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Magic Rules Changes

Avacyn Restored to Planechase (2012 Edition)

General

Avacyn RestoredPlanechase (2012 Edition)
103.2.103.2.

After the decks have been shuffled, the players determine which one of them will choose who takes the first turn. In the first game of a match (including a single-game match), the players may use any mutually agreeable method (flipping a coin, rolling dice, etc.) to do so. In a match of several games, the loser of the previous game chooses who takes the first turn. If the previous game was a draw, the player who made the choice in that game makes the choice in this game. The player chosen to take the first turn is the starting player.

After the decks have been shuffled, the players determine which one of them will choose who takes the first turn. In the first game of a match (including a single-game match), the players may use any mutually agreeable method (flipping a coin, rolling dice, etc.) to do so. In a match of several games, the loser of the previous game chooses who takes the first turn. If the previous game was a draw, the player who made the choice in that game makes the choice in this game. The player chosen to take the first turn is the starting player. The game's default turn order begins with the starting player and proceeds clockwise.

103.6.103.6.

In a Planechase game, the starting player moves the top card of his or her planar deck off that planar deck and turns it face up. (See rule 901, "Planechase.")

In a Planechase game, the starting player moves the top card of his or her planar deck off that planar deck and turns it face up. If it's a plane card, that card is the starting plane. If it's a phenomenon card, the player puts that card on the bottom of his or her planar deck and repeats this process until a plane card is turned face up. (See rule 901, "Planechase.")

107.12.107.12.

The chaos symbol is {C}. It appears on one face of the planar die used in the Planechase casual variant, as well as in triggered abilities that refer to the results of rolling the planar die. See rule 901, "Planechase."

The chaos symbol is {C}. It appears on one face of the planar die used in the Planechase casual variant, as well as in abilities that refer to the results of rolling the planar die. See rule 901, "Planechase."

108.3a.108.3a.

In a Planechase game using the single planar deck option, the planar controller is considered to be the owner of all the plane cards. See rule 901.6.

In a Planechase game using the single planar deck option, the planar controller is considered to be the owner of all cards in the planar deck. See rule 901.6.

109.4b.109.4b.

In a Planechase game, a face-up plane card is controlled by the player designated as the planar controller. This is usually the active player. See rule 901.6.

In a Planechase game, a face-up plane or phenomenon card is controlled by the player designated as the planar controller. This is usually the active player. See rule 901.6.

115.2f.115.2f.

In a Planechase game, rolling the planar die is a special action. A player can take this action any time he or she has priority and the stack is empty during a main phase of his or her turn. Taking this action costs a player an amount of mana equal to the number of times he or she has previously taken this action on that turn. See rule 901, "Planechase."

In a Planechase game, rolling the planar die is a special action. A player can take this action any time he or she has priority and the stack is empty during a main phase of his or her turn. Taking this action costs a player an amount of mana equal to the number of times he or she has previously taken this action on that turn. Note that this number won't be equal to the number of times the player has rolled the planar die that turn if an effect has caused the player to roll the planar die that turn. See rule 901, "Planechase."

205.3n.205.3n.

Planes have their own unique set of subtypes; these subtypes are called planar types. The planar types are Alara, Arkhos, Bolas's Meditation Realm, Dominaria, Equilor, Iquatana, Ir, Kaldheim, Kamigawa, Karsus, Kinshala, Lorwyn, Luvion, Mercadia, Mirrodin, Moag, Muraganda, Phyrexia, Pyrulea, Rabiah, Rath, Ravnica, Segovia, Serra's Realm, Shadowmoor, Shandalar, Ulgrotha, Valla, Wildfire, and Zendikar.

Planes have their own unique set of subtypes; these subtypes are called planar types. The planar types are Alara, Arkhos, Azgol, Belenon, Bolas's Meditation Realm, Dominaria, Equilor, Ergamon, Fabacin, Innistrad, Iquatana, Ir, Kaldheim, Kamigawa, Karsus, Kephalai, Kinshala, Kolbahan, Kyneth, Lorwyn, Luvion, Mercadia, Mirrodin, Moag, Mongseng, Muraganda, New Phyrexia, Phyrexia, Pyrulea, Rabiah, Rath, Ravnica, Regatha, Segovia, Serra's Realm, Shadowmoor, Shandalar, Ulgrotha, Valla, Vryn, Wildfire, Xerex, and Zendikar.

