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Magic Rules Changes

Amonkhet to Archenemy: Nicol Bolas

General

AmonkhetArchenemy: Nicol Bolas
312.6.312.6.

If a non-ongoing scheme card is face up in the command zone, and it isn't the source of a triggered ability that has triggered but not yet left the stack, that scheme card is turned face down and put on the bottom of its owner's scheme deck the next time a player would receive priority. (This is a state-based action. See rule 704.)

If a non-ongoing scheme card is face up in the command zone, and no triggered abilities of any scheme are on the stack or waiting to be put on the stack, that scheme card is turned face down and put on the bottom of its owner's scheme deck the next time a player would receive priority. (This is a state-based action. See rule 704.)

603.1.603.1.

Triggered abilities have a trigger condition and an effect. They are written as "[When/Whenever/At] [trigger condition or event], [effect]."

Triggered abilities have a trigger condition and an effect. They are written as "[When/Whenever/At] [trigger condition or event], [effect]. [Instructions (if any).]"

603.1a.

A triggered ability may include instructions after its effects that limit what the ability may target or state that it can't be countered. This text is not part of the ability's effect. It functions while the ability is on the stack.

700.6b.700.6b.

One card (Golgothian Sylex) refers to permanents a name originally printed in the Antiquities (tm) expansion. Those names are Amulet of Kroog, Argivian Archaeologist, Argivian Blacksmith, Argothian Pixies, Argothian Treefolk, Armageddon Clock, Artifact Blast, Artifact Possession, Artifact Ward, Ashnod's Altar, Ashnod's Battle Gear, Ashnod's Transmogrant, Atog, Battering Ram, Bronze Tablet, Candelabra of Tawnos, Circle of Protection: Artifacts, Citanul Druid, Clay Statue, Clockwork Avian, Colossus of Sardia, Coral Helm, Crumble, Cursed Rack, Damping Field, Detonate, Drafna's Restoration, Dragon Engine, Dwarven Weaponsmith, Energy Flux, Feldon's Cane, Gaea's Avenger, Gate to Phyrexia, Goblin Artisans, Golgothian Sylex, Grapeshot Catapult, Haunting Wind, Hurkyl's Recall, Ivory Tower, Jalum Tome, Martyrs of Korlis, Mightstone, Millstone, Mishra's Factory, Mishra's War Machine, Mishra's Workshop, Obelisk of Undoing, Onulet, Orcish Mechanics, Ornithopter, Phyrexian Gremlins, Power Artifact, Powerleech, Priest of Yawgmoth, Primal Clay, The Rack, Rakalite, Reconstruction, Reverse Polarity, Rocket Launcher, Sage of Lat-Nam, Shapeshifter, Shatterstorm, Staff of Zegon, Strip Mine, Su-Chi, Tablet of Epityr, Tawnos's Coffin, Tawnos's Wand, Tawnos's Weaponry, Tetravus, Titania's Song, Transmute Artifact, Triskelion, Urza's Avenger, Urza's Chalice, Urza's Mine, Urza's Miter, Urza's Power Plant, Urza's Tower, Wall of Spears, Weakstone, Xenic Poltergeist, Yawgmoth Demon, and Yotian Soldier.

