Resources

Magic Rules Changes

Commander (2015 Edition) to Oath of the Gatewatch

General

Commander (2015 Edition)Oath of the Gatewatch
103.4e.

The Commander casual variant uses an alternate mulligan rule. Each time a player takes a mulligan, rather than shuffling his or her entire hand of cards into his or her library, that player exiles any number of cards from his or her hand face down. Then the player draws a number of cards equal to one less than the number of cards he or she exiled this way. That player may look at all cards exiled this way while taking mulligans. Once a player keeps an opening hand, that player shuffles all cards he or she exiled this way into his or her library.

104.3j.104.3j.

In a Commander game, a player that's been dealt 21 or more combat damage by the same commander over the course of the game loses the game. (This is a state-based action. See rule 704. Also see rule 903.13.)

In a Commander game, a player that's been dealt 21 or more combat damage by the same commander over the course of the game loses the game. (This is a state-based action. See rule 704. See also rule 903.11.)

106.10.

If an effect would add mana represented by a generic mana symbol to a player's mana pool, that much colorless mana is added to that player's mana pool.

106.10.106.11.

To "tap a permanent for mana" is to activate a mana ability of that permanent that includes the {T} symbol in its activation cost. See rule 605, "Mana Abilities."

To "tap a permanent for mana" is to activate a mana ability of that permanent that includes the {T} symbol in its activation cost. See rule 605, "Mana Abilities."

106.10a.106.11a.

An ability that triggers whenever a permanent "is tapped for mana" or "is tapped for mana [of a specified type]" triggers whenever such a mana ability resolves and produces mana or the specified type of mana.

An ability that triggers whenever a permanent "is tapped for mana" or "is tapped for mana [of a specified type]" triggers whenever such a mana ability resolves and produces mana or the specified type of mana.

106.11.106.12.

One card (Drain Power) puts all mana from one player's mana pool into another player's mana pool. (Note that these may be the same player.) This empties the former player's mana pool and causes the mana emptied this way to be put into the latter player's mana pool. Which permanents, spells, and/or abilities produced that mana are unchanged, as are any restrictions or additional effects associated with any of that mana.

One card (Drain Power) puts all mana from one player's mana pool into another player's mana pool. (Note that these may be the same player.) This empties the former player's mana pool and causes the mana emptied this way to be put into the latter player's mana pool. Which permanents, spells, and/or abilities produced that mana are unchanged, as are any restrictions or additional effects associated with any of that mana.

107.4.107.4.

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}; the Phyrexian mana symbols {W/P}, {U/P}, {B/P}, {R/P}, and {G/P}; and the snow symbol {S}.

The mana symbols are {W}, {U}, {B}, {R}, {G}, and {C}; the numerical symbols {0}, {1}, {2}, {3}, {4}, and so on; the variable symbol {X}; 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}; the Phyrexian mana symbols {W/P}, {U/P}, {B/P}, {R/P}, and {G/P}; and the snow symbol {S}.

107.4b.107.4b.

Numeral symbols (such as {1}) and variable symbols (such as {X}) represent generic mana in costs. Generic mana in costs can be paid with any type of mana. For more information about {X}, see rule 107.3.

Numerical symbols (such as {1}) and variable symbols (such as {X}) represent generic mana in costs. Generic mana in costs can be paid with any type of mana. For more information about {X}, see rule 107.3.

107.4c.107.4c.

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. (See rule 107.3e.)

The colorless mana symbol {C} is used to represent one colorless mana, and also to represent a cost that can be paid only with one colorless mana.

108.2a.108.2a.

In the text of spells or abilities, the term "card" is used only to refer to a card that's not on the battlefield or on the stack, such as a creature card in a player's hand. For more information, see section 4, "Zones."

In the text of spells or abilities, the term "card" is usually used to refer to a card that's not on the battlefield or on the stack, such as a creature card in a player's hand. The term "card" can also refer to a card in any zone that's moving "from anywhere." On rare occasions, the text of a spell or ability may refer to a nontoken permanent as a "card . . . on the battlefield." For more information, see section 4, "Zones."

117.7a.

Effects that reduce a cost by an amount of generic mana affect only the generic mana component of that cost. They can't affect the colored or colorless mana components of that cost.

117.7a.117.7b.

If a cost is reduced by an amount of colored mana, but its colored mana component doesn't contain mana of that color, the cost is reduced by that amount of generic mana.

If a cost is reduced by an amount of colored or colorless mana, but the cost doesn't require mana of that type, the cost is reduced by that amount of generic mana.

117.7b.117.7c.

If a cost is reduced by an amount of colored mana that exceeds its mana component of that color, the cost's mana component of that color is reduced to nothing and the cost's generic mana component is reduced by the difference.