205.3p.205.3p.

Neither vanguard cards nor scheme cards have subtypes.

Phenomenon cards, scheme cards, and vanguard cards have no subtypes.

300.1.300.1.

The card types are artifact, creature, enchantment, instant, land, plane, planeswalker, scheme, sorcery, tribal, and vanguard.

The card types are artifact, creature, enchantment, instant, land, phenomenon, plane, planeswalker, scheme, sorcery, tribal, and vanguard.

309.6.309.6.

A plane card is treated as if its text box included "When you roll {PW}, put this card on the bottom of its owner's planar deck face down, then move the top card of your planar deck face up." This is called the "planeswalking ability." A face-up plane card that's turned face down becomes a new object.

A face-up plane card that's turned face down becomes a new object.

310.

Phenomena

310.1.

Phenomenon is a card type seen only on nontraditional Magic cards. Only the Planechase casual variant uses phenomenon cards. See rule 901, "Planechase."

310.2.

Phenomenon cards remain in the command zone throughout the game, both while they're part of a planar deck and while they're face up. They're not permanents. They can't be cast. If a phenomenon card would leave the command zone, it remains in the command zone.

310.3.

Phenomenon cards have no subtypes.

310.4.

The controller of a face-up phenomenon card is the player designated as the planar controller. Normally, the planar controller is whoever the active player is. However, if the current 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. The new planar controller retains that designation until he or she leaves the game or a different player becomes the active player, whichever comes first.

310.5.

Each phenomenon card has a triggered ability that triggers when you encounter it. "When you encounter [this phenomenon]" means "When you move this card off a planar deck and turn it face up."

310.6.

A face-up phenomenon card that's turned face down becomes a new object.

310.7.

If a phenomenon 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, the planar controller planeswalks the next time a player would receive priority. (This is a state-based action; see rule 704. See also rule 701.21, "Planeswalk.")

310.311.

Vanguards

Vanguards

310.1.311.1.

Vanguard is a card type seen only on nontraditional Magic cards. Only the Vanguard casual variant uses vanguard cards. See rule 902, "Vanguard."

Vanguard is a card type seen only on nontraditional Magic cards. Only the Vanguard casual variant uses vanguard cards. See rule 902, "Vanguard."

310.2.311.2.

Vanguard cards remain in the command zone throughout the game. They're not permanents. They can't be cast. If a vanguard card would leave the command zone, it remains in the command zone.

Vanguard cards remain in the command zone throughout the game. They're not permanents. They can't be cast. If a vanguard card would leave the command zone, it remains in the command zone.

310.3.311.3.

Vanguard cards have no subtypes.

Vanguard cards have no subtypes.

310.4.311.4.

A vanguard card may have any number of static, triggered, and/or activated abilities. As long as a vanguard card is in the command zone, its static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated.

A vanguard card may have any number of static, triggered, and/or activated abilities. As long as a vanguard card is in the command zone, its static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated.

310.5.311.5.

The owner of a vanguard card is the player who started the game with it in the command zone. The controller of a face-up vanguard card is its owner.

The owner of a vanguard card is the player who started the game with it in the command zone. The controller of a face-up vanguard card is its owner.

310.6.311.6.

Each vanguard card has a hand modifier printed in its lower left corner. This is a number preceded by a plus sign, a number preceded by a minus sign, or a zero. This modifier is applied to the maximum hand size of the vanguard card's owner (normally seven) to determine both how many cards that player draws at the beginning of the game and his or her maximum hand size.

Each vanguard card has a hand modifier printed in its lower left corner. This is a number preceded by a plus sign, a number preceded by a minus sign, or a zero. This modifier is applied to the maximum hand size of the vanguard card's owner (normally seven) to determine both how many cards that player draws at the beginning of the game and his or her maximum hand size.

310.7.311.7.

Each vanguard card has a life modifier printed in its lower right corner. This is a number preceded by a plus sign, a number preceded by a minus sign, or a zero. This modifier is applied to the starting life total of the vanguard card's owner (normally 20) to determine how much life that player begins the game with.

Each vanguard card has a life modifier printed in its lower right corner. This is a number preceded by a plus sign, a number preceded by a minus sign, or a zero. This modifier is applied to the starting life total of the vanguard card's owner (normally 20) to determine how much life that player begins the game with.

311.312.

Schemes

Schemes

311.1.312.1.

