on its card. A token's card types, supertypes, and subtypes are set by the spell or ability that created it.
214.3. A card or token becomes a permanent when it comes into play and it stops being a permanent when it leaves play. Permanents come into play untapped. The term "permanent" is used to refer to a card or token while it's in play. The term "card" isn't used to refer to a card that's in play as a permanent; rather, it's used to refer to a card that's not in play or on the stack, such as a creature card in a player's hand. For more information, see rule 217, "Zones."
214.4. Every permanent has a controller. By default, a permanent's controller is the player who put it into play.
214.5. Every permanent has a value in each of three status categories: tapped/untapped, flipped/unflipped, and face up/face down. By default, a permanent comes into play untapped, unflipped, and face up. For more information, see rule 510, "Status."
215.1. Each player begins the game with a life total of 20. In a Two-Headed Giant game, each team begins the game with a shared life total of 30 instead; see rule 606, "Two-Headed Giant Variant."
215.2. Damage dealt to a player causes that player to lose that much life.
215.3. If an effect causes a player to gain life or lose life, that player's life total is adjusted accordingly.
215.4. If a cost or effect allows a player to pay an amount of life greater than 0, the player may do so only if his or her life total is equal to or greater than the amount of the payment. If a player pays life, the payment is subtracted from his or her life total. (Players can always pay 0 life.)
215.4a. If a cost or effect allows a player to pay an amount of life greater than 0 in a Two-Headed Giant game, the player may do so only if his or her team's life total is equal to or greater than the amount of the payment. If a player pays life, the payment is subtracted from his or her team's life total. (Players can always pay 0 life.)
215.5. If an effect sets a player's life total to a specific number, the player gains or loses the necessary amount of life to end up with the new total.
215.6. If a player has 0 or less life, that player loses the game as a state-based effect. See rule 420.5.
215.7. If an effect says that a player can't gain life, that player can't exchange life totals with a player who has a higher life total; in that case, the exchange won't happen. In addition, a cost that involves having that player gain life can't be paid, and a replacement effect that would replace a life gain event affecting that player won't do anything.
216.1. Some effects put tokens into play. A token is controlled by whoever put it into play and owned by the controller of the spell or ability that created it. (If no player controlled the effect that created it, the token is owned by whoever put it into play.) The spell or ability may define any number of characteristics for the token. This becomes the token's "text." The characteristics defined this way are functionally equivalent to the characteristics that are printed on a card; for example, they define the token's copiable values. A token doesn't have any characteristics not defined by the spell or ability that created it.
216.1a. A spell or ability that creates a creature token sets both its name and its creature type. If the spell or ability doesn't specify the name of the creature token, its name is the same as its creature type(s). A "Goblin Scout creature token," for example, is named "Goblin Scout" and has the creature subtypes Goblin and Scout. Once a token is in play, changing its name doesn't change its creature type, and vice versa.
216.2. A token is subject to anything that affects permanents in general or that affects the token's card type or subtype. A token isn't a card (even if represented by a card that has a Magic back or that came from a Magic booster pack).
216.3. A token in a zone other than the in-play zone ceases to exist. This is a state-based effect. (Note that a token changing zones sets off triggered abilities before the token ceases to exist.)
216.4. A token that has left play can't come back into play. If such a token would return to play, it remains in its current zone instead. It ceases to exist the next time state-based effects are checked.
217.1. A zone is a place where objects can be during a game. There are normally six zones: library, hand, graveyard, in play, stack, and removed from the game. Some older cards also use the ante and phased-out zones. Each player has his or her own library, hand, and graveyard. The other zones are shared by all players.
217.1a. If an object would go to any library, graveyard, or hand other than its owner's, it goes to its owner's corresponding zone. If an instant or sorcery card would come into play, it remains in its previous zone.
217.1b. The order of objects in a library, in a graveyard, or on the stack can't be changed except when effects or rules allow it. Objects in other zones can be arranged however their owners wish, although who controls those objects, whether they're tapped or flipped, and what other objects are attached to them must remain clear to all players.
217.1c. An object that moves from one zone to another becomes a new object with no memory of, or relation to, its previous existence. There are seven exceptions to this rule: (1) Effects from spells, activated abilities, and triggered abilities that change the characteristics of an artifact, creature, enchantment, or planeswalker spell on the stack continue to apply to the permanent that spell becomes. (2) Prevention effects that apply to damage from an artifact, creature, enchantment, or planeswalker spell on the stack will continue to apply to damage from the permanent that spell becomes. (3) Abilities of a permanent that require information about choices made when that permanent was played use information about the spell that became that permanent. (4) Abilities that trigger when an object moves from one zone to another (for example, "When Rancor is put into a graveyard from play") can find the new object that it became in the zone it moved to when the ability triggered. (5) Abilities of Auras that trigger when the enchanted permanent leaves play can find the new object that permanent became in the zone it moved to; they can also find the new object the Aura became in its owner's graveyard after state-based effects have been checked. (6) If an effect grants a nonland card an ability that allows it to be played, that ability will continue to apply to the new object that card became after it moved to the stack as a result of being played this way. (7) Permanents that phase out or in "remember" their earlier states. See rule 217.8c.
217.1d. If an object would move from one zone to another, determine what event is moving the object. If the object is moving to a public zone, its owner looks at it to see if it has any abilities that would affect the move. Then any appropriate replacement effects, whether they come from that object or from elsewhere, are applied to that event. If any effects or rules try to do two or more contradictory or mutually exclusive things to a particular object, that object's controller-or its owner if it has no controller-chooses which effect to apply, and what that effect does. (Note that multiple instances of the same thing may be mutually exclusive; for example, two simultaneous "destroy" effects.) Then the event moves the object.
217.1e. An object is outside the game if it's in the removed-from-the-game zone, or if it isn't in any of the game's zones. All other objects are inside the game. Outside the game is not a zone.
217.1f. If an object in the removed-from-the-game zone is removed from the game, it doesn't change zones, but it becomes a new object that has just been removed from the game.
217.1g. Public zones are zones in which all players can see the cards, except for those cards that some rule or effect specifically allow to be face down. Graveyard, in play, stack, removed from the game, ante, and phased-out are public zones. Hidden zones are zones in which not all players can be expected to see the cards. Library and hand are hidden zones, even if all the cards in one such zone happen to be revealed.
217.2a. When a game begins, each player's deck becomes his or her library.
217.2b. Each library must be kept in a single face-down pile. Players can't look at or change the order of cards in a library.
217.2c. Any player may count the number of cards remaining in any player's library at any time.
217.2d. If an effect puts two or more cards on the top or bottom of a library at the same time, the owner of those cards may arrange them in any order. That library's owner doesn't reveal the order in which the cards go into his or her library.
217.2e. If a spell or ability causes a card to be drawn while another spell or ability is being played, the drawn card is kept face down until that spell or ability becomes played (see rule 409.1i).
217.2f. Some effects tell a player to play with the top card of his or her library revealed. If the top card of the player's library changes while a spell or ability is being played, the new top card won't be revealed until the spell or ability becomes played (see rule 409.1i).
217.2g. If an effect causes a player to play with the top card of his or her library revealed, and that particular card stops being revealed for any length of time before being revealed again, it becomes a new object.
217.3a. The hand is where a player holds cards that have been drawn but not yet played. At the beginning of the game, each player draws a hand of seven cards. (See rule 101, "Starting the Game.")
217.3b. Each player has a maximum hand size, which is normally seven cards. A player may have any number of cards in his or her hand, but as part of his or her cleanup step, the player must discard excess cards down to the maximum hand size.
217.3c. A player may arrange his or her hand in any convenient fashion and look at it as much as he or she wishes. A player can't look at the cards in another player's hand but may count those cards at any time.
217.4a. A graveyard is a discard pile. Any object that's countered, discarded, destroyed, or sacrificed is put on top of its owner's graveyard, as is any instant or sorcery spell that's finished resolving. Each player's graveyard starts out empty.
217.4b. Each graveyard is kept in a single face-up pile. A player can examine the cards in any graveyard at any time but can't change their order.
217.4c. If an effect or rule puts two or more cards into the same graveyard at the same time, the owner of those cards may arrange them in any order.
217.5a. Most of the area between the players represents the in-play zone. The in-play zone starts out empty. Permanents a player controls are normally kept in front of him or her in the in-play zone, though there are some cases (such as an Aura attached to another player's permanent) when a permanent one player controls is kept closer to a different player.
217.5b. A spell or ability affects and checks only the in-play zone unless it specifically mentions a player or another zone. Permanents exist only in the in-play zone.
217.5c. Whenever a permanent enters the in-play zone, it's considered a brand-new permanent and has no relationship to any previous permanent represented by the same object. This is also true for any objects entering any zone (see rule 217.1c).
217.5d. An object not in the in-play zone isn't "in play" and isn't considered tapped or untapped. Objects that aren't either in play or on the stack aren't controlled by any player.
217.6a. When a spell is played, the physical card is put on the stack. When an ability is played, it goes on top of the stack without any card associated with it (see rule 409.1a).
217.6b. The stack keeps track of the order that spells and/or abilities were added to it. Each time an object is put on the stack, it's put on top of all objects already there. (See rule 408, "Timing of Spells and Abilities.")
217.6c. If an effect puts two or more objects on the stack at the same time, those controlled by the active player are put on lowest, followed by each other player's objects in APNAP order (see rule 103.4). If a player controls more than one of these objects, that player chooses their relative order on the stack.
217.6d. Each spell has all the characteristics of the card associated with it. Each activated or triggered ability that's on the stack has the text of the ability that created it and no other characteristics. The controller of a spell is the person who played the spell. The controller of an activated ability is the player who played the ability. The controller of a triggered ability is the player who controlled the ability's source when it triggered, unless it's a delayed triggered ability. The controller of a delayed triggered ability is the player who controlled the spell or ability that created it.
217.6e. When all players pass in succession, the top (last-added) spell or ability on the stack resolves. If the stack is empty when all players pass, the current step or phase ends and the next begins.
217.6f. Combat damage also uses the stack, in the same way as other objects that use the stack.
217.7a. Objects can be removed from the game. Some effects may provide a way for a card to return to a zone and use the term "set aside." Cards that are set aside this way are still removed from the game, even though that removal may be temporary. Objects that aren't cards that would return to a zone remain removed from the game instead.
217.7b. Cards in the removed-from-the-game zone are kept face up and may be examined by any player at any time. Cards "removed from the game face down" can't be examined by any player except when instructions allow it.
217.7c. Cards that might return to play should be kept in separate piles to keep track of their respective ways of returning.
217.7d. An object may have one ability printed on it that somehow causes one or more cards to be removed from the game, and another ability that refers either to "the removed cards" or to cards "removed from the game with [this object]." These abilities are linked: the second refers only to cards in the removed-from-the-game zone removed due to the first. See rule 407, "Linked Abilities."
217.7e. If an object in the removed-from-the-game zone is removed from the game, it doesn't change zones, but it becomes a new object that has just been removed from the game.
217.8a. Permanents that phase out are placed in the phased-out zone. (See rule 502.15, "Phasing.")
217.8b. Face-up objects in the phased-out zone may be examined by any player at any time. Face-down objects in the phased-out zone are covered by the rules for face-down permanents. (See rule 502.26, "Morph," and rule 504, "Face-Down Spells and Permanents.")
217.8c. Phased-out objects are not in play, so they do not count as tapped or untapped, nor are they controlled by anyone. However, an object in this zone "remembers" the state of the permanent as it phased out and returns to play in the same state as when it left. (See rule 502.15, "Phasing.")
217.8d. Tokens in the phased-out zone cease to exist. This is a state-based effect (see rule 420, "State-Based Effects"). Any phased-out Auras, Equipment, or Fortifications that were attached to those tokens remain phased out for the rest of the game.
217.9a. Earlier versions of the Magic rules included an ante rule as a way of playing "for keeps." Playing Magic games for ante is now considered an optional variation on the game, and it's allowed only where it's not forbidden by law or by other rules. Playing for ante is strictly forbidden under the DCI Universal Tournament Rules (http://www.wizards.com/Magic/TCG/Events.aspx?x=dci/doccenter/home).
217.9b. When playing for ante, each player puts one random card from his or her deck into the ante zone at the beginning of the game. Cards in the ante zone may be examined by any player at any time. At the end of the game, the winner becomes the owner of all the cards in the ante zone.
217.9c. A few cards have the text "Remove [this card] from your deck before playing if you're not playing for ante." These are the only cards that can add or remove cards from the ante zone or change a card's owner.
217.9d. To ante an object is to put that object into the ante zone from whichever zone it's currently in. The owner of an object is the only person who can ante that object.
3. Turn Structure
300.1. A turn consists of five phases, in this order: beginning, precombat main, combat, postcombat main, and end. Each of these phases takes place every turn, even if nothing happens during the phase. The beginning, combat, and end phases are further broken down into steps, which proceed in order.
300.2. A phase or step in which players receive priority ends when the stack is empty and all players pass in succession. No game events can occur between turns, phases, or steps. Simply having the stack become empty doesn't cause such a phase or step to end; all players have to pass with the stack empty. Because of this, each player gets a chance to add new things to the stack before that phase or step ends. A step in which no players receive priority ends when all specified actions that take place during that step are completed. The only such steps are the untap step (see rule 302) and certain cleanup steps (see rule 314).
300.3. When a phase ends (but not a step), any unused mana left in a player's mana pool is lost. That player loses 1 life for each one mana lost this way. This is called mana burn. Mana burn is loss of life, not damage, so it can't be prevented or altered by effects that affect damage. This game action doesn't use the stack. (See rule 406, "Mana Abilities.")
300.4. When a phase or step ends, any effects scheduled to last "until end of" that phase or step expire. When a phase or step begins, any effects scheduled to last "until" that phase or step expire. Effects that last "until end of combat" expire at the end of the combat phase, not at the beginning of the end of combat step. Effects that last "until end of turn" are subject to special rules; see rule 314.2.
300.5. When a phase or step begins, any abilities that trigger "at the beginning of" that phase or step are added to the stack.
300.6. Some effects can give a player extra turns. They do this by adding the turns directly after the current turn. If a player gets multiple extra turns or if multiple players get extra turns during a single turn, the extra turns are added one at a time. The most recently created turn will be taken first.
300.7. Some effects can add phases to a turn. They do this by adding the phases directly after the specified phase. If multiple extra phases are created after the same phase, the most recently created phase will occur first.
300.8. Some effects can add steps to a phase. They do this by adding the steps directly after a specified step (or directly before a specified step). If multiple extra steps are created after the same step, the most recently created step will occur first.
300.9. Some effects can cause a step, phase, or turn to be skipped. To skip a step, phase, or turn is to proceed past it as though it didn't exist. See rule 419.6e and rule 419.6f.