If a cost is reduced by an amount of colored mana that exceeds its mana component of that color, the cost's mana component of that color is reduced to nothing and the cost's generic mana component is reduced by the difference.

117.7d.

If a cost is reduced by an amount of colorless mana that exceeds its colorless mana component, the cost's colorless mana component is reduced to nothing and the cost's generic mana component is reduced by the difference.

117.7c.117.7e.

If a cost is 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 601.2f). If a colored half is chosen, the cost is reduced by one mana of that color. If a colorless half is chosen, the cost is reduced by an amount of generic mana equal to that half's number.

If a cost is 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 601.2f). If a colored half is chosen, the cost is reduced by one mana of that color. If a colorless half is chosen, the cost is reduced by an amount of generic mana equal to that half's number.

117.7d.117.7f.

If a cost is reduced by an amount of mana represented by a Phyrexian mana symbol, the cost is reduced by one mana of that symbol's color.

If a cost is reduced by an amount of mana represented by a Phyrexian mana symbol, the cost is reduced by one mana of that symbol's color.

202.1a.202.1a.

The mana cost of an object represents what a player must spend from his or her mana pool to cast that card. Unless an object's mana cost includes Phyrexian mana symbols (see rule 107.4f), paying that mana cost requires matching the color of any colored mana symbols as well as paying the generic mana indicated in the cost.

The mana cost of an object represents what a player must spend from his or her mana pool to cast that card. Unless an object's mana cost includes Phyrexian mana symbols (see rule 107.4f), paying that mana cost requires matching the type of any colored or colorless mana symbols as well as paying the generic mana indicated in the cost.

207.2c.207.2c.

An ability word appears in italics at the beginning of some abilities. Ability words are similar to keywords in that they tie together cards that have similar functionality, but they have no special rules meaning and no individual entries in the Comprehensive Rules. The ability words are battalion, bloodrush, channel, chroma, constellation, converge, domain, fateful hour, ferocious, formidable, grandeur, hellbent, heroic, imprint, inspired, join forces, kinship, landfall, lieutenant, metalcraft, morbid, parley, radiance, raid, rally, spell mastery, strive, sweep, tempting offer, threshold, and will of the council.

An ability word appears in italics at the beginning of some abilities. Ability words are similar to keywords in that they tie together cards that have similar functionality, but they have no special rules meaning and no individual entries in the Comprehensive Rules. The ability words are battalion, bloodrush, channel, chroma, cohort, constellation, converge, domain, fateful hour, ferocious, formidable, grandeur, hellbent, heroic, imprint, inspired, join forces, kinship, landfall, lieutenant, metalcraft, morbid, parley, radiance, raid, rally, spell mastery, strive, sweep, tempting offer, threshold, and will of the council.

305.6.305.6.

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 land with a basic land type has the intrinsic ability "{T}: Add [mana symbol] to your mana pool," even if the text box doesn't actually contain that text or the object has no text box. For Plains, [mana symbol] is {W}; for Islands, {U}; for Swamps, {B}; for Mountains, {R}; and for Forests, {G}. See rule 107.4a. Also see rule 605, "Mana Abilities."

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 land with a basic land type has the intrinsic ability "{T}: Add [mana symbol] to your mana pool," even if the text box doesn't actually contain that text or the object has no text box. For Plains, [mana symbol] is {W}; for Islands, {U}; for Swamps, {B}; for Mountains, {R}; and for Forests, {G}. See rule 107.4a. See also rule 605, "Mana Abilities."

605.1b.605.1b.

A triggered ability is a mana ability if it meets all of the following criteria: it doesn't have a target, it triggers from the resolution of an activated mana ability (see rule 106.10a), and it could put mana into a player's mana pool when it resolves.

A triggered ability is a mana ability if it meets all of the following criteria: it doesn't have a target, it triggers from the resolution of an activated mana ability (see rule 106.11a), and it could put mana into a player's mana pool when it resolves.

701.32.

Support

701.32a.

"Support N" on a permanent means "Put a +1/+1 counter on each of up to N other target creatures." "Support N" on an instant or sorcery spell means "Put a +1/+1 counter on each of up to N target creatures."

702.25b.702.25b.

If a permanent phases out, its status changes to "phased out." Except for rules and effects that specifically mention phased-out permanents, a phased-out permanent is treated as though it does not exist. It can't affect or be affected by anything else in the game.

Example: You control three creatures, one of which is phased out. You cast a spell that says "Draw a card for each creature you control." You draw two cards.

Example: You control a phased-out creature. You cast a spell that says "Destroy all creatures." The phased-out creature is not destroyed.

If a permanent phases out, its status changes to "phased out." Except for rules and effects that specifically mention phased-out permanents, a phased-out permanent is treated as though it does not exist. It can't affect or be affected by anything else in the game. A permanent that phases out is removed from combat. (See rule 506.4.)