Scheme is a card type seen only on nontraditional Magic cards. Only the Archenemy casual variant uses scheme cards. See rule 904, "Archenemy."

Scheme is a card type seen only on nontraditional Magic cards. Only the Archenemy casual variant uses scheme cards. See rule 904, "Archenemy."

311.2.312.2.

Scheme cards remain in the command zone throughout the game, both while they're part of a scheme deck and while they're face up. They're not permanents. They can't be cast. If a scheme card would leave the command zone, it remains in the command zone.

Scheme cards remain in the command zone throughout the game, both while they're part of a scheme deck and while they're face up. They're not permanents. They can't be cast. If a scheme card would leave the command zone, it remains in the command zone.

311.3.312.3.

Scheme cards have no subtypes.

Scheme cards have no subtypes.

311.4.312.4.

A scheme card may have any number of static, triggered, and/or activated abilities. As long as a scheme card is face up in the command zone, its static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated.

A scheme card may have any number of static, triggered, and/or activated abilities. As long as a scheme card is face up in the command zone, its static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated.

311.5.312.5.

The owner of a scheme card is the player who started the game with it in the command zone. The controller of a face-up scheme card is its owner.

The owner of a scheme card is the player who started the game with it in the command zone. The controller of a face-up scheme card is its owner.

311.6.312.6.

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 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.)

311.7.312.7.

If an ability of a scheme card includes the text "this scheme," it means the scheme card in the command zone that's the source of that ability. This is an exception to rule 109.2.

If an ability of a scheme card includes the text "this scheme," it means the scheme card in the command zone that's the source of that ability. This is an exception to rule 109.2.

400.4b.400.4b.

If a plane, vanguard, or scheme card would leave the command zone, it remains in the command zone.

If a plane, phenomenon, vanguard, or scheme card would leave the command zone, it remains in the command zone.

613.6c.613.6c.

An object's timestamp is the time it entered the zone it's currently in, unless it's an Aura, Equipment, or Fortification that's attached to another object or player, or it's a face-up plane card.

An object's timestamp is the time it entered the zone it's currently in, unless it's an Aura, Equipment, or Fortification that's attached to another object or player, or it's a face-up plane card, phenomenon card, or scheme card.

613.6e.613.6e.

A face-up plane card or scheme card receives a timestamp at the time it's turned face up.

A face-up plane card, phenomenon card, or scheme card receives a timestamp at the time it's turned face up.

701.21b.701.21b.

To planeswalk is to put the face-up plane card on the bottom of its owner's planar deck face down, then move the top card of your planar deck off that planar deck and turn it face up.

To planeswalk is to put each face-up plane card and phenomenon card on the bottom of its owner's planar deck face down, then move the top card of your planar deck off that planar deck and turn it face up.

701.21c.701.21c.

A player may planeswalk as the result of the "planeswalking ability" (see rule 309.6) or because the owner of the face-up plane card leaves the game (see rule 901.9).

A player may planeswalk as the result of the "planeswalking ability" (see rule 901.8), because the owner of a face-up plane card or phenomenon card leaves the game (see rule 901.10), or because a phenomenon's triggered ability leaves the stack (see rule 704.5x). Abilities may also instruct a player to planeswalk.

701.21d.701.21d.

The plane card that's turned face up is the plane the player planeswalks to. The plane card that's turned face down, or that leaves the game, is the plane the player planeswalks away from.

The plane card that's turned face up is the plane the player planeswalks to. The plane card or that's turned face down or that leaves the game is the plane the player planeswalks away from. The same is true with respect to phenomena.

701.22a.701.22a.

Only a scheme card may be set in motion, and only during an Archenemy game. Only the archenemy may set a scheme card in motion. See rule 311, "Schemes," and rule 904, "Archenemy."

Only a scheme card may be set in motion, and only during an Archenemy game. Only the archenemy may set a scheme card in motion. See rule 312, "Schemes," and rule 904, "Archenemy."

701.23a.701.23a.

Only a face-up ongoing scheme card may be abandoned, and only during an Archenemy game. See rule 311, "Schemes," and rule 904, "Archenemy."

Only a face-up ongoing scheme card may be abandoned, and only during an Archenemy game. See rule 312, "Schemes," and rule 904, "Archenemy."

704.5x.

In a Planechase game, if a phenomenon 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, the planar controller planeswalks. See rule 901, "Planechase."