301.1. The beginning phase consists of three steps, in this order: untap, upkeep, and draw.
302.1. First, all permanents with phasing that the active player controls phase out, and all phased-out objects that the active player controlled when they phased out simultaneously phase in (this game action doesn't use the stack). See rule 217.8, "Phased Out," and rule 502.15, "Phasing."
302.2. Next the active player determines which permanents he or she controls will untap. Then he or she untaps them all simultaneously (this game action doesn't use the stack). Normally, all of a player's permanents untap, but effects can keep one or more of a player's permanents from untapping.
302.3. No player receives priority during the untap step, so no spells or abilities can be played or resolved. Any ability that triggers during this step will be held until the next time a player would receive priority, which is usually during the upkeep step. (See rule 303, "Upkeep Step.")
303.1. As the upkeep step begins, any abilities that trigger at the beginning of that upkeep step and any abilities that triggered during the turn's untap step go on the stack. (See rule 410, "Handling Triggered Abilities.") Then the active player gets priority and players may play spells and abilities.
304.1. First, the active player draws a card. This game action doesn't use the stack. Then any abilities that trigger at the beginning of the draw step and any other abilities that have triggered go on the stack. Then the active player gets priority and players may play spells and abilities.
305.1. There are two main phases in a turn. In each turn, the first main phase, known as the precombat main phase, and the second main phase, known as the postcombat main phase, are separated by the combat phase (see rule 306, "Combat Phase"). The precombat and postcombat main phases are individually and collectively known as the main phase.
305.2. The main phase has no steps, so a main phase ends when all players pass in succession while the stack is empty. (See rule 300.2.)
305.3. As the main phase begins, any abilities that trigger at the beginning of that main phase go on the stack. (See rule 410, "Handling Triggered Abilities.") Then the active player gets priority and players may play spells and abilities. (This is the only phase in which a player can normally play artifact, creature, enchantment, planeswalker, and sorcery spells, and only the active player may play these spells.)
305.4. During either main phase, the active player may play one land card from his or her hand if the stack is empty, if the player has priority, and if he or she hasn't yet taken this special action this turn. (See rule 212.6, "Lands.") This action doesn't use the stack and it isn't a spell or ability of any kind. It can't be countered, and players can't respond to it with instants or activated abilities.
306.1. The combat phase has five steps, which proceed in order: beginning of combat, declare attackers, declare blockers, combat damage, and end of combat. The declare blockers and combat damage steps are skipped if no creatures are declared as attackers or put into play attacking (see rule 308.5). There are two combat damage steps if any attacking or blocking creature has first strike (see rule 502.2) or double strike (see rule 502.28).
306.2. During the combat phase, the active player is the attacking player; creatures that player controls may attack. As the combat phase starts, the active player chooses one of his or her opponents. The chosen opponent is the defending player; that player and planeswalkers he or she controls may be attacked. Some multiplayer games allow the active player to attack multiple other players. See rule 602, "Attack Multiple Players Option," and rule 606, "Two-Headed Giant Variant."
306.3. Only a creature can attack or block. Only a player or a planeswalker can be attacked.
306.3a. If an effect would put a noncreature permanent into play attacking or blocking, the permanent does come into play but it's never considered to be an attacking or blocking permanent.
306.3b. If an effect would put a creature into play attacking under the control of any player except an attacking player, that creature does come into play, but it's never considered to be an attacking creature.
306.3c. If an effect would put a creature into play blocking but the creature it would block isn't attacking either the first creature's controller or a planeswalker that player controls, that creature does come into play, but it's never considered to be a blocking creature.
306.4. A permanent is removed from combat if it leaves play, if its controller changes, if an effect specifically removes it from combat, if it's a planeswalker that's being attacked and stops being a planeswalker, or if it's an attacking or blocking creature that regenerates (see rule 419.6b) or stops being a creature. A creature that's removed from combat stops being an attacking, blocking, blocked, and/or unblocked creature. A planeswalker that's removed from combat stops being attacked.
306.4a. Once a creature has been declared as an attacking or blocking creature, spells or abilities that would have kept that creature from attacking or blocking don't remove the creature from combat.
306.4b. Tapping or untapping a creature that's already been declared as an attacker or blocker doesn't remove it from combat and doesn't prevent its combat damage.
306.4c. If a creature is attacking a planeswalker, removing that planeswalker from combat doesn't remove that creature from combat. It continues to be an attacking creature, although it is attacking neither a player nor a planeswalker. It may be blocked. If it is unblocked, it will deal no combat damage.
306.4d. A permanent that's both a blocking creature and a planeswalker that's being attacked is partially removed from combat if it stops being either a creature or a planeswalker (but not both). It's not removed from the portion of combat that's relevant to the card type it still is.
306.5. A creature attacks alone if it's the only creature declared as an attacker during the declare attackers step. A creature is attacking alone if it's attacking but no other creatures are. A creature blocks alone if it's the only creature declared as a blocker during the declare blockers step. A creature is blocking alone if it's blocking but no other creatures are.
307.1. As the beginning of combat step begins, any abilities that trigger at the beginning of combat go on the stack. (See rule 410, "Handling Triggered Abilities.") Then the active player gets priority and players may play spells and abilities.
308.1. As the declare attackers step begins, the active player declares attackers. This game action doesn't use the stack. If the defending player controls any planeswalkers, or the game allows the active player to attack multiple other players, he or she declares which player or planeswalker each creature is attacking. Effects from a creature that refer to a defending player refer only to the defending player it's attacking (if it's attacking a player) or the controller of the planeswalker it's attacking (if it's attacking a planeswalker). Then any abilities that triggered on attackers being declared go on the stack. (See rule 410, "Handling Triggered Abilities.") Then the active player gets priority and players may play spells and abilities.
308.2. To declare attackers, the active player follows the steps below, in order. If at any point during the declaration of attackers, the active player is unable to comply with any of the steps listed below, the declaration was illegal; the game returns to the moment before the declaration (see rule 422, "Handling Illegal Actions," and rule 500, "Legal Attacks and Blocks").
308.2a. The active player chooses which creatures that he or she controls, if any, will attack. The chosen creatures must be untapped, and each one must either have haste or have been controlled by the active player continuously since the beginning of the turn. For each of the chosen creatures, the active player chooses an opponent or a planeswalker controlled by an opponent for that creature to attack. Then he or she determines whether this set of attackers is legal. (See rule 500, "Legal Attacks and Blocks.")
308.2b. If any of the chosen creatures have banding or a bands with other ability, the active player announces which creatures, if any, are banded with which. (See rule 502.10, "Banding.")
308.2c. The active player taps the chosen creatures. Tapping a creature when it's declared as an attacker isn't a cost; attacking simply causes creatures to become tapped.
308.2d. If any of the creatures require paying costs to attack, the active player determines the total cost to attack. Costs may include paying mana, tapping permanents, sacrificing permanents, discarding cards, and so on. Once the total cost is determined, it becomes "locked in." If effects would change the total cost after this time, ignore this change.
308.2e. If any of the costs require mana, the active player then has a chance to play mana abilities (see rule 411, "Playing Mana Abilities").
308.2f. Once the player has enough mana in his or her mana pool, he or she pays all costs in any order. Partial payments are not allowed.
308.2g. Each chosen creature becomes an attacking creature if all costs have been paid, but only if it's still controlled by the active player. It remains an attacking creature until it's removed from combat or the combat phase ends, whichever comes first. See rule 306.4.
308.3. Abilities that trigger on a creature attacking trigger only at the point the creature is declared as an attacker. They will not trigger if a creature attacks and then that creature's characteristics change to match the ability's trigger condition.
Example: A permanent has the ability "Whenever a green creature attacks, destroy that creature at end of combat." If a blue creature attacks and is later turned green, the ability will not trigger.
308.4. If a creature is put into play attacking, its controller chooses which defending player or which planeswalker a defending player controls it's attacking as it comes into play (unless the effect that put it into play specifies what it's attacking). Such creatures are "attacking" but, for the purposes of trigger events and effects, they never "attacked."
308.5. If no creatures are declared as attackers or put into play attacking, skip the declare blockers and combat damage steps.
309.1. As the declare blockers step begins, the defending player declares blockers (this game action doesn't use the stack). Then any abilities that triggered on blockers being declared go on the stack. (See rule 410, "Handling Triggered Abilities.") Then the active player gets priority and players may play spells and abilities.
309.2. To declare blockers, the defending player follows the steps below, in order. If at any point during the declaration of blockers, the defending player is unable to comply with any of the steps listed below, the declaration was illegal; the game returns to the moment before the declaration (see rule 422, "Handling Illegal Actions," and rule 500, "Legal Attacks and Blocks").
309.2a. The defending player chooses which creatures that he or she controls, if any, will block. The chosen creatures must be untapped. For each of the chosen creatures, the defending player chooses one creature for it to block that's attacking him, her, or a planeswalker he or she controls. Then he or she determines whether this set of blocks is legal. (See rule 500, "Legal Attacks and Blocks.")
309.2b. If any of the creatures require paying costs to block, the defending player determines the total cost to block. Costs may include paying mana, tapping permanents, sacrificing permanents, discarding cards, and so on. Once the total cost is determined, it becomes "locked in." If effects would change the total cost after this time, ignore this change.
309.2c. If any of the costs require mana, the defending player then has a chance to play mana abilities (see rule 411, "Playing Mana Abilities").
309.2d. Once the player has enough mana in his or her mana pool, he or she pays all costs in any order. Partial payments are not allowed.
309.2e. Each chosen creature becomes a blocking creature, but only if it's controlled by the defending player. Each one is blocking the attacking creature chosen for it. It remains a blocking creature until it's removed from combat or the combat phase ends, whichever comes first. See rule 306.4.
309.2f. An attacking creature with one or more creatures declared as blockers for it becomes a blocked creature; one with no blockers becomes an unblocked creature. This remains unchanged until the creature is removed from combat or the combat phase ends, whichever comes first. (Some effects can change whether a creature is blocked or unblocked.)
309.3. Abilities that trigger on a creature blocking trigger only at the point the creature is declared as a blocker. They will not trigger if a creature blocks, and then that creature's characteristics change to match the ability's trigger condition.
309.4. Abilities that trigger on a creature becoming blocked trigger only at the first point the creature becomes blocked that combat. They will trigger if a creature becomes blocked by a creature declared as a blocker, by a creature that's put into play as a blocker, or by an effect, but only if the attacking creature hadn't yet been blocked that combat. They will not trigger if a creature becomes blocked, and then the blocking creature's characteristics change to match the ability's trigger condition.
Example: A creature has the ability "Whenever this creature becomes blocked by a white creature, destroy that creature at end of combat." If that creature is blocked by a black creature that is later turned white, the ability will not trigger.
309.5. If a creature is put into play blocking, its controller chooses which attacking creature it's blocking as it comes into play (unless the effect that put it into play specifies what it's blocking). Such creatures are "blocking" but, for the purposes of trigger events and effects, they never "blocked."
310.1. As the combat damage step begins, the active player announces how each attacking creature will assign its combat damage. Then the defending player announces how each blocking creature will assign its combat damage. All assignments of combat damage go on the stack as a single object. Then any abilities that triggered on damage being assigned go on the stack. (See rule 410, "Handling Triggered Abilities.") Then the active player gets priority and players may play spells and abilities.
310.2. A player may divide a creature's combat damage as he or she chooses among the legal recipients. Dividing combat damage is subject to the following restrictions:
310.2a. Each attacking creature and each blocking creature will assign combat damage equal to its power. Creatures with power less than 0 assign 0 combat damage.
310.2b. An unblocked attacking creature that's attacking a player will assign all its combat damage to the defending player. An unblocked attacking creature that's attacking a planeswalker will assign all its combat damage to the planeswalker it's attacking. If the creature isn't currently attacking anything (if, for example, it was attacking a planeswalker that has left play), it will assign no combat damage.
310.2c. A blocked creature will assign combat damage, divided as its controller chooses, to the creatures blocking it. If no creatures are currently blocking it (if, for example, they were destroyed or removed from combat), it will assign no combat damage.
310.2d. A blocking creature will assign combat damage, divided as its controller chooses, to the attacking creatures it's blocking. If it isn't currently blocking any creatures (if, for example, they were destroyed or removed from combat), it will assign no combat damage.
310.3. Although combat-damage assignments go on the stack as an object, they aren't spells or abilities, so they can't be countered.
310.4. Combat damage resolves as an object on the stack. When it resolves, it's all dealt at once, as originally assigned. The combat damage object is then removed from the stack and ceases to exist. After combat damage finishes resolving, the active player gets priority.
310.4a. Combat damage is dealt as it was originally assigned even if the creature dealing damage is no longer in play, its power has changed, or the creature or planeswalker receiving damage has left combat.
310.4b. The source of the combat damage is the creature as it currently exists, if it's still in play. If it's no longer in play, its last known information is used.
310.4c. If a creature or planeswalker that was assigned combat damage is no longer in play, or is neither a creature nor planeswalker, the damage assigned to it isn't dealt.
310.5. At the start of the combat damage step, if at least one attacking or blocking creature has first strike (see rule 502.2) 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 (see rule 310.1) to handle the remaining creatures. In the second combat damage step, any attackers and blockers that didn't assign combat damage in the first step, plus any creatures with double strike, assign their combat damage.
311.1. As the end of combat step begins, all "at end of combat" abilities trigger and go on the stack. (See rule 410, "Handling Triggered Abilities.") Then the active player gets priority and players may play spells and abilities.
311.2. As soon as the end of combat step ends, all creatures and planeswalkers are removed from combat. After the end of combat step ends, the combat phase is over and the postcombat main phase begins.
312.1. The end phase consists of two steps: end of turn and cleanup.
313.1. As the end of turn step begins, all abilities that trigger "at end of turn" go on the stack. (See rule 410, "Handling Triggered Abilities.") Then the active player gets priority and players may play spells and abilities.
313.2. If "at end of turn"-triggered abilities are created or if cards with "at end of turn"-triggered abilities come into play after preexisting ones have already gone on the stack at the beginning of the end of turn step, those abilities won't go on the stack until the next turn's end phase. In other words, the step doesn't "back up" so new "at end of turn"-triggered abilities can go on the stack. This only applies to triggered abilities that say "at end of turn." It doesn't apply to continuous effects whose durations say "until end of turn" or "this turn." (See rule 314, "Cleanup Step.")
314.1. If the active player's hand contains more cards than his or her maximum hand size (normally seven), he or she discards enough cards to reduce the hand size to that number (this game action doesn't use the stack).
314.2. After discarding, the following actions happen simultaneously: all damage is removed from permanents and all "until end of turn" and "this turn" effects end (this game action doesn't use the stack).
314.3. If the conditions for any state-based effects exist or if any triggered abilities are waiting to be put onto the stack, the active player gets priority and players may play spells and abilities. Once the stack is empty and all players pass, another cleanup step begins. Otherwise, no player receives priority and the step ends.