One card (Golgothian Sylex) refers to permanents with a name originally printed in the Antiquities (tm) expansion. Those names are Amulet of Kroog, Argivian Archaeologist, Argivian Blacksmith, Argothian Pixies, Argothian Treefolk, Armageddon Clock, Artifact Blast, Artifact Possession, Artifact Ward, Ashnod's Altar, Ashnod's Battle Gear, Ashnod's Transmogrant, Atog, Battering Ram, Bronze Tablet, Candelabra of Tawnos, Circle of Protection: Artifacts, Citanul Druid, Clay Statue, Clockwork Avian, Colossus of Sardia, Coral Helm, Crumble, Cursed Rack, Damping Field, Detonate, Drafna's Restoration, Dragon Engine, Dwarven Weaponsmith, Energy Flux, Feldon's Cane, Gaea's Avenger, Gate to Phyrexia, Goblin Artisans, Golgothian Sylex, Grapeshot Catapult, Haunting Wind, Hurkyl's Recall, Ivory Tower, Jalum Tome, Martyrs of Korlis, Mightstone, Millstone, Mishra's Factory, Mishra's War Machine, Mishra's Workshop, Obelisk of Undoing, Onulet, Orcish Mechanics, Ornithopter, Phyrexian Gremlins, Power Artifact, Powerleech, Priest of Yawgmoth, Primal Clay, The Rack, Rakalite, Reconstruction, Reverse Polarity, Rocket Launcher, Sage of Lat-Nam, Shapeshifter, Shatterstorm, Staff of Zegon, Strip Mine, Su-Chi, Tablet of Epityr, Tawnos's Coffin, Tawnos's Wand, Tawnos's Weaponry, Tetravus, Titania's Song, Transmute Artifact, Triskelion, Urza's Avenger, Urza's Chalice, Urza's Mine, Urza's Miter, Urza's Power Plant, Urza's Tower, Wall of Spears, Weakstone, Xenic Poltergeist, Yawgmoth Demon, and Yotian Soldier.

701.23b.701.23b.

To set a scheme in motion, move it off the top of your scheme deck and turn it face up.

To set a scheme in motion, move it off the top of your scheme deck if it's on top of your scheme deck and turn it face up if it isn't face up. That scheme is considered to have been set in motion even if neither of these actions was performed on it.

704.5w.704.5w.

In an Archenemy game, if a non-ongoing scheme card is face up in the command zone, and it isn't the source of a triggered ability that has triggered but not yet left the stack, that scheme card is turned face down and put on the bottom of its owner's scheme deck. See rule 904, "Archenemy."

In an Archenemy game, if a non-ongoing scheme card is face up in the command zone, and no triggered abilities of any scheme are on the stack or waiting to be put on the stack, that scheme card is turned face down and put on the bottom of its owner's scheme deck. See rule 904, "Archenemy."

800.4g.

If a rule requires a player who has left the game to make a choice, the next player in turn order makes that choice.

800.4g.800.4h.

If an effect requires information about a specific player, the effect uses the current information about that player if he or she is still in the game; otherwise, the effect uses the last known information about that player before he or she left the game.

If an effect requires information about a specific player, the effect uses the current information about that player if he or she is still in the game; otherwise, the effect uses the last known information about that player before he or she left the game.

800.4h.800.4i.

If a player leaves the game during his or her turn, that turn continues to its completion without an active player. If the active player would receive priority, instead the next player in turn order receives priority, or the top object on the stack resolves, or the phase or step ends, whichever is appropriate.

If a player leaves the game during his or her turn, that turn continues to its completion without an active player. If the active player would receive priority, instead the next player in turn order receives priority, or the top object on the stack resolves, or the phase or step ends, whichever is appropriate.

800.4i.800.4j.

If a player who has left the game would begin a turn, that turn doesn't begin.

If a player who has left the game would begin a turn, that turn doesn't begin.

800.4j.800.4k.

When a player leaves the game, any continuous effects with durations that last until that player's next turn or until a specific point in that turn will last until that turn would have begun. They neither expire immediately nor last indefinitely.

When a player leaves the game, any continuous effects with durations that last until that player's next turn or until a specific point in that turn will last until that turn would have begun. They neither expire immediately nor last indefinitely.

800.4k.800.4m.

When a player leaves the game, objects that player owns in the ante zone do not leave the game. This is an exception to rule 800.4a. See rule 407, "Ante."

When a player leaves the game, objects that player owns in the ante zone do not leave the game. This is an exception to rule 800.4a. See rule 407, "Ante."

800.4m.800.4n.