715.2a.715.2a.

As a subgame of a Planechase game starts, each player moves his or her planar deck from the main-game command zone to the subgame command zone and shuffles it. (Face-up plane cards remain in the main-game command zone.)

As a subgame of a Planechase game starts, each player moves his or her planar deck from the main-game command zone to the subgame command zone and shuffles it. (Face-up plane and phenomenon cards remain in the main-game command zone.)

715.5a.715.5a.

At the end of a subgame of a Planechase game, the face-up plane card is turned face down and put on the bottom of its owner's planar deck. Then each player moves his or her planar deck from the subgame command zone to the main-game command zone and shuffles it.

At the end of a subgame of a Planechase game, each face-up plane card or phenomenon card is turned face down and put on the bottom of its owner's planar deck. Then each player moves his or her planar deck from the subgame command zone to the main-game command zone and shuffles it.

801.15b.801.15b.

If a spell or ability creates an effect that prevents damage that would be dealt by a source, it can affect only sources within the spell or ability's controller's range of influence. If a spell or ability creates an effect that prevents damage that would be dealt to a creature or player, it can affect only creatures and players within the spell or ability's controller's range of influence. If a spell or ability creates an effect that prevents damage, but neither the source nor the would-be recipient of the damage is specified, it prevents damage only if both the source and recipient of that damage are within the spell or ability's controller's range of influence.

Example: Rob is within Alex's range of influence, but Carissa is not. Alex controls an enchantment that says, "Prevent all damage that would be dealt by creatures." Carissa attacks Rob with a creature. The creature deals combat damage to Rob.

Example: Rob is within Alex's range of influence, but Carissa is not. Carissa casts Lightning Blast ("Lightning Blast deals 4 damage to target creature or player") targeting Rob. In response, Alex casts Mending Hands ("Prevent the next 4 damage that would be dealt to target creature or player this turn") targeting Rob. The damage to Rob is prevented.

Example: Rob is within Alex's range of influence, but Carissa is not. Carissa attacks Rob with a creature, and Rob blocks with a creature. Alex casts Fog ("Prevent all combat damage that would be dealt this turn.") Carissa and Rob's creatures deal combat damage to each other.

If a spell or ability creates an effect that prevents damage that would be dealt by a source, it can affect only sources within the spell or ability's controller's range of influence. If a spell or ability creates an effect that prevents damage that would be dealt to a permanent or player, it can affect only permanents and players within the spell or ability's controller's range of influence. If a spell or ability creates an effect that prevents damage, but neither the source nor the would-be recipient of the damage is specified, it prevents damage only if both the source and recipient of that damage are within the spell or ability's controller's range of influence.

Example: Rob is within Alex's range of influence, but Carissa is not. Alex controls an enchantment that says, "Prevent all damage that would be dealt by creatures." Carissa attacks Rob with a creature. The creature deals combat damage to Rob.

Example: Rob is within Alex's range of influence, but Carissa is not. Carissa casts Lightning Blast ("Lightning Blast deals 4 damage to target creature or player") targeting Rob. In response, Alex casts Mending Hands ("Prevent the next 4 damage that would be dealt to target creature or player this turn") targeting Rob. The damage to Rob is prevented.

Example: Rob is within Alex's range of influence, but Carissa is not. Carissa attacks Rob with a creature, and Rob blocks with a creature. Alex casts Fog ("Prevent all combat damage that would be dealt this turn.") Carissa and Rob's creatures deal combat damage to each other.

801.20.801.20.

In multiplayer Planechase games other than Grand Melee games, plane cards are exempt from the limited range of influence option. Their abilities, and the effects of those abilities, affect all applicable objects and players in the game. See rule 901, "Planechase."

In multiplayer Planechase games other than Grand Melee games, plane cards and phenomenon cards are exempt from the limited range of influence option. Their abilities, and the effects of those abilities, affect all applicable objects and players in the game. See rule 901, "Planechase."

901.1.901.1.

In the Planechase variant, plane cards add additional abilities and randomness to the game. At any given time, one plane card will be face up and its abilities will affect the game. The Planechase variant uses all the normal rules for a Magic game, with the following additions.

In the Planechase variant, plane cards and phenomenon cards add additional abilities and randomness to the game. The Planechase variant uses all the normal rules for a Magic game, with the following additions.

901.3.901.3.