4. Spells, Abilities, and Effects
400.1. An ability is something an object does or can do. Abilities generate effects. An object's abilities are defined in the object's text box (if it has one) or by the effect that created the object. Abilities can also be granted to objects by effects or rules. Reminder text and flavor text are not abilities. Reminder text and flavor text always appear in italics.
400.2. Spells, activated abilities, and triggered abilities generate effects when they resolve. Static abilities generate continuous effects. Text itself is never an effect.
401.1. A card on the stack is a spell. As the first step of being played, the card becomes a spell and goes on the stack from the zone it was played from (usually the player's hand). (See rule 217.6, "Stack.")
401.1a. A copy of a spell is also a spell, even if it has no card associated with it.
401.2. A spell stops being a spell when it resolves (see rule 413, "Resolving Spells and Abilities"), is countered (see rule 414, "Countering Spells and Abilities"), or otherwise leaves the stack.
Example: A played creature card is a creature spell until it resolves, is countered, or leaves the stack.
401.3. Instant and sorcery spells have abilities, just like any other objects. These abilities are instructions that are followed when the spells resolve, unless the instructions can only be applied at some other time.
Example: Some abilities that are not followed when the spell resolves are activated abilities or triggered abilities, any abilities that define the zone from which it can be played (see rule 401.4), any abilities that apply while the spell is in a zone from which it can be played (see rule 401.5), or any abilities that apply while the spell is on the stack (see rule 401.6).
401.4. Any object can have static abilities that allow it to be played from a zone other than a player's hand. These abilities are active while the object is in that zone.
401.5. Any object can have static abilities that apply while the object is in a zone from which it can be played. These include restrictions on playing the object and abilities that allow the object to be played at a time that it otherwise could not or in a manner that it otherwise could not.
401.6. Any spell can have static abilities that apply while the spell is on the stack. These include, but are not limited to, additional costs, alternative costs, and cost reductions. See rule 409, "Playing Spells and Activated Abilities."
401.7. As the final part of an instant or sorcery spell's resolution, the card is put into its owner's graveyard. As the final part of an artifact, creature, enchantment, or planeswalker spell's resolution, the card becomes a permanent and is put into the in-play zone under the control of the spell's controller. (See rule 413, "Resolving Spells and Activated Abilities.") If any spell is countered, the card is put into its owner's graveyard as part of the resolution of the countering spell or ability.
402.1. An ability is text on an object that's not reminder text or flavor text (see rule 400.1). The result of following such an instruction is an effect. (See rule 416, "Effects.") Abilities can affect the objects they're on; they can also affect other objects and/or players. Abilities can grant abilities to other objects or to the objects they're on; they do so when the words "has," "have," "gains," or "gain" are used.
402.2. Aside from the abilities that are followed as instructions while an instant or sorcery spell is resolving (see rule 401.3), there are three general categories of abilities: activated, triggered, and static. Activated and triggered abilities can also be mana abilities. Abilities can generate one-shot effects or continuous effects. Some effects are replacement effects or prevention effects.
402.3. Abilities can be beneficial or detrimental.
Example: "[This creature] can't block" is an ability.
402.4. An additional cost or alternative cost to play a card is an ability of the card.
402.5. Activated and triggered abilities aren't spells, and therefore can't be countered by anything that counters only spells. Abilities can be countered by effects that specifically counter abilities, as well as by the rules (for example, an ability with one or more targets is countered if all its targets become illegal). Static abilities don't use the stack and thus can't be countered at all.
402.6. Once activated or triggered, an ability exists independently of its source as an ability on the stack. Destruction or removal of the source after that time won't affect the ability. Note that some abilities cause a source to do something (for example, "Prodigal Sorcerer deals 1 damage to target creature or player") rather than the ability doing anything directly. In these cases, any activated or triggered ability that references information about the source because the effect needs to be divided checks that information when the ability is put onto the stack. Otherwise, it will check that information when it resolves. In both instances, if the source is no longer in play, its last known information is used.
402.7. An object may have multiple abilities. Aside from certain defined abilities that may be strung together on a single line (see rule 502, "Keyword Abilities"), each paragraph break in a card's text marks a separate ability. An object may also have multiple instances of the same ability. Each instance functions independently. This may or may not produce more effects than a single instance; refer to the specific ability for more information.
402.8. Abilities of an instant or sorcery usually function only while the object is on the stack. Abilities of all other objects usually function only while that object is in play. The exceptions are as follows:
402.8a. Characteristic-defining abilities function everywhere, even outside the game. (See rule 405.2.)
402.8b. An ability that states which zones it functions in functions only from those zones.
402.8c. An ability of an object that modifies what it costs to play functions on the stack.
402.8d. An object's ability that restricts or modifies how that object can be played functions in any zone from which it could be played.
402.8e. An object's ability that modifies how it comes into play functions as that object is coming into play. See rule 419.6i.
402.8f. An object's activated ability that has a cost that can't be paid while the object is in play functions from any zone in which its cost can be paid.
402.8g. A trigger condition that can trigger only in a zone other than the in-play zone triggers from that zone. Other trigger conditions of the same triggered ability may function in different zones.
Example: Absolver Thrull has the ability "When Absolver Thrull comes into play or the creature it haunts is put into a graveyard, destroy target enchantment." The first trigger condition triggers from the in-play zone and the second trigger condition functions from the removed-from-the-game zone. (See rule 502.51, "Haunt.")
402.8h. An ability whose cost or effect specifies that it moves the object it's on out of a particular zone functions only in that zone, unless that ability's trigger condition, or a previous part of that ability's cost or effect, specifies that the object is put into that zone.
Example: Necrosavant says "{3}{B}{B}, Sacrifice a creature: Return Necrosavant from your graveyard to play. Play this ability only during your upkeep." A player may play this ability only if Necrosavant is in his or her graveyard.
402.8i. An ability that modifies the rules for deck construction functions before the game begins. Such an ability modifies not just the Comprehensive Rules, but also the Magic: The Gathering DCI Floor Rules and any other documents that set the deck construction rules for a specific Constructed format. However, such an ability can't affect the format legality of a card, including whether it's banned or restricted. The current Magic: The Gathering DCI Floor Rules can be found at http://www.wizards.com/Magic/TCG/Events.aspx?x=dci/doccenter/home.
402.9. Effects can add or remove abilities of objects. An effect that adds an ability will state that the object "gains" or "has" that ability. An effect that removes an ability will state that the object "loses" that ability. Effects that remove an ability remove all instances of it. If two or more effects add and remove the same ability, in general the most recent one prevails. (See rule 418.5, "Interaction of Continuous Effects.")
402.10. An effect that sets an object's characteristic, or simply states a quality of that object, is different from an ability granted by an effect. When an object "gains" or "has" an ability, that ability can be removed by another effect. If an effect defines a characteristic of the object ("[permanent] is [characteristic value]"), it's not granting an ability. (See rule 405.2.)
Example: An effect reads, "Enchanted creature has 'This creature is an artifact creature.'" This effect grants an ability to the creature that can be removed by other effects. Another effect reads, "Enchanted creature is an artifact creature." This effect simply defines a characteristic of the creature. It doesn't grant an ability, so effects that would cause the creature to lose its abilities wouldn't cause the enchanted creature to stop being an artifact.
403.1. An activated ability is written as "[Cost]: [Effect.] [Play restriction (if any).]" The activation cost is everything before the colon (:). An ability's activation cost must be paid by the player who is playing it.
403.2. Only an object's controller (or its owner, if it doesn't have a controller) can play its activated ability unless the object specifically says otherwise.
403.3. A creature's activated ability with the tap symbol ({T}) or the untap symbol ({Q}) in its activation cost can't be played unless the creature has been under its controller's control since the start of his or her most recent turn. Ignore this rule for creatures with haste (see rule 502.5).
403.4. If an activated ability has a restriction on its use (for example, "Play this ability only once each turn"), the restriction continues to apply to that object even if its controller changes.
403.4a. If an object acquires an activated ability with a restriction on its use from another object, that restriction applies only to that ability as acquired from that object. It doesn't apply to other, identically worded abilities.
403.5. Activated abilities that read "Play this ability only any time you could play a sorcery" mean the player must follow the timing rules for playing a sorcery spell, though the ability isn't actually a sorcery. Activated abilities that read "Play this ability only any time you could play an instant" mean the player must follow the timing rules for playing an instant spell, though the ability isn't actually an instant.
404.1. A triggered ability begins with the word "when," "whenever," or "at." The phrase containing one of these words is the trigger condition, which defines the trigger event.
404.2. Triggered abilities aren't played. Instead, a triggered ability automatically "triggers" each time its trigger event occurs. Once an ability has triggered, it goes on the stack the next time a player would receive priority. See rule 408.1, "Timing, Priority, and the Stack," and rule 410, "Handling Triggered Abilities."
404.3. A triggered ability may read "When/Whenever/At . . . , if [condition], [effect]." The ability checks for the stated condition to be true when the trigger event occurs. If it is, the ability triggers. On resolution, the ability rechecks the condition. If the condition isn't true at either of those times, the ability does nothing. This rule is referred to as the "intervening 'if' clause" rule. Note that the word "if" has only its normal English meaning anywhere else in the text of a card; this rule only applies to an "if" that immediately follows a trigger condition.
404.4. An effect may create a delayed triggered ability that can do something at a later time. A delayed triggered ability will contain "when," "whenever," or "at," although that word won't usually begin the ability.
404.4a. Delayed triggered abilities come from spells or other abilities that create them on resolution. That means a delayed triggered ability won't trigger until it has actually been created, even if its trigger event occurred just beforehand. Other events that happen earlier may make the trigger event impossible.
Example: Part of an effect reads "When this creature leaves play," but the creature in question leaves play before the spell or ability creating the effect resolves. In this case, the delayed ability never triggers.
Example: If an effect reads "When this creature becomes untapped" and the named creature becomes untapped before the effect resolves, the ability waits for the next time that creature untaps.
404.4b. A delayed triggered ability will trigger only once-the next time its trigger event occurs-unless it has a stated duration, such as "this turn."
404.4c. A delayed triggered ability that refers to a particular object still affects it even if the object changes characteristics.
Example: An ability that reads "Destroy that creature at end of turn" will destroy the permanent even if it's no longer a creature during the end of turn step.
404.4d. A delayed triggered ability that refers to a particular permanent will fail if the permanent leaves play (even if it returns again before the specified time). Similarly, abilities that create a one-shot effect that applies to an object in a particular zone will fail if the object leaves that zone.
Example: An ability that reads "Remove this creature from the game at end of turn" won't do anything if the creature leaves play before the end of turn step.
404.4e. The source of a delayed triggered ability created by a spell is that spell. The source of a delayed triggered ability created by another ability is the same as the source of that other ability. The controller of a delayed triggered ability is the same as the controller of the spell or ability that created it, even if that player no longer controls its source.
404.5. Some objects have a static ability that's linked to a triggered ability. (See rule 407, "Linked Abilities.") These objects combine both abilities into one paragraph, with the static ability first, followed by the triggered ability. A very few objects have triggered abilities which are written with the trigger condition in the middle of the ability, rather than at the beginning.
Example: An ability that reads "Reveal the first card you draw each turn. Whenever you reveal a basic land card this way, draw a card" is a static ability linked to a triggered ability.
405.1. A static ability does something all the time rather than being activated or triggered. The ability isn't played-it just "exists." Such abilities apply only while the ability is on a permanent in play, unless the ability is covered by rule 402.8.
405.2. A characteristic-defining ability is a kind of static ability. It conveys information about an object's characteristics that would normally be found elsewhere on that object (such as in its mana cost, type line, or power/toughness box). Characteristic-defining abilities function in all zones. They also function outside the game.
405.2a. A static ability is a characteristic-defining ability if it meets the following criteria: 1) It defines an object's colors, subtypes, power, or toughness; 2) It is printed on the card it affects, it was granted to the token it affects by the effect that created the token, or it was acquired by the object it affects as the result of a copy effect; 3) It does not directly affect the characteristics of any other objects; 4) It is not an ability that an object grants to itself; and 5) It does not set the values of such characteristics only if certain conditions are met.
406.1. A mana ability is either (a) an activated ability without a target that could put mana into a player's mana pool when it resolves or (b) a triggered ability without a target that triggers from a mana ability and could produce additional mana. A mana ability can generate other effects at the same time it produces mana.
406.2. Spells that put mana into a player's mana pool aren't mana abilities. They're played and resolved exactly like any other spells.
406.3. A mana ability remains a mana ability even if the game state doesn't allow it to produce mana.
Example: A permanent has an ability that reads "{T}: Add {G} to your mana pool for each creature you control." This is still a mana ability even if you control no creatures or if the permanent is already tapped.
406.4. A mana ability can be activated or triggered. Mana abilities are played and resolved like other abilities, but they don't go on the stack, so they can't be countered or responded to. See rule 411, "Playing Mana Abilities," and rule 408.2, "Actions That Don't Use the Stack."
406.5. Abilities that produce mana but trigger from events other than playing mana abilities do use the stack. So do abilities that don't produce mana but trigger on playing mana abilities.
406.6. If a mana ability would produce one or more mana of an undefined type, it produces no mana instead.
Example: Meteor Crater has the ability "{T}: Choose a color of a permanent you control. Add one mana of that color to your mana pool." If you control no colored permanents, playing Meteor Crater's mana ability produces no mana.
406.7. Some abilities produce mana based on the type of mana another permanent or permanents could produce. The type of mana a permanent "could produce" at any time includes any type of mana that an ability of that permanent would generate if the ability were to resolve at that time, taking into account any applicable replacement effects in any possible order. Ignore whether any costs of the ability couldn't be paid. If that permanent wouldn't produce any mana under these conditions, or no type of mana can be defined this way, there's no type of mana it could produce.
Example: Exotic Orchard has the ability "{T}: Add to your mana pool one mana of any color that a land an opponent controls could produce." If your opponent controls no lands, playing Exotic Orchard's mana ability will produce no mana. The same is true if you and your opponent each control no lands other than Exotic Orchards. However, if you control a Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard, then each Exotic Orchard could produce {G}.
407.1. An object may have two abilities printed on it such that one of them causes actions to be taken or objects to be affected and the other one directly refers to those actions or objects. If so, these two abilities are linked: the second refers only to actions that were taken or objects that were affected by the first, and not by any other ability.
407.2. There are different kinds of linked abilities.
407.2a. If an object has an activated or triggered ability printed on it that removes one or more cards from the game, and another ability printed on it that refers either to "the removed cards" or to cards "removed from the game with [this object]," these abilities are linked. The second ability refers only to cards in the removed-from-the-game zone that were moved there as a result of the first ability.
407.2b. If an object has an ability printed on it that generates a replacement effect which causes one or more cards to be removed from the game, and another ability printed on it that refers either to "the removed cards" or to cards "removed from the game with [this object]," these abilities are linked. The second ability refers only to cards in the removed-from-the-game zone that were moved there as a direct result of a replacement event caused by the first ability. See rule 419.6, "Replacement Effects."