Example: You control three creatures, one of which is phased out. You cast a spell that says "Draw a card for each creature you control." You draw two cards.

Example: You control a phased-out creature. You cast a spell that says "Destroy all creatures." The phased-out creature is not destroyed.

702.40a.702.40a.

Affinity is a static ability that functions while the spell is on the stack. "Affinity for [text]" means "This spell costs you {1} less to cast for each [text] you control."

Affinity is a static ability that functions while the spell with affinity is on the stack. "Affinity for [text]" means "This spell costs you {1} less to cast for each [text] you control."

702.116.

Surge

702.116a.

Surge is a static ability that functions while the spell with surge is on the stack. "Surge [cost]" means "You may pay [cost] rather than pay this spell's mana cost as you cast this spell if you or one of your teammates has cast another spell this turn." Paying a spell's surge cost follows the rules for paying alternative costs in rules 601.2b and 601.2f-h.

800.5.800.5.

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.

In a multiplayer game, the first time a player takes a mulligan, he or she draws a new hand of as many cards as he or she had before. Subsequent hands decrease by one card as normal.

903.8.

The Commander variant uses an alternate mulligan rule. Each time a player takes a mulligan, rather than shuffling his or her entire hand of cards into his or her library, that player exiles any number of cards from his or her hand face down. Then the player draws a number of cards equal to one less than the number of cards he or she exiled this way. That player may look at all cards exiled this way while taking mulligans. Once a player keeps an opening hand, that player shuffles all cards he or she exiled this way into his or her library.

903.10.903.8.

A player may cast a commander he or she owns from the command zone. A commander cast from the command zone costs an additional {2} for each previous time the player casting it has cast it from the command zone that game.

A player may cast a commander he or she owns from the command zone. A commander cast from the command zone costs an additional {2} for each previous time the player casting it has cast it from the command zone that game.

903.9.

If mana would be added to a player's mana pool of a color that isn't in the color identity of that player's commander, that amount of colorless mana is added to that player's mana pool instead.

903.11.903.9.

If a commander would be exiled from anywhere or put into its owner's hand, graveyard, or library from anywhere, its owner may put it into the command zone instead. This replacement effect may apply more than once to the same event. This is an exception to rule 614.5.

If a commander would be exiled from anywhere or put into its owner's hand, graveyard, or library from anywhere, its owner may put it into the command zone instead. This replacement effect may apply more than once to the same event. This is an exception to rule 614.5.

903.12.903.10.

If a card is put into the exile zone face down from anywhere, and a player is allowed to look at that card in exile, the player must immediately do so. If it's a commander owned by another player, the player that looked at it turns it face up and puts it into the command zone.

If a card is put into the exile zone face down from anywhere, and a player is allowed to look at that card in exile, the player must immediately do so. If it's a commander owned by another player, the player that looked at it turns it face up and puts it into the command zone.

903.13.903.11.

The Commander variant includes the following specification for winning and losing the game. All other rules for ending the game also apply. (See rule 104.)

The Commander variant includes the following specification for winning and losing the game. All other rules for ending the game also apply. (See rule 104.)

903.13a.903.11a.

A player that's been dealt 21 or more combat damage by the same commander over the course of the game loses the game. (This is a state-based action. See rule 704.)

A player that's been dealt 21 or more combat damage by the same commander over the course of the game loses the game. (This is a state-based action. See rule 704.)

Generic ManaGeneric Mana

Mana in a cost not represented by colored mana symbols; it can be paid with mana of any type. See rule 107.4.

Mana in a cost represented by numerical symbols (such as {1}) or variable symbols (such as {X}) that can be paid with mana of any type. See rule 107.4.

Lose the GameLose the Game

There are several ways to lose the game. See rule 104, "Ending the Game," rule 810.8 (for additional rules for Two-Headed Giant games), rule 809.5 (for additional rules for Emperor games), and rule 903.13 (for an additional rule for Commander games).

There are several ways to lose the game. See rule 104, "Ending the Game," rule 810.8 (for additional rules for Two-Headed Giant games), rule 809.5 (for additional rules for Emperor games), and rule 903.11 (for an additional rule for Commander games).

Support

A keyword action that lets you put +1/+1 counters on creatures. See rule 701.32, "Support."

Surge

A keyword ability that provides an alternative cost to cast a card if you or one of your teammates has cast another spell in the same turn. See rule 702.116, "Surge."

SuspendSuspend

A keyword ability that provides an alternate way to play a card. See rule 702.61, "Suspend." A card is "suspended" if it's in the exile zone, has suspend, and has a time counter on it.

A keyword ability that provides an alternative way to play a card. See rule 702.61, "Suspend." A card is "suspended" if it's in the exile zone, has suspend, and has a time counter on it.