In addition to the normal game materials, each player needs a planar deck of at least ten plane cards and the game needs one planar die. Each card in a planar deck must have a different English name. (See rule 309, "Planes.")

In addition to the normal game materials, each player needs a planar deck of at least ten plane and/or phenomenon cards and the game needs one planar die. No more than two cards in a planar deck can be phenomenon cards. Each card in a planar deck must have a different English name. (See rule 309, "Planes," and rule 310, "Phenomena.")

901.4.901.4.

At the start of the game, each player shuffles his or her planar deck so that the cards are in a random order. Each deck is placed face down next to its owner's library. All plane cards remain in the command zone throughout the game, both while they're part of a planar deck and while they're face up.

At the start of the game, each player shuffles his or her planar deck so that the cards are in a random order. Each deck is placed face down next to its owner's library. All plane and phenomenon cards remain in the command zone throughout the game, both while they're part of a planar deck and while they're face up.

901.5.901.5.

Once all players have kept their opening hands and used the abilities of cards that allow them to start the game with those cards on the battlefield, the starting player moves the top card of his or her planar deck off that planar deck and turns it face up. (See rule 103.6.) No abilities of that card trigger as a result.

Once all players have kept their opening hands and used the abilities of cards that allow them to take an action with those cards from their opening hands, the starting player moves the top card of his or her planar deck off that planar deck and turns it face up. If it's a plane card, that card is the starting plane. If it's a phenomenon card, the player puts that card on the bottom of his or her planar deck and repeats this process until a plane card is turned face up. (See rule 103.6.) No abilities of any card turned face up this way trigger during this process.

901.6.901.6.

The owner of a plane card is the player who started the game with it in his or her planar deck. The controller of a face-up plane card is the player designated as the planar controller. Normally, the planar controller is whoever the active player is. However, if the current 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. The new planar controller retains that designation until he or she leaves the game or a different player becomes the active player, whichever comes first.

The owner of a plane or phenomenon card is the player who started the game with it in his or her planar deck. The controller of a face-up plane or phenomenon card is the player designated as the planar controller. Normally, the planar controller is whoever the active player is. However, if the current 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. The new planar controller retains that designation until he or she leaves the game or a different player becomes the active player, whichever comes first.

901.7.901.7.

Any abilities of a face-up plane card in the command zone function from that zone. The card's static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated.

Any abilities of a face-up plane card or phenomenon card in the command zone function from that zone. The card's static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated.

901.7a.901.7a.

Each plane card is treated as if its text box included "When you roll {PW}, put this card on the bottom of its owner's planar deck face down, then move the top card of your planar deck off your planar deck and turn it face up." This is called the "planeswalking ability." A face-up plane card that's turned face down becomes a new object.

A face-up plane card or phenomenon card that's turned face down becomes a new object.

901.8.

Planechase games have an inherent triggered ability known as the "planeswalking ability." The full text of this ability is "Whenever you roll {PW}, planeswalk." (See rule 701.21, "Planeswalk.") This ability has no source and is controlled by the player whose planar die roll caused it to trigger. This is an exception to rule 112.8.

901.8.901.9.

Any time the active player has priority and the stack is empty, but only during a main phase of his or her turn, that player may roll the planar die. Taking this action costs a player an amount of mana equal to the number of times he or she has previously taken this action on that turn. This is a special action and doesn't use the stack. (See rule 115.2f.)

Any time the active player has priority and the stack is empty, but only during a main phase of his or her turn, that player may roll the planar die. Taking this action costs a player an amount of mana equal to the number of times he or she has previously taken this action on that turn. This is a special action and doesn't use the stack. Note that this number won't be equal to the number of times the player has rolled the planar die that turn if an effect has caused the player to roll the planar die that turn. (See rule 115.2f.)

901.8a.901.9a.

If the die roll is a blank face, nothing happens. The active player gets priority.

If the die roll is a blank face, nothing happens. The active player gets priority.

901.8b.901.9b.

If the die roll is the chaos symbol {C}, any ability of the plane that starts "When you roll {C}" triggers and is put on the stack. The active player gets priority.

If the die roll is the chaos symbol {C}, any ability of a face-up plane that starts "When you roll {C}" triggers and is put on the stack. The active player gets priority.

901.8c.901.9c.

If the die roll is the Planeswalker symbol {PW}, the plane's "planeswalking ability" triggers and is put on the stack. The active player gets priority.