407.2c. If an object has an activated or triggered ability printed on it that puts one or more objects into play, and another ability printed on it that refers to objects "put into play with [this object]," those abilities are linked. The second can refer only to objects put into play as a result of the first.
407.2d. If an object has an ability printed on it that causes a player to "choose a [value]" or "name a card," and another ability printed on it that refers to "the chosen [value]," "the last chosen [value]," or "the named card," these abilities are linked. The second ability refers only to a choice made as a result of the first ability.
407.2e. If an object has both a static ability and a triggered ability printed on it in the same paragraph, those abilities are linked. The triggered ability refers only to actions taken as a result of the static ability. See rule 404.5.
407.2f. If an object has a kicker ability printed on it, and another ability printed on it that refers to whether the kicker cost was paid, those abilities are linked. The second refers only to whether the kicker cost listed in the first was paid when the object was played as a spell. If a kicker ability lists multiple costs, it will have multiple abilities linked to it. Each of those abilities will specify which kicker cost it refers to. See rule 502.21, "Kicker."
407.2g. The two abilities represented by the champion keyword are linked abilities. See rule 502.72, "Champion."
407.3. If an object acquires a pair of linked abilities as part of the same effect, the abilities will be similarly linked to one another on that object even though they weren't printed on that object. They can't be linked to any other ability, regardless of what other abilities the object may currently have or may have had in the past.
Example: Arc-Slogger has the ability "{R}: Remove the top ten cards of your library from the game: Arc-Slogger deals 2 damage to target creature or player." Sisters of Stone Death has the ability "{B}{G}: Remove from the game target creature blocking or blocked by Sisters of Stone Death" and the ability "{2}{B}: Put a creature card removed from the game with Sisters of Stone Death into play under your control." Quicksilver Elemental has the ability "{U}: Quicksilver Elemental gains all activated abilities of target creature until end of turn." If a player has Quicksilver Elemental gain Arc-Slogger's ability, plays it, then has Quicksilver Elemental gain Sisters of Stone Death's abilities, plays the remove-from-game ability, and then plays the return-to-play ability, only the creature card Quicksilver Elemental removed from the game with Sisters of Stone Death's ability can be returned to play. Creature cards Quicksilver Elemental removed from the game with Arc-Slogger's ability can't be returned.
408. Timing of Spells and Abilities
408.1. Timing, Priority, and the Stack
408.1a. Spells and activated abilities can be played only at certain times and follow a set of rules for doing so.
408.1b. Spells and activated abilities are played by players (if they choose) using a system of priority, while other kinds of abilities and effects are automatically generated by the game rules. Each time a player would get priority, all applicable state-based effects resolve first as a single event (see rule 420, "State-Based Effects"). Then, if any new state-based effects have been generated, they resolve as a single event. This process repeats until no more applicable state-based effects are generated. Then triggered abilities are added to the stack (see rule 410, "Handling Triggered Abilities"). These steps repeat in order until no further state-based effects or triggered abilities are generated. Then the player who would have received priority does so and may play a spell or ability, take a special action (such as playing a land), or pass, as governed by the rules for that phase or step.
408.1c. The active player gets priority at the beginning of most phases and steps, after any game actions are dealt with and abilities that trigger at the beginning of that phase or step go on the stack. No player gets priority during the untap step and players usually don't get priority during the cleanup step (see rule 314.3). The player with priority may play a spell or ability, take a special action, or pass. If he or she plays a spell or ability, or takes a special action, the player again receives priority; otherwise, the next player in turn order receives priority. If all players pass in succession (that is, if all players pass without taking any actions in between passing), the top object on the stack resolves, then the active player receives priority. If the stack is empty when all players pass in succession, the phase or step ends and the next one begins.
408.1d. A player may play an instant spell or an activated ability any time he or she has priority. Spells other than instants may be played during a player's main phase, when that player has priority and the stack is empty.
408.1e. When a spell is played, it goes on top of the stack. When an activated ability is played, it goes on top of the stack.
408.1f. Triggered abilities can trigger at any time, including during the playing or resolution of a spell or another ability. However, nothing actually happens at the time the abilities trigger. Each time a player would receive priority, each ability that has triggered is put on the stack (if it hasn't already been put on the stack). Then the player gets priority and may play spells or abilities. (See rule 410, "Handling Triggered Abilities.")
408.1g. Combat damage goes on the stack once it's been assigned. For more information, see rule 310, "Combat Damage Step."
408.1h. Static abilities aren't played-they continuously affect the game. Priority doesn't apply to them. (See rule 405, "Static Abilities," rule 418, "Continuous Effects," and rule 419, "Replacement and Prevention Effects.")
408.1i. Special actions don't use the stack. The special actions are playing a land (see rule 408.2d), turning a face-down creature face up (see rule 408.2h), stopping delayed triggered abilities from triggering or ending continuous effects (see rule 408.2i), ignoring continuous effects (see rule 408.2j), and removing a card with suspend in your hand from the game (see rule 408.2k).
408.2. Actions That Don't Use the Stack
408.2a. Effects don't go on the stack; they're the result of spells and abilities resolving. Effects may create delayed triggered abilities, however, and these may go on the stack when they trigger (see rule 404.4).
408.2b. Static abilities continuously generate effects and don't go on the stack.
408.2c. State-based effects (see rule 420) resolve whenever a player would receive priority as long as the required game condition is true.
408.2d. Playing a land is a special action consisting of putting that land into play. (See rule 212.6, "Lands.") A player can choose to perform this special action only during a main phase of his or her turn, when he or she has priority and the stack is empty. If a player had priority before playing a land, that player gets priority after this special action.
408.2e. Mana abilities resolve immediately. If a mana ability produces both mana and another effect, both the mana and the other effect happen immediately. If a player had priority before a mana ability was played, that player gets priority after it resolves. (See rule 406, "Mana Abilities.")
408.2f. Characteristic-defining abilities, such as "[This object] is red," are simply read and followed as applicable. (See also rule 405.2.)
408.2g. Game actions don't use the stack. The game actions are phasing in and out at the start of the untap step (see rule 302.1), untapping at the start of the untap step (see rule 302.2), drawing a card at the start of the draw step (see rule 304.1), declaring attackers at the start of the declare attackers step (see rule 308.1), declaring blockers at the start of the declare blockers step (see rule 309.1), the active player discarding down to his or her maximum hand size at the start of the cleanup step (see rule 314.1), removing damage from permanents and ending "until end of turn" effects during the cleanup step (see rule 314.2), and mana burn as each phase ends (see rule 300.3).
408.2h. The controller of a face-down permanent may turn it face up. This is a special action. (See rule 504, "Face-Down Spells and Permanents.") A player can turn a face-down permanent face up only when he or she has priority. That player gets priority after this special action.
408.2i. Some effects allow a player to take an action at a later time, usually to end a continuous effect or to stop a delayed triggered ability. This is a special action. A player can stop a delayed triggered ability from triggering or end a continuous effect only if the ability or effect allows it and only when he or she has priority. The player who took the action gets priority after this special action.
408.2j. Some effects from static abilities allow a player to take an action to ignore the effect from that ability for a duration. This is a special action. A player can take an action to ignore an effect only when he or she has priority. The player who took the action gets priority after this special action.
408.2k. A player who has a card with suspend in his or her hand may remove that card from the game. This is a special action. (See rule 502.59, "Suspend.") A player can remove a card with suspend in his or her hand from the game only when he or she has priority. That player gets priority after this special action.
409. Playing Spells and Activated Abilities
409.1. Playing a spell or activated ability follows the steps listed below, in order. If, at any point during the playing of a spell or ability, a player is unable to comply with any of the steps listed below, the spell was played illegally; the game returns to the moment before that spell or ability was played (see rule 422, "Handling Illegal Actions"). Announcements and payments can't be altered after they've been made.
409.1a. The player announces that he or she is playing the spell or activated ability. If a spell is being played, that card (or that copy of a card) physically moves from the zone it's in to the stack. It has all the characteristics of the card (or the copy of a card) associated with it, and its controller is the player who played it. If an activated ability is being played, it's created on the stack as an object that's not a card. If an activated ability is being played from a hidden zone, the card that has that ability is revealed. On the stack, the ability has the text of the ability that created it, and no other characteristics. Its controller is the player who played the ability. The spell or ability remains on the stack until it's countered or resolves.
409.1b. If the spell or ability is modal (uses the phrase "Choose one -," "Choose two -," "Choose one or both -," or "[specified player] chooses one -"), the player announces the mode choice. If the player wishes to splice any cards onto the spell (see rule 502.40), he or she reveals those cards in his or her hand. If the spell or ability has a variable cost that will be paid as it's being played (such as an {X} in its mana cost), the player announces the value of that variable at this time. If the spell or ability has alternative, additional, or other special costs that will be paid as it's being played (such as buyback, kicker, or convoke costs), the player announces his or her intentions to pay any or all of those costs (see rule 409.1f). You can't apply two alternative methods of playing or two alternative costs to a single spell or ability. If a cost that will be paid as the spell or ability is being played includes hybrid mana symbols, the player announces the nonhybrid equivalent cost he or she intends to pay. Previously made choices (such as choosing to play a spell with flashback from his or her graveyard or choosing to play a creature with morph face down) may restrict the player's options when making these choices.
409.1c. The player checks whether the spell or ability targets one or more targets only if an alternative, additional, or special cost (such as a buyback or kicker cost) is paid for it, or if a particular mode is chosen for it. Its controller will need to choose those targets only if he or she announced the intention to pay that cost or chose that mode; otherwise, the spell or ability is played as though it did not have those targets. All of a spell or ability's targets are chosen at the same time.
409.1d. If the spell or ability requires any targets, the player first announces how many targets he or she will choose (if the spell or ability has a variable number of targets), then announces his or her choice of an appropriate player, object, or zone for each of those targets. The chosen players, objects, and/or zones each become a target of that spell or ability. A spell or ability can't be played unless the required number of legal targets are chosen for it. The same target can't be chosen multiple times for any one instance of the word "target" on the spell or ability. If the spell or ability uses the word "target" in multiple places, the same object, player, or zone can be chosen once for each instance of the word "target" (as long as it fits the targeting criteria).
Example: If an ability reads "Tap two target creatures," then the same target can't be chosen twice; the ability requires two different legal targets. An ability that reads "Destroy target artifact and target land," however, can target the same artifact land twice because it uses the word "target" in multiple places.
409.1e. If the spell or ability requires the player to divide or distribute an effect (such as damage or counters) among one or more targets, the player announces the division. Each of these targets must receive at least one of whatever is being divided.
409.1f. The player determines the total cost of the spell or ability. Usually this is just the mana cost (for spells) or activation cost (for abilities). Some cards list additional or alternative costs in their text. Some effects may increase or reduce the cost to pay, or may provide other alternative costs. Costs may include paying mana, tapping permanents, sacrificing permanents, discarding cards, and so on. The total cost is the mana cost, activation cost, or alternative cost (as determined in rule 409.1b), plus all additional costs and cost increases, and minus all cost reductions. If the mana component of the total cost is reduced to nothing by cost reduction effects, it is considered to be {0}. It can't be reduced to less than {0}. Once the total cost is determined, it becomes "locked in." If effects would change the total cost after this time, they have no effect.
409.1g. If the total cost includes a mana payment, the player then has a chance to play mana abilities (see rule 411, "Playing Mana Abilities"). Mana abilities must be played before costs are paid.
409.1h. The player pays the total cost in any order. Partial payments are not allowed. Unpayable costs can't be paid.
Example: You play Death Bomb, which costs {3}{B} and has an additional cost of sacrificing a creature. You sacrifice Thunderscape Familiar, whose effect makes your black spells cost {1} less to play. Because a spell's total cost is "locked in" before payments are actually made, you pay {2}{B}, not {3}{B}, even though you're sacrificing the Familiar.
409.1i. Once the steps described in 409.1a-h are completed, the spell or ability becomes played. Any abilities that trigger on a spell or ability being played or put onto the stack trigger at this time. If the spell or ability's controller had priority before playing it, he or she gets priority.
409.2. Some spells and abilities specify that one of their controller's opponents does something the controller would normally do while it's being played, such as choose a mode or choose targets. In these cases, the opponent does so when the spell or ability's controller normally would do so.
409.2a. If there is more than one opponent who could make such a choice, the spell or ability's controller decides which of those opponents will make the choice.
409.2b. If the spell or ability instructs its controller and another player to do something at the same time as the spell or ability is being played, the spell's controller goes first, then the other player. This is an exception to rule 103.4.
409.3. Playing a spell or ability that alters costs won't do anything to spells and abilities that are already on the stack.
409.4. A player can't begin to play a spell or activated ability that's prohibited from being played by an effect.
409.4a. If an effect allows a card that's prohibited from being played to be played face down, and the face-down spell would not be prohibited, that spell can be played face down. See rule 504, "Face-Down Spells and Permanents."
410. Handling Triggered Abilities
410.1. Because they aren't played, triggered abilities can trigger even when it isn't legal to play spells and abilities, and effects that prevent abilities from being played don't affect them.
410.2. Whenever a game event or game state matches a triggered ability's trigger event, that ability triggers. When a phase or step begins, all abilities that trigger "at the beginning of" that phase or step trigger. The ability is controlled by the player who controlled its source at the time it triggered, unless it's a delayed triggered ability. The controller of a delayed triggered ability is the player who controlled the spell or ability that created it. The ability doesn't do anything when it triggers, but it's automatically put on the stack by its controller as soon as a player would receive priority. Each triggered ability on the stack has the text of the ability that created it, and no other characteristics.
410.2a. If a triggered ability's trigger condition is met, but the object with that triggered ability is at no time visible to all players, the ability does not trigger.
410.3. If multiple abilities have triggered since the last time a player received priority, each player, in APNAP order, puts triggered abilities he or she controls on the stack in any order he or she chooses. (See rule 103.4.) Then players once again check for and resolve state-based effects until none are generated, then abilities that triggered during this process go on the stack. This process repeats until no new state-based effects are generated and no abilities trigger. Then the appropriate player gets priority.
410.4. When a triggered ability goes on the stack, the controller of the ability makes any choices that would be required while playing an activated ability, following the same procedure (see rule 409, "Playing Spells and Activated Abilities"). If a choice is required when the triggered ability goes on the stack but no legal choices can be made for it, or if a rule or a continuous effect otherwise makes the ability illegal, the ability is simply removed from the stack.
410.4a. If a triggered ability is modal (that is, it uses the phrase "Choose one -" or "[specified player] chooses one -"), its controller announces the mode choice when he or she puts the ability on the stack. If one of the modes would be illegal to play (due to an inability to choose legal targets, for example), that mode can't be chosen. If no mode can be chosen, the ability is removed from the stack.