In a Planechase game, if the player designated as the planar controller would leave the game, instead the next player in turn order that wouldn't leave the game becomes the planar controller, then the old planar controller leaves the game. See rule 309.5.

In a Planechase game, if the player designated as the planar controller would leave the game, instead the next player in turn order that wouldn't leave the game becomes the planar controller, then the old planar controller leaves the game. See rule 309.5.

805.10.

The shared team turns option uses different combat rules than other multiplayer options.

805.10a.

Each team's creatures attack the other team as a group. During the combat phase, the active team is the attacking team and each player on the active team is an attacking player. Likewise, the nonactive team is the defending team and each player on the nonactive team is a defending player.

805.10b.

As the declare attackers step begins, the active team declares attackers. For each attacking creature, the attacking team announces which defending player or planeswalker that creature is attacking. The active team has one combined attack, and that set of attacking creatures must be legal as a whole. See rule 508.1.

805.10c.

Any rule, object, or effect that refers to an "attacking player" refers to one specific attacking player, not to all of the attacking players. If an ability of a blocking creature refers to an attacking player, or a spell or ability refers to both a blocking creature and an attacking player, then unless otherwise specified, the attacking player it's referring to is the player who controls that attacking creature. If a spell or ability could apply to multiple blocking creatures, the appropriate attacking player is individually determined for each of those blocking creatures. If there are multiple attacking players that could be chosen, the controller of the spell or ability chooses one.

805.10d.

As the declare blockers step begins, the defending team declares blockers. Creatures controlled by the defending players can block creatures attacking any player on the defending team. The defending team has one combined block, and that set of blocking creatures must be legal as a whole. See rule 509.1.

805.10e.

Any rule, object, or effect that refers to a "defending player" refers to one specific defending player, not to all of the defending players. If an ability of an attacking creature refers to a defending player, or a spell or ability refers to both an attacking creature and a defending player, then unless otherwise specified, the defending player it's referring to is the player that creature was attacking at the time it became an attacking creature that combat, or the controller of the planeswalker that creature was attacking at the time it became an attacking creature that combat. If a spell or ability could apply to multiple attacking creatures, the appropriate defending player is individually determined for each of those attacking creatures. If there are multiple defending players that could be chosen, the controller of the spell or ability chooses one.

805.10f.

Once blockers have been declared, for each attacking creature that's become blocked by multiple creatures, the active team announces the damage assignment order among the blocking creatures. Then, for each creature that's blocking multiple creatures, the defending team announces the damage assignment order among the attacking creatures.

805.10g.

As the combat damage step begins, the active team announces how each attacking creature will assign its combat damage. Then the defending team announces how each blocking creature will assign its combat damage. See rule 510.1.

810.7.810.7.

The Two-Headed Giant variant uses different combat rules than other multiplayer variants.

The Two-Headed Giant variant uses a modified version of the combat rules for the shared team turns option.

904.10.904.10.

If a non-ongoing scheme card is face up in the command zone, and it isn't the source of a triggered ability that has triggered but not yet left the stack, that scheme card is turned face down and put on the bottom of its owner's scheme deck the next time a player would receive priority. (This is a state-based action. See rule 704.)

If a non-ongoing scheme card is face up in the command zone, and no triggered abilities of any scheme are on the stack or waiting to be put on the stack, that scheme card is turned face down and put on the bottom of its owner's scheme deck the next time a player would receive priority. (This is a state-based action. See rule 704.)

Last Known InformationLast Known Information

Information about an object that's no longer in the zone it's expected to be in, or information about a player that's no longer in the game. This information captures that object's last existence in that zone or that player's last existence in the game. See rules 112.7a, 608.2b, 608.2g, and 800.4g.

Information about an object that's no longer in the zone it's expected to be in, or information about a player that's no longer in the game. This information captures that object's last existence in that zone or that player's last existence in the game. See rules 112.7a, 608.2b, 608.2g, and 800.4h.