If the die roll is the Planeswalker symbol {PW}, the "planeswalking ability" triggers and is put on the stack. The active player gets priority. (See rule 901.8.)

901.9.901.10.

When a player leaves the game, all objects owned by that player leave the game. (See rule 800.4a.) If that includes the face-up plane card, the planar controller turns the top card of his or her planar deck face up. This is not a state-based action. It happens as soon as the player leaves the game.

When a player leaves the game, all objects owned by that player leave the game. (See rule 800.4a.) If that includes a face-up plane card or phenomenon card, the planar controller turns the top card of his or her planar deck face up. This is not a state-based action. It happens as soon as the player leaves the game.

901.9a.901.10a.

If a plane leaves the game while a "planeswalking ability" for which it was the source is on the stack, that ability ceases to exist.

If a plane leaves the game while a "planeswalking ability" is on the stack, that ability ceases to exist.

901.10.901.11.

After the game has started, if a player moves the top card of his or her planar deck off that planar deck and turns it face up, that player has "planeswalked." Continuous effects with durations that last until a player planeswalks end. Abilities that trigger when a player planeswalks trigger. See rule 701.21.

After the game has started, if a player moves the top card of his or her planar deck off that planar deck and turns it face up, that player has "planeswalked." Continuous effects with durations that last until a player planeswalks end. Abilities that trigger when a player planeswalks trigger. See rule 701.21.

901.10a.901.11a.

A player may planeswalk as the result of the "planeswalking ability" (see rule 309.6) or because the owner of the face-up plane card leaves the game (see rule 901.9).

A player may planeswalk as the result of the "planeswalking ability" (see rule 901.8), because the owner of a face-up plane card or phenomenon card leaves the game (see rule 901.10), or because a phenomenon's triggered ability leaves the stack (see rule 704.5x) Abilities may also instruct a player to planeswalk.

901.10b.901.11b.

The plane card that's turned face up is the plane the player planeswalks to. The plane card that's turned face down, or that leaves the game, is the plane the player planeswalks away from.

The plane card that's turned face up is the plane the player planeswalks to. The plane card or phenomenon card that's turned face down, or that leaves the game, is the plane or phenomenon the player planeswalks away from.

901.11c.

If a player planeswalks when there is more than one face-up plane card, that player planeswalks away from all such planes.

901.11.901.12.

A Two-Headed Giant Planechase game uses all the rules for the Two-Headed Giant multiplayer variant and all the rules for the Planechase casual variant, with the following additions.

A Two-Headed Giant Planechase game uses all the rules for the Two-Headed Giant multiplayer variant and all the rules for the Planechase casual variant, with the following additions.

901.11a.901.12a.

Each player has his or her own planar deck.

Each player has his or her own planar deck.

901.11b.901.12b.

The planar controller is normally the primary player of the active team. However, if the current planar controller's team would leave the game, instead the primary player of the next team in turn order that wouldn't leave the game becomes the planar controller, then the old planar controller's team leaves the game. The new planar controller retains that designation until he or she leaves the game or a different team becomes the active team, whichever comes first.

The planar controller is normally the primary player of the active team. However, if the current planar controller's team would leave the game, instead the primary player of the next team in turn order that wouldn't leave the game becomes the planar controller, then the old planar controller's team leaves the game. The new planar controller retains that designation until he or she leaves the game or a different team becomes the active team, whichever comes first.

901.11c.901.12c.

Even though the face-up plane is controlled by just one player, any ability of that plane that refers to "you" applies to both members of the planar controller's team.

Even though the face-up plane or phenomenon is controlled by just one player, any ability of that plane or phenomenon that refers to "you" applies to both members of the planar controller's team.

901.11d.901.12d.

Since each member of the active team is an active player, each of them may roll the planar die. Each player's cost to roll the planar die is based on the number of times that particular player has already rolled the planar die that turn.

Since each member of the active team is an active player, each of them may roll the planar die. Each player's cost to roll the planar die is based on the number of times that particular player has already rolled the planar die that turn.

901.12.901.13.

In multiplayer formats other than Grand Melee, plane cards are exempt from the limited range of influence option. Their abilities, and the effects of those abilities, affect all applicable objects and players in the game. (See rule 801, "Limited Range of Influence Option.")

In multiplayer formats other than Grand Melee, plane cards and phenomenon cards are exempt from the limited range of influence option. Their abilities, and the effects of those abilities, affect all applicable objects and players in the game. (See rule 801, "Limited Range of Influence Option.")