410.5. Some triggered abilities' effects are optional (they contain "may," as in "At the beginning of your upkeep, you may draw a card"). These abilities go on the stack when they trigger, regardless of whether their controller intends to exercise the ability's option or not. The choice is made when the ability resolves. Likewise, triggered abilities that have an effect "unless" something is true or a player chooses to do something will go on the stack normally; the "unless" part of the ability is dealt with when the ability resolves.
410.6. An ability triggers only once each time its trigger event occurs. However, it can trigger repeatedly if one event contains multiple occurrences. See also rule 410.9.
Example: A permanent has an ability whose trigger condition reads, "Whenever a land is put into a graveyard from play, . . . ." If someone plays a spell that destroys all lands, the ability will trigger once for each land put into the graveyard during the spell's resolution.
410.7. An ability triggers only if its trigger event actually occurs. An event that's prevented or replaced won't trigger anything.
Example: An ability that triggers on damage being dealt won't trigger if all the damage is prevented.
410.8. Triggered abilities with a condition directly following the trigger event (for example, "When/Whenever/At [trigger], if [condition], [effect]"), check for the condition to be true as part of the trigger event; if it isn't, the ability doesn't trigger. The ability checks the condition again on resolution. If it's not satisfied, the ability does nothing. Note that this mirrors the check for legal targets. Note that this rule doesn't apply to any triggered ability with an "if" condition elsewhere within its text. This rule is referred to as the "intervening 'if' clause" rule.
410.9. Some abilities trigger when creatures block or are blocked in combat. (See rules 306-311 and rule 500, "Legal Attacks and Blocks.") They may trigger once or repeatedly, depending on the wording of the ability.
410.9a. An ability that reads "Whenever [this creature] blocks, . . ." triggers only once each combat for that creature, even if it blocks multiple creatures. It triggers only if the creature is declared as a blocker.
410.9b. An ability that reads "Whenever [this creature] blocks a creature, . . ." triggers once for each attacking creature the creature with the ability blocks. It triggers only if the creature is declared as a blocker.
410.9c. An ability that reads "Whenever [this creature] becomes blocked, . . ." triggers only once each combat for that creature, even if it's blocked by multiple creatures. It will also trigger if an effect causes a creature to block the attacking creature, but only if it hadn't already been blocked that combat. It will trigger if the creature becomes blocked by an effect rather than a creature.
410.9d. An ability that reads "Whenever a creature blocks [this creature], . . ." triggers once for each creature that blocks the named creature. It will also trigger if an effect causes a creature to block the attacking creature, even if it had already been blocked that combat. It won't trigger if the creature becomes blocked by an effect rather than a creature.
410.9e. If an ability triggers when a creature blocks or becomes blocked by a particular number of creatures, the ability triggers if the creature blocks or is blocked by that many creatures when blockers are declared. Effects that add or remove blockers can also cause such abilities to trigger. This applies to abilities that trigger on a creature blocking or being blocked by at least a certain number of creatures as well.
410.10. Trigger events that involve objects changing zones are called "zone-change triggers." Many abilities with zone-change triggers attempt to do something to that object after it changes zones. During resolution, these abilities look for the object in the zone that it moved to. If the object is unable to be found in the zone it went to, the part of the ability attempting to do something to the object will fail to do anything. The ability could be unable to find the object because the object never entered the specified zone, because it left the zone before the ability resolved, or because it is in a zone that is hidden from a player, such as a library or an opponent's hand. (This rule applies even if the object leaves the zone and returns again before the ability resolves.) The most common zone-change triggers are comes-into-play triggers and leaves-play triggers.
410.10a. Comes-into-play abilities trigger when a permanent enters the in-play zone. These are written, "When [this object] comes into play, . . . " or "Whenever a [type] comes into play, . . ." Each time an event puts one or more permanents into play, all permanents in play (including the newcomers) are checked for any comes-into-play triggers that match the event.
410.10b. Continuous effects that modify characteristics of a permanent do so the moment the permanent is in play (and not before then). The permanent is never in play with its unmodified characteristics. Continuous effects don't apply before the permanent is in play, however (see rule 410.10e).
Example: If an effect reads "All lands are creatures" and a land card is played, the effect makes the land card into a creature the moment it enters play, so it would trigger abilities that trigger when a creature comes into play. Conversely, if an effect reads "All creatures lose all abilities" and a creature card with a comes-into-play triggered ability enters play, that effect will cause it to lose its abilities the moment it enters play, so the comes-into-play ability won't trigger.
410.10c. Leaves-play abilities trigger when a permanent leaves the in-play zone. These are written as, but aren't limited to, "When [this object] leaves play, . . ." or "Whenever [something] is put into a graveyard from play, . . . ." An ability that attempts to do something to the card that left play checks for it only in the first zone that it went to. An ability that triggers when a card is put into a certain zone "from anywhere" is never treated as a leaves-play ability, even if an object is put into that zone from play.
410.10d. Normally, objects that exist immediately after an event are checked to see if the event matched any trigger conditions. Continuous effects that exist at that time are used to determine what the trigger conditions are and what the objects involved in the event look like. However, some triggered abilities must be treated specially because the object with the ability may no longer be in play, may have moved to a hand or library, or may no longer be controlled by the appropriate player. The game has to "look back in time" to determine if these abilities trigger. Leaves-play abilities, abilities that trigger when an object that all players can see is put into a hand or library, abilities that trigger specifically when an object becomes unattached, and abilities that trigger when a player loses control of an object will trigger based on their existence, and the appearance of objects, prior to the event rather than afterward.
Example: Two creatures are in play along with an artifact that has the ability "Whenever a creature is put into a graveyard from play, you gain 1 life." Someone plays a spell that destroys all artifacts, creatures, and enchantments. The artifact's ability triggers twice, even though the artifact goes to its owner's graveyard at the same time as the creatures.
410.10e. Some permanents have text that reads "[This permanent] comes into play with . . . ," "As [this permanent] comes into play . . . ," "[This permanent] comes into play as . . . ," or "[This permanent] comes into play tapped." Such text is a static ability-not a triggered ability-whose effect occurs as part of the event that puts the permanent into play.
410.10f. Some Auras have triggered abilities that trigger on the enchanted permanent leaving play. These triggered abilities can find the new object that permanent card became in the zone it moved to; they can also find the new object the Aura card became in its owner's graveyard after state-based effects have been checked. See rule 217.1c.
410.11. Some triggered abilities trigger on a game state, such as a player controlling no permanents of a particular card type, rather than triggering when an event occurs. These abilities trigger as soon as the game state matches the condition. They'll go onto the stack at the next available opportunity. These are called state triggers. (Note that state triggers aren't the same as state-based effects.) A state-triggered ability doesn't trigger again until the ability has resolved, has been countered, or has otherwise left the stack. Then, if the object with the ability is still in the same zone and the game state still matches its trigger condition, the ability will trigger again.
Example: A permanent's ability reads, "Whenever you have no cards in hand, draw a card." If its controller plays the last card from his or her hand, the ability will trigger once and won't trigger again until it has resolved. If its controller plays a spell that reads "Discard your hand, then draw that many cards," the ability will trigger during the spell's resolution because the player's hand was momentarily empty.
410.12. Some triggered abilities trigger specifically when a player loses the game. These abilities trigger when a player loses or leaves the game, regardless of the reason: Due to a state-based effect, a spell or ability, a concession, or a Game Loss awarded by a judge in a tournament. See rule 102.3.
411. Playing Mana Abilities
411.1. To play a mana ability, the player announces that he or she is playing it and pays the activation cost, following the steps in rules 409.1b-i. It resolves immediately after it is played and doesn't go on the stack. (See rule 408.2e.)
411.2. A player may play an activated mana ability whenever he or she has priority, or whenever he or she is playing a spell or activated ability that requires a mana payment. A player may also play one whenever a rule or effect asks for a mana payment, even in the middle of playing or resolving a spell or ability.
411.3. Triggered mana abilities trigger when an activated mana ability is played. These abilities resolve immediately after the mana ability that triggered them, without waiting for priority. If an activated or triggered ability produces both mana and another effect, both the mana and the other effect resolve immediately.
Example: An enchantment reads, "Whenever a player taps a land for mana, that player adds one mana of that type to his or her mana pool." If a player taps lands for mana while playing a spell, the additional mana is added to the player's mana pool immediately and can be used to pay for the spell.
412. Handling Static Abilities
412.1. A static ability may generate a continuous effect or a prevention or replacement effect. These effects last as long as the object with the static ability remains in the appropriate zone.
412.2. Many Auras, Equipment, and Fortifications have static abilities that modify the object they're attached to, but those abilities don't target that object. If an Aura, Equipment, or Fortification is moved to a different object, the ability stops applying to the original object and starts modifying the new one.
412.3. Some static abilities apply while a spell is on the stack. These are often abilities that refer to countering the spell. Also, abilities that say "As an additional cost to play . . . ," "You may pay [cost] rather than pay [this object]'s mana cost," and "You may play [this object] without paying its mana cost" work while a spell is on the stack.
412.4. Some static abilities apply while a card is in any zone that you could play it from (usually your hand). These are limited to those that read, "You may play [this card] . . . ," "You can't play [this card] . . . ," and "Play [this card] only . . . ."
412.5. Unlike spells and other kinds of abilities, static abilities can't use an object's last known information for purposes of determining how their effects are applied.
413. Resolving Spells and Abilities
413.1. Each time all players pass in succession, the object (a spell, an ability, or combat damage) on top of the stack resolves. (See rule 416, "Effects.")
413.2. Resolution of a spell or ability may involve several steps. These steps are followed in the order listed below.
413.2a. If the spell or ability specifies targets, it checks whether the targets are still legal. A target that's moved out of the zone it was in when it was targeted is illegal. Other changes to the game state may cause a target to no longer be legal; for example, its characteristics may have changed or an effect may have changed the text of the spell. If the source of an ability has left the zone it was in, its last known information is used during this process. The spell or ability is countered if all its targets, for every instance of the word "target," are now illegal. If the spell or ability is not countered, it will resolve normally, affecting only the targets that are still legal. If a target is illegal, the spell or ability can't perform any actions on it or make the target perform any actions.
Example: Aura Blast is a white instant that reads, "Destroy target enchantment. Draw a card." If the enchantment isn't a legal target during Aura Blast's resolution (say, if it has gained protection from white or left play), then Aura Blast is countered. Its controller doesn't draw a card.
Example: Plague Spores reads, "Destroy target nonblack creature and target land. They can't be regenerated." Suppose the same animated land is chosen both as the nonblack creature and as the land, and the color of the creature land is changed to black before Plague Spores resolves. Plagues Spores isn't countered because the black creature land is still a legal target for the "target land" part of the spell.
413.2b. The controller of the spell or ability follows its instructions in the order written. However, replacement effects may modify these actions. In some cases, later text on the card may modify the meaning of earlier text (for example, "Destroy target creature. It can't be regenerated" or "Counter target spell. If that spell is countered this way, put it on top of its owner's library instead of into its owner's graveyard.") Don't just apply effects step by step without thinking in these cases-read the whole text and apply the rules of English to the text.
413.2c. If an effect offers any choices other than choices already made as part of playing the spell or ability, the player announces these while applying the effect. The player can't choose an option that's illegal or impossible, with the exception that having an empty library doesn't make drawing a card an impossible action (see rule 423.3).
Example: A spell's instruction reads, "You may sacrifice a creature. If you don't, you lose 4 life." A player who controls no creatures can't choose the sacrifice option.
413.2d. Some spells and abilities have multiple steps or actions, denoted by separate sentences or clauses, that involve multiple players. In these cases, the choices for the first action are made in APNAP order, and then the first action is processed simultaneously. Then the choices for the second action are made in APNAP order, and then that action is processed simultaneously, and so on. See rule 103.4.
413.2e. If an effect gives a player the option to pay mana, he or she may play mana abilities before taking that action. If an effect specifically instructs or allows a player to play a spell during resolution, he or she does so by putting that spell on top of the stack, then continuing to play it by following the steps in rules 409.1a-i, except no player receives priority after it's played. The currently resolving spell or ability then continues to resolve, which may include playing other spells this way. No other spells or abilities can normally be played during resolution.
413.2f. If an effect requires information from the game (such as the number of creatures in play), the answer is determined only once, when the effect is applied. If the effect requires information from a specific object, including the source of the ability itself, the effect uses the current information of that object if it hasn't changed zones; otherwise, the effect uses the last known information the object had before leaving the zone it was expected to be in. There are two exceptions: (1) if an effect deals damage divided among some number of creatures or players, the amount and division were determined as the spell or ability was put into the stack (see rule 402.6), and (2) static abilities can't use last known information (see rule 412.5). If the ability text states that an object does something, it's the object as it exists-or as it most recently existed-that does it, not the ability.
413.2g. If an effect refers to certain characteristics, it checks only for the value of the specified characteristics, regardless of any related ones an object may also have.
Example: An effect that reads "Destroy all black creatures" destroys a white-and-black creature, but one that reads "Destroy all nonblack creatures" doesn't.
413.2h. If an ability's effect refers to a specific untargeted object that has been previously referred to by that ability's cost or trigger condition, it still affects that object even if the object has changed characteristics.
Example: Wall of Tears says "Whenever Wall of Tears blocks a creature, return that creature to its owner's hand at end of combat." If Wall of Tears blocks a creature, then that creature ceases to be a creature before the triggered ability resolves, the permanent will still be returned to its owner's hand.
413.2i. A spell is put into play from the stack under the control of the spell's controller (for permanents) or is put into its owner's graveyard from the stack (for instants and sorceries) as the final step of the spell's resolution. An ability is removed from the stack and ceases to exist as the final step of its resolution. If a permanent spell resolves but its controller can't put it into play, that player puts it into its owner's graveyard.
Example: Worms of the Earth says "If a land would come into play, instead it doesn't." Clone says "As Clone comes into play, you may choose a creature in play. If you do, Clone comes into play as a copy of that creature." If a player plays Clone and chooses to copy Dryad Arbor (a land creature) while Worms of the Earth is in play, Clone can't come into play from the stack. It's put into its owner's graveyard.
413.2j. If an effect could result in a tie, the text of the spell or ability that created the effect will specify what to do in the event of a tie. The Magic game has no default for ties.
414. Countering Spells and Abilities
414.1. To counter a spell is to move the spell from the stack to its owner's graveyard. Countering an ability removes it from the stack. Spells and abilities that are countered don't resolve and none of their effects occur.
414.2. The player who played the countered spell or ability doesn't get a "refund" of any costs that were paid.
415. Targeted Spells and Abilities
415.1. An instant or sorcery spell is targeted if the text that will be followed when it resolves uses the phrase "target [something]," where the "something" is a phrase that describes an object, player, or zone. (If an activated or triggered ability of an instant or sorcery uses the word target, that ability is targeted, but the spell is not.)
Example: A sorcery card has the ability "When you cycle this card, target creature gets -1/-1 until end of turn." This triggered ability is targeted, but that doesn't make the card it's on targeted.
415.2. An activated or triggered ability is targeted if it uses the phrase "target [something]," where the "something" is a phrase that describes an object, player, or zone.