901.13.901.14.

In Grand Melee Planechase games, multiple plane cards may be face up at the same time.

In Grand Melee Planechase games, multiple plane cards or phenomenon cards may be face up at the same time.

901.13a.901.14a.

Before the first turn of the game of the game, each player who will start the game with a turn marker moves the top card of his or her planar deck off that planar deck and turns it face up. Each of them is a planar controller.

Before the first turn of the game of the game, each player who will start the game with a turn marker sets a starting plane (see rule 901.5). Each of them is a planar controller.

901.13b.901.14b.

If a player would leave the game and that player leaving the game would reduce the number of turn markers in the game, that player first ceases to be a planar controller (but no other player becomes a planar controller), then that player leaves the game. The face-up plane card that player controlled is put on the bottom of its owner's planar deck. No player is considered to have planeswalked.

If a player would leave the game and that player leaving the game would reduce the number of turn markers in the game, that player first ceases to be a planar controller (but no other player becomes a planar controller), then that player leaves the game. Each face-up plane card or phenomenon card that player controlled is put on the bottom of its owner's planar deck. No player is considered to have planeswalked.

901.14.901.15.

Single Planar Deck Option

Single Planar Deck Option

901.14a.901.15a.

As an alternative option, a Planechase game may be played with just a single communal planar deck. In that case, the number of cards in the planar deck must be at least forty or at least ten times the number of players in the game, whichever is smaller. Each card in the planar deck must have a different English name.

As an alternative option, a Planechase game may be played with just a single communal planar deck. In that case, the number of cards in the planar deck must be at least forty or at least ten times the number of players in the game, whichever is smaller. The planar deck can't contain more phenomenon cards than twice the number of players in the game. Each card in the planar deck must have a different English name.

901.14b.901.15b.

In a Planechase game using the single planar deck option, the planar controller is considered to be the owner of all the plane cards.

In a Planechase game using the single planar deck option, the planar controller is considered to be the owner of all cards in the planar deck.

901.14c.901.15c.

If any rule or ability refers to a player's planar deck, the communal planar deck is used.

If any rule or ability refers to a player's planar deck, the communal planar deck is used.

904.3.904.3.

In addition to the normal game materials, the archenemy needs a scheme deck of at least twenty scheme cards. A scheme deck may contain no more than two of any card with a particular English name. (See rule 311, "Schemes.")

In addition to the normal game materials, the archenemy needs a scheme deck of at least twenty scheme cards. A scheme deck may contain no more than two of any card with a particular English name. (See rule 312, "Schemes.")

Encounter

To move a phenomenon card off the top of a planar deck and turn it face up. See rule 310, "Phenomena."

Phenomenon

A card type seen only on nontraditional Magic cards in the Planechase casual variant. A phenomenon card is not a permanent. See rule 310, "Phenomena."

PlanechasePlanechase

A casual variant in which plane cards add additional abilities and randomness to the game. See rule 901, "Planechase."

A casual variant in which plane cards and phenomenon cards add additional abilities and randomness to the game. See rule 901, "Planechase."

PlaneswalkPlaneswalk

To put the face-up plane card on the bottom of its owner's planar deck face down, then move the top card of your planar deck off that planar deck and turn it face up in a Planechase game. See rule 701.21, "Planeswalk."

To put each face-up plane card or phenomenon card on the bottom of its owner's planar deck face down, then move the top card of your planar deck off that planar deck and turn it face up in a Planechase game. See rule 701.21, "Planeswalk."

SchemeScheme

A card type seen only on nontraditional Magic cards in the Archenemy casual variant. A scheme card is not a permanent. See rule 311, "Schemes."

A card type seen only on nontraditional Magic cards in the Archenemy casual variant. A scheme card is not a permanent. See rule 312, "Schemes."

VanguardVanguard

1. A casual variant in which each player plays the role of a famous character. See rule 902, "Vanguard." 2. A card type seen only on nontraditional Magic cards in the Vanguard casual variant. A vanguard card is not a permanent. See rule 310, "Vanguards."

1. A casual variant in which each player plays the role of a famous character. See rule 902, "Vanguard." 2. A card type seen only on nontraditional Magic cards in the Vanguard casual variant. A vanguard card is not a permanent. See rule 311, "Vanguards."