415.3. Aura spells are always targeted. An Aura's target is specified by its enchant keyword ability (see rule 502.45, "Enchant"). An Aura permanent doesn't target anything; only the spell is targeted. An activated or triggered ability of an Aura permanent can be targeted. Neither Equipment spells nor Equipment permanents target anything. The equip ability is targeted; see rule 502.33, "Equip." An activated or triggered ability of an Equipment permanent can be targeted. Neither Fortification spells nor Fortification permanents target anything. The fortify ability is targeted; see rule 502.65, "Fortify." An activated or triggered ability of a Fortification permanent can be targeted.
415.4. Spells and abilities that can have zero or more targets are targeted only if one or more targets have been chosen for them.
415.5. Only permanents are legal targets for spells and abilities, unless a spell or ability (a) specifies that it can target an object in another zone or a player or (b) targets an object that can't exist in the in-play zone, such as a spell or ability.
415.6. A spell or ability on the stack is an illegal target for itself.
415.7a. The target of a spell or ability can change only to another legal target. If the target can't be changed to another legal target, the original target is unchanged.
415.7b. Modal spells and abilities may have different targeting requirements for each mode. Changing a spell or ability's target can't change its mode.
415.8. The word "you" in an object's text doesn't indicate a target.
416.1. When a spell or ability resolves, it may create one or more one-shot or continuous effects. Static abilities may create one or more continuous effects. Some effects are replacement effects or prevention effects. State-based effects are not created by spells or abilities; they are generated by specific rules of the game (see rule 420).
416.2. Effects apply only to permanents unless the instruction's text states otherwise or they clearly can apply only to objects in one or more other zones.
Example: An effect that changes all lands into creatures won't alter land cards in players' graveyards. But an effect that says spells cost more to play will apply only to spells on the stack, since a spell is always on the stack while you are playing it.
416.3. If an effect attempts to do something impossible, it does only as much as possible.
Example: If a player is holding only one card, an effect that reads "Discard two cards" causes him or her to discard only that card. If an effect moves cards out of the library (as opposed to drawing), it moves as many as possible.
417.1. A one-shot effect does something just once and doesn't have a duration. Examples include damage dealing, destruction of permanents, and moving objects between zones.
417.2. Some one-shot effects instruct a player to do something later in the game (usually at a specific time) rather than when they resolve. This kind of effect actually creates a new ability that waits to be triggered. (See rule 404.4.)
418.1. A continuous effect modifies characteristics of objects, modifies control of objects, or affects players or the rules of the game, for a fixed or indefinite period. A continuous effect may be generated by the resolution of a spell or ability or by a static ability of an object.
418.2. Continuous effects that modify characteristics of permanents do so simultaneously with the permanent coming into play. They don't wait until the permanent is in play and then change it. Because such effects apply as the permanent comes into play, apply them before determining whether the permanent will cause an ability to trigger when it comes into play.
418.3. Continuous Effects from Spells or Abilities
418.3a. A continuous effect generated by the resolution of a spell or ability lasts as long as stated by the spell or ability creating it (such as "until end of turn"). If no duration is stated, it lasts until the end of the game.
418.3b. The set of objects that are affected by continuous effects from spells, activated abilities, and triggered abilities that modify the characteristics or change the controller of those objects is determined when that continuous effect begins. After that point, the set won't change. Note that these work differently than continuous effects from static abilities. Continuous effects that don't modify characteristics or change the controller of objects modify the rules of the game, so they can affect objects that weren't affected when the continuous effect began.
Example: An effect that reads "All white creatures get +1/+1 until end of turn" gives the bonus to all permanents that are white creatures when the spell or ability resolves-even if they change color later-and doesn't affect those that come into play or turn white afterward.
Example: An effect that reads "Prevent all damage creatures would deal this turn" doesn't modify any object's characteristics, so it's modifying the rules of the game. That means the effect will apply even to damage from creatures that weren't in play when the continuous effect began. It also affects damage from permanents that become creatures later in the turn.
418.3c. If a resolving spell or ability that creates a continuous effect contains a variable such as X, the value of that variable is determined only once, on resolution. See rule 413.2f.
418.3d. Some effects from activated or triggered abilities have durations worded "as long as . . . ." If the "as long as" duration ends before the moment the effect would first be applied, the effect does nothing. It doesn't start and immediately stop again, and it doesn't last forever.
Example: Endoskeleton is an artifact with an activated ability that reads "{2}, {T}: Target creature gets +0/+3 as long as Endoskeleton remains tapped." If you play this ability and then Endoskeleton becomes untapped before the ability resolves, it does nothing, because its duration-remaining tapped-was over before the effect began.
418.4. Continuous Effects from Static Abilities
418.4a. A continuous effect generated by a static ability isn't "locked in"; it applies at any given moment to whatever its text indicates.
418.4b. The effect applies at all times that the permanent generating it is in play or the object generating it is in the appropriate zone.
Example: A permanent with the static ability "All white creatures get +1/+1" generates an effect that continuously gives +1/+1 to each white creature in play. If a creature becomes white, it gets this bonus; a creature that stops being white loses it. A creature spell that would normally create a 1/1 white creature instead creates a 2/2 white creature. The creature doesn't come into play as 1/1 and then change to 2/2.
418.5. Interaction of Continuous Effects
418.5a. The values of an object's characteristics are determined by starting with the actual object, then applying continuous effects in a series of layers in the following order: (1) copy effects (see rule 503, "Copying Objects"); (2) control-changing effects; (3) text-changing effects; (4) type-changing effects (which includes effects that change an object's card type, subtype, and/or supertype); (5) all other continuous effects, except those that change power and/or toughness; and (6) power- and/or toughness-changing effects. Inside each layer from 1 through 5, apply effects from characteristic-defining abilities first, then all other effects in timestamp order. Inside layer 6, apply effects in a series of sublayers in the following order: (6a) effects from characteristic-defining abilities; (6b) all other effects not specifically applied in 6c, 6d, or 6e; (6c) changes from counters; (6d) effects from static abilities that modify power and/or toughness but don't set power and/or toughness to a specific number or value; and (6e) effects that switch a creature's power and toughness. Within each sublayer, apply effects in timestamp order. Note that dependency may alter the order in which effects are applied within a layer or sublayer. See also the rules for timestamp order and dependency (rules 418.5b-418.5g).
Example: Crusade is an enchantment that reads "White creatures get +1/+1." Crusade and a 2/2 black creature are in play. If an effect then turns the creature white (layer 5), it gets +1/+1 from Crusade (layer 6d), becoming 3/3. If the creature's color is later changed to red (layer 5), Crusade's effect stops applying to it, and it will return to being a 2/2.
Example: Gray Ogre, a 2/2 creature, is in play. An effect puts a +1/+1 counter on it (layer 6c), making it 3/3. An effect that says "Target creature gets +4/+4 until end of turn" is applied to it (layer 6b), making it 7/7. An enchantment that says "Creatures you control get +0/+2" enters play (layer 6d), making it a 7/9. An effect that says "Target creature becomes 0/1 until end of turn" is applied to it (layer 6b), making it a 1/4 (0/1, plus +1/+1 from the counter, plus +0/+2 from the enchantment).
418.5b. If an effect should be applied in different layers, the parts of the effect each apply in their appropriate layers. If an effect starts to apply in one layer, it will continue to be applied to the same set of objects in each other applicable layer, even if the ability generating the effect is removed during this process.
Example: An effect that reads "Wild Mongrel gets +1/+1 and becomes the color of your choice until end of turn" is both a power- and toughness-changing effect and an "other" kind of effect. The "becomes the color of your choice" part is applied in layer 5, and then the "gets +1/+1" part is applied in layer 6.
Example: Grab the Reins has an effect that reads "Until end of turn, you gain control of target creature and it gains haste." This is both a control-changing effect and an "other" effect. The "you gain control" part is applied in layer 2, and then the "it gains haste" part is applied in layer 5.
Example: An effect that reads "All noncreature artifacts become 2/2 artifact creatures until end of turn" is both a type-changing effect and a power- and toughness-setting effect. The type-changing effect is applied to all noncreature artifacts in layer 4 and the power- and toughness-setting effect is applied to those same permanents in layer 6, even though those permanents aren't noncreature artifacts by then.
Example: Svogthos, the Restless Tomb, is in play. An effect that says "Until end of turn, target land becomes a 3/3 creature that's still a land" is applied to it (layers 4 and 6b). An effect that says "Target creature gets +1/+1 until end of turn" is applied to it (layer 6b), making it a 4/4 land creature. Then you activate Svogthos's ability ("Until end of turn, Svogthos, the Restless Tomb becomes a black and green Plant Zombie creature with 'This creature's power and toughness are each equal to the number of creature cards in your graveyard.' It's still a land.") while you have ten creature cards in your graveyard (layers 4, 5, and 6b). It becomes a 10/10 land creature. If a creature card enters or leaves your graveyard, Svogthos's power and toughness will be modified accordingly. If the first effect is applied to it again, it will become a 3/3 land creature again.
418.5c. An effect is said to "depend on" another if (a) it's applied in the same layer (and, if applicable, sublayer) as the other effect (see rule 418.5a); (b) applying the other would change the text or the existence of the first effect, what it applies to, or what it does to any of the things it applies to; and (c) neither effect is from a characteristic-defining ability. Otherwise, the effect is considered to be independent of the other effect.
418.5d. An effect dependent on one or more other effects waits to apply until just after all of those effects have been applied. If multiple dependent effects would apply simultaneously in this way, they're applied in "timestamp order" relative to each other. If several dependent effects form a dependency loop, then this rule is ignored and the effects in the dependency loop are applied in timestamp order.
418.5e. An object's timestamp is the time it entered the zone it's currently in, with three exceptions: (a) Whenever an Aura, Equipment, or Fortification becomes attached to an object or player, the Aura, Equipment, or Fortification receives a new timestamp. (b) If two or more objects would receive a timestamp simultaneously, such as by entering a zone simultaneously or becoming attached simultaneously, the active player determines their timestamp order at that time. (c) Permanents that phase in keep the same timestamps they had when they phased out.
418.5f. A continuous effect generated by a static ability has the same timestamp as the object the static ability is on, or the timestamp of the effect that created the ability, whichever is later.
418.5g. A continuous effect generated by the resolution of a spell or ability receives a timestamp at the time it's created.
418.5h. One continuous effect can override another. Sometimes the results of one effect determine whether another effect applies or what another effect does.
Example: Two Auras are played on the same creature: "Enchanted creature gains flying" and "Enchanted creature loses flying." Neither of these depends on the other, since nothing changes what they affect or what they're doing to it. Applying them in timestamp order means the one that was generated last "wins." It's irrelevant whether an effect is temporary (such as "Target creature loses flying until end of turn") or global (such as "All creatures lose flying").
Example: One effect reads, "White creatures get +1/+1," and another, "Enchanted creature is white." The enchanted creature gets +1/+1 from the first effect, regardless of its previous color.
418.5i. Some effects switch a creature's power and toughness. When they're applied, they take the value of power and apply it to the object's toughness, and take the object's toughness and apply it to the object's power. These effects are applied after all other effects that affect power and toughness. (See rule 418.5a.)
Example: A 1/3 creature is given +0/+1 by an effect. Then another effect switches the creature's power and toughness. Its new power and toughness is 4/1. A new effect gives the creature +5/+0. Its "unswitched" power and toughness would be 6/4, so its actual power and toughness is 4/6.
Example: A 1/3 creature is given +0/+1 by an effect. Then another effect switches the creature's power and toughness. Its new power and toughness is 4/1. If the +0/+1 effect ends before the switch effect ends, the creature becomes a 3/1.
418.5j. Some continuous effects affect players rather than objects. For example, an effect might give a player protection from red. All such effects are applied in timestamp order after the determination of objects' characteristics. See also the rules for timestamp order and dependency (rules 418.5b-418.5g).
418.5k. Some continuous effects affect game rules rather than objects. For example, effects may modify a player's maximum hand size. These effects are applied after all other continuous effects have been applied. Continuous effects that affect the costs of spells or abilities are applied according to the order specified in rule 409.1f. All other such effects are applied in timestamp order. See also the rules for timestamp order and dependency (rules 418.5b-g).
418.6a. An effect that changes the text of an object changes only those words that are used in the correct way (for example, a Magic color word being used as a color word, a land type word used as a land type, or a creature type word used as a creature type). The effect can't change a proper noun, such as a card name, even if that proper noun contains a word or a series of letters that is the same as a Magic color word, basic land type, or creature type.
418.6b. Effects that add or remove abilities don't change the text of the objects they affect, so any abilities that are granted to an object can't be changed by effects that change the text of that object.
418.6c. Most spells and abilities that create creature tokens use creature types to define both the creature types and the names of the tokens. These words can be changed, because they are being used as creature types, even though they're also being used as names.
418.6d. A creature token's creature type and rules text are defined by the spell or ability that created the token. These characteristics can be changed by text-changing effects.
419. Replacement and Prevention Effects
419.1. Replacement and prevention effects are continuous effects that watch for a particular event to happen and then completely or partially replace that event. These effects act like "shields" around whatever they're affecting.
419.1a. Effects that use the word "instead" are replacement effects. Most replacement effects use the word "instead" to indicate what events will be replaced with other events and use the word "skip" to indicate what events, steps, phases, or turns will be replaced with nothing.
419.1b. Effects that read "[This permanent] comes into play with . . . ," "As [this permanent] comes into play . . . ," or "[This permanent] comes into play as . . . " are replacement effects.
419.1c. Continuous effects that read "[This permanent] comes into play . . ." or "[Objects] come into play . . ." are replacement effects.
419.1d. Effects that use the word "prevent" are prevention effects. Prevention effects use "prevent" to indicate what events will not occur.
419.1e. Effects that read "As [this permanent] is turned face up . . . ," are replacement effects.
419.2. Replacement and prevention effects apply continuously as events happen-they aren't locked in ahead of time.
419.3. There are no special restrictions on playing a spell or ability that generates a replacement or prevention effect. Such effects last until they're used up or their duration has expired.
419.4. Replacement or prevention effects must exist before the appropriate event occurs-they can't "go back in time" and change something that's already happened. Usually spells and abilities that generate these effects are played in response to whatever would produce the event and thus resolve before that event would occur.
Example: A player can play a regeneration ability in response to a spell that would destroy a creature he or she controls.
419.5. If an event is prevented or replaced, it never happens. A modified event occurs instead, which may in turn trigger abilities. Note that the modified event may contain instructions that can't be carried out, in which case the impossible instruction is simply ignored.
419.5a. If a source would deal 0 damage, it does not deal damage at all. That means abilities that trigger on damage being dealt won't trigger. It also means that replacement effects that increase damage dealt have no event to replace, so they have no effect.
419.6a. A replacement effect doesn't invoke itself repeatedly and gets only one opportunity for each event.
Example: A player controls two permanents, each with an ability that reads "If a creature you control would deal damage to a creature or player, it deals double that damage to that creature or player instead." A creature that normally deals 2 damage will deal 8 damage-not just 4, and not an infinite amount.
419.6b. Regeneration is a destruction-replacement effect. The word "instead" doesn't appear on the card but is implicit in the definition of regeneration. "Regenerate [permanent]" means "The next time [permanent] would be destroyed this turn, instead remove all damage from it and tap it. If it's an attacking or blocking creature, remove it from combat." Abilities that trigger from damage being dealt still trigger even if the permanent regenerates.
419.6c. Some effects replace damage dealt to one creature, planeswalker, or player with the same damage dealt to another creature, planeswalker, or player; such effects are called "redirection" effects. If either creature or planeswalker is no longer in play when the damage would be redirected, or is no longer a creature or planeswalker when the damage would be redirected, the effect does nothing.
419.6d. Some spells and abilities replace part or all of their own effect(s) when they resolve. Such effects are called self-replacement effects. When applying replacement effects to an event, apply self-replacement effects first, then apply other replacement effects.
419.6e. Skipping an event, step, phase, or turn is a replacement effect. "Skip [something]" is the same as "Instead of doing [something], do nothing." Once a step, phase, or turn has started, it can no longer be skipped-any skip effects will wait until the next occurrence.
419.6f. Anything scheduled for a skipped step, phase, or turn won't happen. Anything scheduled for the "next" occurrence of something waits for the first occurrence that isn't skipped. If two effects each cause a player to skip his or her next occurrence, that player must skip the next two; one effect will be satisfied in skipping the first occurrence, while the other will remain until another occurrence can be skipped.
419.6g. Some effects cause a player to skip a step, phase, or turn, then another action. That action is considered to be the first thing that happens during the next step, phase, or turn to actually occur.
419.6h. Some effects replace card draws. These effects are applied even if no cards could be drawn because there are no cards in the affected player's library. If an effect replaces a draw within a sequence of card draws, all actions required by the replacement are completed, if possible, before resuming the sequence. If an effect would have a player both draw a card and perform an additional action on that card, and the draw is replaced, the additional action is not performed on any cards that are drawn as a result of that replacement effect.
419.6i. Some replacement effects modify how a permanent comes into play. (See rules 419.1b-c.) Such effects may come from the permanent itself if they affect only that permanent (as opposed to a general subset of permanents that includes it). They may also come from other sources. To determine how and whether these replacement effects apply, check the characteristics of the permanent as it would exist in play, taking into account replacement effects that have already modified how it comes into play, continuous effects generated by the resolution of spells or abilities that changed the permanent's characteristics on the stack (see rule 217.1c), and continuous effects from the permanent's own static abilities, but ignoring continuous effects from any other source that would affect it.
Example: Voice of All says "As Voice of All comes into play, choose a color" and "Voice of All has protection from the chosen color." An effect creates a token that's a copy of Voice of All. As that token is put into play, its controller chooses a color for it.
Example: Yixlid Jailer says "Cards in graveyards have no abilities." Scarwood Treefolk says "Scarwood Treefolk is put into play tapped." A Scarwood Treefolk that's put into play from a graveyard is put into play tapped.
Example: Orb of Dreams is an artifact that says "Permanents come into play tapped." It will not affect itself, so Orb of Dreams is put into play untapped.
419.6j. An object may have one ability printed on it that generates a replacement effect which causes one or more cards to be removed from the game, and another ability that refers either to "the removed cards" or to cards "removed from the game with [this object]." These abilities are linked: the second refers only to cards in the removed-from-the-game zone that were moved there as a direct result of the replacement event caused by the first. If another object gains a pair of linked abilities, the abilities will be similarly linked on that object. They can't be linked to any other ability, regardless of what other abilities the object may currently have or may have had in the past. See rule 407, "Linked Abilities."
419.7a. Prevention effects usually apply to damage that would be dealt.
419.7b. Some prevention effects generated by the resolution of a spell or ability refer to a specific amount of damage-for example, "Prevent the next 3 damage that would be dealt to target creature or player this turn." These work like shields. Each 1 damage that would be dealt to the "shielded" creature or player is prevented. Preventing 1 damage reduces the remaining shield by 1. If damage would be dealt to the shielded creature or player by two or more applicable sources at the same time, the player or the controller of the creature chooses which damage the shield prevents. Once the shield has been reduced to 0, any remaining damage is dealt normally. Such effects count only the amount of damage; the number of events or sources dealing it doesn't matter.
419.7c. Some prevention effects generated by static abilities refer to a specific amount of damage-for example, "If a source would deal damage to you, prevent 1 of that damage." Such an effect prevents only the indicated amount of damage from any applicable source at any given time. It will apply separately to damage from other applicable sources, or to damage that would be dealt by the same source at a different time.
419.7d. Some prevention effects prevent the next N damage that would be dealt to each of a number of untargeted creatures. Such an effect creates a prevention shield for each applicable creature when the spell or ability that generates that effect resolves.
Example: Wojek Apothecary has an ability that says "{T}: Prevent the next 1 damage that would be dealt to target creature and each other creature that shares a color with it this turn." When the ability resolves, it gives the target creature and each other creature in play that shares a color with it at that time a shield preventing the next 1 damage that would be dealt to it. Changing creatures' colors after the ability resolves doesn't add or remove shields, and creatures that come into play later in the turn don't get the shield.
419.7e. Some prevention effects also include an additional effect, which may refer to the amount of damage that was prevented. The prevention takes place at the time the original event would have happened; the rest of the effect takes place immediately afterward.
419.8a. Some effects apply to damage from a source-for example, "The next time a red source of your choice would deal damage to you this turn, prevent that damage." If an effect requires a player to choose a source, he or she may choose a permanent; a spell on the stack (including an artifact, creature, enchantment, or planeswalker spell); any card or permanent referred to by an object on the stack; or a creature that assigned combat damage on the stack, even if the creature is no longer in play or is no longer a creature. The source is chosen when the effect is created. If the player chooses a permanent, the effect will apply to the next damage from that permanent, regardless of whether it's from one of that permanent's abilities or combat damage dealt by it. If the player chooses an artifact, creature, enchantment, or planeswalker spell, the effect will apply to any damage from that spell and from the permanent that it becomes when it resolves.
419.8b. Some effects from spells and abilities prevent or replace damage from sources with certain properties, such as a creature or a source of a particular color. When the source would deal damage, the "shield" rechecks the source's properties. If the properties no longer match, the damage isn't prevented or replaced. If for any reason the shield prevents no damage or replaces no damage, the shield isn't used up.
419.8c. Some effects from static abilities prevent or replace damage from sources with certain properties. For these effects, the prevention or replacement applies to sources that are permanents with that property and to any sources that aren't in play that have that property.
419.9. Interaction of Replacement or Prevention Effects
419.9a. If two or more replacement or prevention effects are attempting to modify the way an event affects an object or player, the affected object's controller (or its owner if it has no controller) or the affected player chooses one to apply. If any of those effects are self-replacement effects (see rule 419.6d), one of them must be chosen. If not, but any of those effects would modify under whose control an object would come into play, one of them must be chosen. Otherwise, any of the applicable effects may be chosen. Once the chosen effect has been applied, this process is repeated (taking into account only replacement or prevention effects that would now be applicable) until there are no more left to apply. If two or more players have to make these choices at the same time, choices are made in APNAP order (see rule 103.4).
Example: Two permanents are in play. One is an enchantment that reads "If a card would be put into a graveyard, instead remove it from the game," and the other is a creature that reads "If [this creature] would be put into a graveyard from play, instead shuffle it into its owner's library." The controller of the creature that would be destroyed decides which replacement to apply first; the other does nothing.
419.9b. A replacement effect can become applicable to an event as the result of another replacement effect that modifies the event.
Example: One effect reads "For each 1 life you would gain, instead draw a card," and another reads "If you would draw a card, return a card from your graveyard to your hand instead." Both effects combine (regardless of the order they came into existence): Instead of gaining 1 life, the player puts a card from his or her graveyard into his or her hand.
420.1. State-based effects are a special category that apply only to those conditions listed below. Abilities that watch for a specified game state are triggered abilities, not state-based effects. (See rule 404, "Triggered Abilities.")
420.2. State-based effects are always active and are not controlled by any player.
420.3. Whenever a player would get priority (see rule 408, "Timing of Spells and Abilities"), the game checks for any of the listed conditions for state-based effects. All applicable effects resolve simultaneously as a single event, then the check is repeated. Once no more state-based effects have been generated, triggered abilities go on the stack, and then the appropriate player gets priority. This check is also made during the cleanup step (see rule 314); if any of the listed conditions apply, the active player receives priority.
420.4. Unlike triggered abilities, state-based effects pay no attention to what happens during the resolution of a spell or ability.
Example: A player controls a creature with the ability "This creature's power and toughness are each equal to the number of cards in your hand" and plays a spell whose effect is "Discard your hand, then draw seven cards." The creature will temporarily have toughness 0 in the middle of the spell's resolution but will be back up to toughness 7 when the spell finishes resolving. Thus the creature will survive when state-based effects are checked. In contrast, an ability that triggers when the player has no cards in hand goes on the stack after the spell resolves, because its trigger event happened during resolution.
420.5. The state-based effects are as follows:
420.5a. A player with 0 or less life loses the game.
420.5b. A creature with toughness 0 or less is put into its owner's graveyard. Regeneration can't replace this event.
420.5c. A creature with lethal damage, but greater than 0 toughness, is destroyed. Lethal damage is an amount of damage greater than or equal to a creature's toughness. Regeneration can replace this event.
420.5d. An Aura attached to an illegal object or player, or not attached to an object or player, is put into its owner's graveyard.
420.5e. If two or more legendary permanents with the same name are in play, all are put into their owners' graveyards. This is called the "legend rule." If only one of those permanents is legendary, this rule doesn't apply.
420.5f. A token in a zone other than the in-play zone ceases to exist.
420.5g. A player who attempted to draw a card from an empty library since the last time state-based effects were checked loses the game.
420.5h. A player with ten or more poison counters loses the game.
420.5i. If two or more permanents have the supertype world, all except the one that has been a permanent with the world supertype in play for the shortest amount of time are put into their owners' graveyards. In the event of a tie for the shortest amount of time, all are put into their owners' graveyards. This is called the "world rule."
420.5j. If a copy of a spell is in a zone other than the stack, it ceases to exist. If a copy of a card is in any zone other than the stack or the in-play zone, it ceases to exist.
420.5k. An Equipment or Fortification attached to an illegal permanent becomes unattached from that permanent. It remains in play.
420.5m. A permanent that's neither an Aura, an Equipment, nor a Fortification, but is attached to another permanent, becomes unattached from that permanent. It remains in play.
420.5n. If a permanent has both a +1/+1 counter and a -1/-1 counter on it, N +1/+1 and N -1/-1 counters are removed from it, where N is the smaller of the number of +1/+1 and -1/-1 counters on it.
420.5p. A planeswalker with loyalty 0 is put into its owner's graveyard.
420.5q. If two or more planeswalkers that share a planeswalker type are in play, all are put into their owners' graveyards. This is called the "planeswalker uniqueness rule."
420.6. If multiple state-based effects would have the same result at the same time, a single replacement effect will replace all of them.
Example: You control Lich's Mirror, which says "If you would lose the game, instead shuffle your hand, your graveyard, and all permanents you own into your library, then draw seven cards and your life total becomes 20." There's one card in your library and your life total is 1. A spell causes you to draw two cards and lose 2 life. The next time state-based effects are checked, you'd lose the game due to rule 420.5a and rule 420.5g. Instead, Lich's Mirror replaces that game loss and you keep playing.
421. Handling "Infinite" Loops
421.1. Occasionally the game can get into a state in which a set of actions could be repeated forever. These rules (sometimes called the "infinity rules") govern how to break such loops.
421.2. If the loop contains one or more optional actions and one player controls them all, that player chooses a number. The loop is treated as repeating that many times or until another player intervenes, whichever comes first.
421.3. If a loop contains optional actions controlled by two players and actions by both of those players are required to continue the loop, the active player (or, if the active player is not involved, the first involved player after the active player in turn order) chooses a number. The other player then has two choices. He or she can choose a lower number, in which case the loop continues that number of times plus whatever fraction is necessary for the first player to "have the last word." Or he or she can agree to the number the first player chose, in which case the loop continues that number of times plus whatever fraction is necessary for the second player to "have the last word." (Note that either fraction may be zero.) This sequence of choices is extended to all applicable players if there are more than two players involved.
Example: In a two-player game, one player controls a creature with the ability "{0}: [This creature] gains flying," and another player controls a permanent with the ability "{0}: Target creature loses flying." The "infinity rule" ensures that regardless of which player initiated the gain/lose flying ability, the nonactive player will always have the final choice and therefore be able to determine whether the creature has flying. (Note that this assumes that the first player attempted to give the creature flying at least once.)
421.4. If the loop contains only mandatory actions, the game ends in a draw. (See rule 102.4b.)
421.5. If the loop contains more than one set of optional, independent actions, each controlled by different players, then the active player (or, if the active player is not involved, the first involved player after the active player in turn order) chooses a number for his or her set of actions. Knowing that number, the remaining players, in turn order, each choose a number for his or her sets of actions. It can be higher, lower, or the same. Then each set of actions occurs the appropriate number of times.
421.6. If the loop contains an effect that says "[X] unless [Y]," where [X] and [Y] are each actions, no player can be forced to perform [Y] to break the loop. If no player chooses to perform [Y], the loop will continue as though [X] were mandatory.
422. Handling Illegal Actions
422.1. If a player realizes that he or she can't legally take an action after starting to do so, the entire action is reversed and any payments already made are canceled. No abilities trigger and no effects apply as a result of an undone action. If the action was playing a spell, the spell returns to the zone it came from. The player may also reverse any legal mana abilities played while making the illegal play, unless mana from them or from any triggered mana abilities they triggered was spent on another mana ability that wasn't reversed. Players may not reverse actions that moved cards to a library or from a library to any zone other than the stack.
422.2. When reversing illegal spells and abilities, the player who had priority retains it and may take another action or pass. The player may redo the reversed action in a legal way or take any other action allowed by the rules.
423.1. A player draws a card by putting the top card of his or her library into his or her hand. This is done as a game action during each player's draw step. It may also be done as part of a cost or effect of a spell or ability.
423.2. Cards may only be drawn one at a time. If a player is instructed to draw multiple cards, that player performs that many individual card draws.
423.2a. If an effect instructs more than one player to draw cards, the active player performs all of his or her draws first, then each other player in turn order does the same.
423.2b. If an effect instructs more than one player to draw cards in a Two-Headed Giant game, first the primary player (seated on the right) on the active team performs all of his or her draws, then the secondary player on that team performs all of his or her draws, then the nonactive team does the same.
423.3. If there are no cards in a player's library and an effect offers that player the choice to draw a card, that player can choose to do so. However, if an effect says that a player can't draw cards and another effect offers that player the choice to draw a card, that player can't choose to do so.
423.4. A player who attempts to draw a card from an empty library loses the game the next time a player would receive priority. (This is a state-based effect. See rule 420.5g.)
423.5. If an effect moves cards from a player's library to that player's hand without using the word "draw," the player has not drawn those cards. This makes a difference for abilities that trigger on drawing cards or that replace card draws, as well as if the player's library is empty.
423.6. Some effects replace card draws.
423.6a. An effect that replaces a card draw is applied even if no cards could be drawn because there are no cards in the affected player's library.
423.6b. If an effect replaces a draw within a sequence of card draws, the replacement effect is completed before resuming the sequence.
423.6c. Some effects perform additional actions on a card after it's drawn. If the draw is replaced, the additional action is not performed on any cards that are drawn as a result of that replacement effect or any subsequent replacement effects.
423.7. Some replacement effects result in multiple card draws. In such a case, any parts of the original event that haven't been replaced by the effect occur first, then the card draws happen one at a time.
424.1. A cost is an action or payment necessary to take another action or to stop another action from taking place.
424.2. A player can't pay a cost unless he or she has the necessary resources to pay it fully. For example, a player with only 1 life can't pay a cost of 2 life, and a permanent that's already tapped can't be tapped to pay a cost. See rule 203, "Mana Cost and Color," and rule 403, "Activated Abilities."
424.3. Unpayable costs can't be paid. (See rule 203.1b.)
424.4. What a player actually needs to do to pay a cost may be changed or reduced by effects. If the mana component of a cost is reduced to nothing by cost reduction effects, it is considered to be {0}. Paying a cost changed or reduced by an effect counts as paying the original cost.
Example: You play a spell with mana cost {W} that has kicker {1}. You choose to pay the kicker, but a cost reduction effect means you spend only {W} when paying for the spell. The spell's "if the kicker cost was paid" effect will be applied.
424.5. If a cost includes a mana payment, the player paying the cost has a chance to play mana abilities. Paying the cost to play a spell or activated ability follows the steps in rules 409.1f-h.
424.6. Some spells, activated abilities, and triggered abilities read, "[X]. If [a player] [does or doesn't], [effect]." or "[a player] may [X]. If [that player] [does or doesn't], [effect]." The action [X] is a cost, paid when the spell or ability resolves. The "If [a player] [does or doesn't]" clause checks whether the player chose to pay an optional cost or started to pay a mandatory cost, regardless of what events actually occurred.
Example: You control Hesitation, an enchantment that says "When a spell is played, sacrifice Hesitation. If you do, counter that spell." A spell is played, causing Hesitation's ability to trigger. Then an ability is played that removes Hesitation from the game. When Hesitation's ability resolves, you're unable to pay the "sacrifice Hesitation" cost. The spell is not countered.
Example: Your opponent has played Gather Specimens, a spell that says "If a creature would come into play under an opponent's control this turn, it comes into play under your control instead." You control a face-down Dermoplasm, a creature with morph that says "When Dermoplasm is turned face up, you may put a creature card with morph from your hand into play face up. If you do, return Dermoplasm to its owner's hand." You turn Dermoplasm face up, and you choose to put a creature card with morph from your hand into play. Due to Gather Specimens, it comes into play under your opponent's control instead of yours. However, since you chose to pay the cost, Dermoplasm is still returned to its owner's hand.
5. Additional Rules
500.1. Some effects restrict declaring attackers or blockers in combat or require certain creatures to be declared as attackers or blockers. (See rule 308, "Declare Attackers Step," and rule 309, "Declare Blockers Step.") A restriction is an effect that says a creature can't block (or attack) or it can't block (or attack) unless some condition is met. A requirement is an effect that says a creature must block (or attack) or it must block (or attack) if some condition is met.
500.2. As part of declaring attackers, the active player checks each creature he or she controls to see whether it must attack, can't attack, or is affected by some other attacking restriction or requirement. If such a restriction or requirement conflicts with the proposed attack, the attack is illegal, and the active player must then propose another set of attacking creatures. (Tapped creatures and creatures with unpaid costs to attack are exempt from effects that would require them to attack.)
Example: A player controls two creatures, each with a restriction that states "[This creature] can't attack alone." It's legal to declare both as attackers.
Example: A player controls two creatures: one that "attacks if able" and one with no abilities. An effect states, "No more than one creature can attack each turn." The only legal attack is for just the creature that "attacks if able" to attack. It's illegal to attack with the other creature, attack with both, or attack with neither.
500.3. As part of declaring blockers, the defending player checks each creature he or she controls to see whether it must block, can't block, or is affected by some other blocking restriction or requirement. If such a restriction or requirement conflicts with the proposed set of blocking creatures, the block is illegal, and the defending player must then propose another set of blocking creatures. (Tapped creatures and creatures with unpaid costs to block are exempt from effects that would require them to block.)
500.3a. An evasion ability is an ability an attacking creature has that restricts what can block it. Evasion abilities are static abilities that modify the declare blockers step of the combat phase. If a creature gains or loses an evasion ability after a legal block has been declared, it doesn't affect that block. Evasion abilities are cumulative.
Example: A creature with flying and shadow can't be blocked by a creature with flying but without shadow.
500.4. A restriction conflicts with a proposed set of attackers or blockers if it isn't being followed. A requirement conflicts with a proposed set of attackers or blockers if it isn't being followed and (1) the requirement could be obeyed without violating a restriction and (2) doing so will allow the total number of requirements that the set obeys to increase. If there are multiple scenarios in which all restrictions are being followed and the maximum possible number of requirements are being followed (even if not all of them are), then any of those scenarios are legal.
Example: A player controls one creature that "blocks if able" and another creature with no abilities. An effect states, "Creatures can't be blocked except by two or more creatures." Having only the first creature block violates the restriction. Having neither creature block fulfills the restriction but not the requirement. Having both creatures block the same attacking creature fulfills both the restriction and the requirement, so that's the only option.
501.1. Most actions described in a card's rules text use the standard English definitions of the verbs within, but some specialized verbs are used whose meanings may not be clear. These "keywords" are game terms; sometimes reminder text summarizes their meanings.
501.2a. To attach an Aura, Equipment, or Fortification to an object means to take it from where it currently is and put it onto that object. If something is attached to a permanent in play, it's customary to place it so that it's physically touching the permanent. An Aura, Equipment, or Fortification can't be attached to an object it couldn't enchant, equip, or fortify, respectively.
501.2b. If an effect tries to attach an Aura, Equipment, or Fortification to the object it's already attached to, the effect does nothing.
501.2c. Attaching an Aura, Equipment, or Fortification in play to a different object causes the Aura, Equipment, or Fortification to receive a new timestamp.
501.2d. To "unattach" an Equipment from a creature means to move it away from that creature so the Equipment is in play but is not equipping anything. It should no longer be physically touching any creature. If an Aura, Equipment, or Fortification that was attached to something ceases to be attached to it, that counts as "becoming unattached."
501.3a. To counter a spell or ability means to cancel it, removing it from the stack. It doesn't resolve and none of its effects occur. A countered spell is put into its owner's graveyard. See rule 414, "Countering Spells and Abilities."
501.4a. To destroy a permanent, move it from the in-play zone to its owner's graveyard.
501.5a. If the effect of a resolving spell or ability regenerates a permanent, it creates a replacement effect that protects the permanent the next time it would be destroyed this turn. In this case, "Regenerate [permanent]" means "The next time [permanent] would be destroyed this turn, instead remove all damage from it and tap it. If it's an attacking or blocking creature, remove it from combat."
501.5b. If the effect of a static ability regenerates a permanent, it replaces destruction with an alternate effect each time that permanent would be destroyed. In this case, "Regenerate [permanent]" means "Instead remove all damage from [permanent] and tap it. If it's an attacking or blocking creature, remove it from combat."
501.6a. To sacrifice a permanent, its controller moves it from the in-play zone directly to its owner's graveyard. A player can't sacrifice something that isn't a permanent, or something that's a permanent he or she doesn't control. Sacrificing a permanent doesn't destroy it, so regeneration or other effects that replace destruction can't affect this action.
501.7a. To tap a permanent, turn it sideways from an upright position.
501.7b. To untap a permanent, rotate it back to the upright position from a sideways position.
501.8a. To "scry N" means to look at the top N cards of your library, put any number of them on the bottom of your library in any order, and put the rest on top of your library in any order.
501.9a. To "fateseal N" means to look at the top N cards of an opponent's library, put any number of them on the bottom of that library in any order, and put the rest on top of that library in any order.
501.10a. To clash, a player reveals the top card of his or her library. That player may then put that card on the bottom of his or her library.
501.10b. "Clash with an opponent" means "Choose an opponent. You and that opponent each clash."
501.10c. A player wins a clash if that player revealed a card with a higher converted mana cost than all other cards revealed in that clash.
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.
502.2a. First strike is a static ability that modifies the rules for the combat damage step. (See rule 310, "Combat Damage Step.")
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.
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.
502.2d. Multiple instances of first strike on the same creature are redundant.
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."
502.3b. If a creature has multiple instances of flanking, each triggers separately.
502.4a. Flying is an evasion ability.
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.")
502.4c. Multiple instances of flying on the same creature are redundant.
502.5a. Haste is a static ability.
502.5b. A creature with haste can attack or use activated abilities whose cost includes the tap symbol or the untap 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.)
502.5c. Multiple instances of haste on the same creature are redundant.
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").
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.")
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.
502.6d. Landwalk or snow landwalk abilities don't "cancel" one another.
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.
502.6e. Multiple instances of the same kind of landwalk or snow landwalk on the same creature are redundant.
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.
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.
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 or player with protection will be put into their owners' graveyards as a state-based effect. (See rule 420, "State-Based Effects.")
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.")
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.
502.7f. Attacking creatures with protection can't be blocked by creatures that have the stated quality.
502.7g. "Protection from [quality A] and from [quality B]" is shorthand for "protection from [quality A]" and "protection from [quality B]"; it behaves as two separate protection abilities. If an effect causes an object with such an ability to lose protection from [quality A], for example, that object would still have protection from [quality B].
502.7h. "Protection from all [characteristic]" is shorthand for "protection from [quality A]," "protection from [quality B]," and so on for each possible quality the listed characteristic could have; it behaves as multiple separate protection abilities. If an effect causes an object with such an ability to lose protection from [quality A], for example, that object would still have protection from [quality B], [quality C], and so on.
502.7i. "Protection from everything" is a variant of the protection ability. A permanent with protection from everything has protection from each object regardless of that object's characteristic values. Such a permanent can't be targeted by spells or abilities, enchanted by Auras, equipped by Equipment, fortified by Fortifications, or blocked by creatures, and all damage that would be dealt to it is prevented.
502.7j. Multiple instances of protection from the same quality on the same permanent or player are redundant.
502.8a. Shadow is an evasion ability.
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.")
502.8c. Multiple instances of shadow on the same creature are redundant.
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.")
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.
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.
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.
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.
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.
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 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.
502.9f. Multiple instances of trample on the same creature are redundant.
502.10a. Banding is a static ability that modifies the rules for declaring attackers and assigning combat damage.
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.)
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.
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.
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.
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).
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.
502.10g. If one member of a band would become blocked due to an effect, the entire band becomes blocked.
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.
502.10i. Multiple instances of banding on the same creature are redundant.
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.
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.
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.
502.11d. Multiple instances of bands with other of the same kind on the same creature are redundant.
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.")
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.
502.12c. If a creature has multiple instances of rampage, each triggers separately.
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.
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.
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.
502.13b. If a permanent has multiple instances of cumulative upkeep, each triggers separately. However, the age counters are not connected 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.
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.
502.14a. Vigilance is a static ability that modifies the rules for the declare attackers step.
502.14b. Attacking doesn't cause creatures with vigilance to tap. (See rule 308, "Declare Attackers Step.")
502.14c. Multiple instances of vigilance on the same creature are redundant.
502.15a. Phasing is a static ability that modifies the rules of the untap step.
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.)
502.15c. If an effect causes a player to skip his or her untap step, the phasing event simply doesn't occur that turn.
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.)
502.15e. When a permanent phases out, all damage dealt to it is removed.
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.
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.
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.
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.
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.
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 but it's no longer legal for it to be attached to the object or player it was attached to, 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.
502.15k. Permanents that phase in keep the same timestamps (see rules 418.5d and 418.5e) they had when they phased out. This doesn't change the fact that the permanents phase in simultaneously, however.
502.15m. A permanent that phases in can attack or use activated abilities whose cost includes the tap symbol ({T}) or the untap symbol ({Q}) as though that permanent 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 do so until it changes controllers or leaves play.
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.
502.15p. Multiple instances of phasing on the same permanent are redundant.
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 rules 409.1b and 409.1f-h.
502.17a. Horsemanship is an evasion ability that appeared in the Portal Three Kingdoms (tm) set.
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.")
502.17c. Multiple instances of horsemanship on the same creature are redundant.
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."
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.
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 whatever zone the card winds up in after it's cycled.
502.18d. Typecycling is a variant of the cycling ability. "[Type]cycling [cost]" means "[Cost], Discard this card: Search your library for a [type] card, reveal it, and put it into your hand. Then shuffle your library." This type is usually a subtype (as in "mountaincycling") but can be any card type, subtype, supertype, or combination thereof (as in "basic landcycling").
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.
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]."
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."
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 rules 409.1b and 409.1f-h.
502.21b. Objects with kicker have additional abilities that specify what happens if the kicker cost is paid. These abilities refer to whether the player who played the object as a spell chose to pay the kicker costs; they don't check what that player actually spent to do so. These abilities are linked to the kicker abilities printed on that object: they can refer only to those specific kicker abilities. They can't refer to any other kicker costs that may have been paid when the object was played. See rule 407, "Linked Abilities."
502.21c. Objects with more than one kicker cost have abilities that each correspond to a specific kicker cost. They contain the phrases "if the [A] kicker cost was paid" and "if the 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 listed kicker cost was paid," and read "if the [B] kicker cost was paid" as "if the second listed kicker cost was paid." Each of those abilities is linked to the kicker ability.
502.21d. If part of a spell's ability has its effect only if a kicker cost was paid, and that part of the ability includes any targets, the spell's controller chooses those targets only if he or she declared the intention to pay that kicker cost. Otherwise, the spell is played as if it did not have those targets. See rule 409.1c.
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 rules 409.1b and 409.1f-h.
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.
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."
502.24b. Playing a spell using its madness ability follows the rules for paying alternative costs in rules 409.1b and 409.1f-h.
502.25a. Fear is an evasion ability.
502.25b. A creature with fear can't be blocked except by artifact creatures and/or black creatures. (See rule 309, "Declare Blockers Step.")
502.25c. Multiple instances of fear on the same creature are redundant.
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.")
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.
