Resources

Magic Rules Changes

Conspiracy: Take the Crown to Kaladesh

General

Conspiracy: Take the CrownKaladesh
107.14.

The energy symbol is {E}. It represents one energy counter. To pay {E}, a player removes one energy counter from himself or herself.

110.5b.110.5b.

The spell or ability that creates a token may define the values of any number of characteristics for the token. This becomes the token's "text." The characteristic values defined this way are functionally equivalent to the characteristic values 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.

Example: Jade Mage has the ability "{2}{G}: Put a 1/1 green Saproling creature token onto the battlefield." The resulting token has no mana cost, supertype, rules text, or abilities.

The spell or ability that creates a token may define the values of any number of characteristics for the token. This becomes the token's "text." The characteristic values defined this way are functionally equivalent to the characteristic values 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.

Example: Jade Mage has the ability "{2}{G}: Create a 1/1 green Saproling creature token." The resulting token has no mana cost, supertype, rules text, or abilities.

119.6.119.6.

Damage marked on a creature remains until the cleanup step, even if that permanent stops being a creature. If the total damage marked on a creature is greater than or equal to its toughness, that creature has been dealt lethal damage and is destroyed as a state-based action (see rule 704). All damage marked on a permanent is removed when it regenerates (see rule 701.12, "Regenerate") and during the cleanup step (see rule 514.2).

Damage marked on a creature remains until the cleanup step, even if that permanent stops being a creature. If the total damage marked on a creature is greater than or equal to its toughness, that creature has been dealt lethal damage and is destroyed as a state-based action (see rule 704). All damage marked on a permanent is removed when it regenerates (see rule 701.13, "Regenerate") and during the cleanup step (see rule 514.2).

119.7.119.7.

The source of damage is the object that dealt it. If an effect requires a player to choose a source of damage, he or she may choose a permanent; a spell on the stack (including a permanent spell); any object referred to by an object on the stack, by a prevention or replacement effect that's waiting to apply, or by a delayed triggered ability that's waiting to trigger (even if that object is no longer in the zone it used to be in); or, in certain casual variant games, a face-up card in the command zone. A source doesn't need to be capable of dealing damage to be a legal choice. See rule 609.7, "Sources of Damage."

The source of damage is the object that dealt it. If an effect requires a player to choose a source of damage, he or she may choose a permanent; a spell on the stack (including a permanent spell); any object referred to by an object on the stack, by a prevention or replacement effect that's waiting to apply, or by a delayed triggered ability that's waiting to trigger (even if that object is no longer in the zone it used to be in); or a face-up object in the command zone. A source doesn't need to be capable of dealing damage to be a legal choice. See rule 609.7, "Sources of Damage."

201.4a.201.4a.

If an ability's effect grants another ability to an object, and that second ability refers to that first ability's source by name, the name refers only to the specific object that is that first ability's source, not to any other object with the same name. This is also true if the second ability is copied onto a new object.

Example: Gutter Grime has an ability that reads "Whenever a nontoken creature you control dies, put a slime counter on Gutter Grime, then put a green Ooze creature token onto the battlefield with 'This creature's power and toughness are each equal to the number of slime counters on Gutter Grime.'" The ability granted to the token only looks at the Gutter Grime that created the token, not at any other Gutter Grime on the battlefield. A copy of that token would also have an ability that referred only to the Gutter Grime that created the original token.

If an ability's effect grants another ability to an object, and that second ability refers to that first ability's source by name, the name refers only to the specific object that is that first ability's source, not to any other object with the same name. This is also true if the second ability is copied onto a new object.

Example: Gutter Grime has an ability that reads "Whenever a nontoken creature you control dies, put a slime counter on Gutter Grime, then create a green Ooze creature token with 'This creature's power and toughness are each equal to the number of slime counters on Gutter Grime.'" The ability granted to the token only looks at the Gutter Grime that created the token, not at any other Gutter Grime on the battlefield. A copy of that token would also have an ability that referred only to the Gutter Grime that created the original token.

205.3g.205.3g.

Artifacts have their own unique set of subtypes; these subtypes are called artifact types. The artifact types are Clue, Contraption, Equipment (see rule 301.5), and Fortification (see rule 301.6).

Artifacts have their own unique set of subtypes; these subtypes are called artifact types. The artifact types are Clue, Contraption, Equipment (see rule 301.5), Fortification (see rule 301.6), and Vehicle (see rule 301.7).

205.3j.205.3j.

Planeswalkers have their own unique set of subtypes; these subtypes are called planeswalker types. The planeswalker types are Ajani, Arlinn, Ashiok, Bolas, Chandra, Dack, Daretti, Domri, Elspeth, Freyalise, Garruk, Gideon, Jace, Karn, Kaya, Kiora, Koth, Liliana, Nahiri, Narset, Nissa, Nixilis, Ral, Sarkhan, Sorin, Tamiyo, Teferi, Tezzeret, Tibalt, Ugin, Venser, Vraska, and Xenagos. If a player controls two or more planeswalkers that share a planeswalker type, that player chooses one of them, and the rest are put into their owners' graveyards. This "planeswalker uniqueness rule" is a state-based action. See rule 704.

Planeswalkers have their own unique set of subtypes; these subtypes are called planeswalker types. The planeswalker types are Ajani, Arlinn, Ashiok, Bolas, Chandra, Dack, Daretti, Domri, Dovin, Elspeth, Freyalise, Garruk, Gideon, Jace, Karn, Kaya, Kiora, Koth, Liliana, Nahiri, Narset, Nissa, Nixilis, Ral, Saheeli, Sarkhan, Sorin, Tamiyo, Teferi, Tezzeret, Tibalt, Ugin, Venser, Vraska, and Xenagos. If a player controls two or more planeswalkers that share a planeswalker type, that player chooses one of them, and the rest are put into their owners' graveyards. This "planeswalker uniqueness rule" is a state-based action. See rule 704.

205.3m.205.3m.

Creatures and tribals share their lists of subtypes; these subtypes are called creature types. The creature types are Advisor, Ally, Angel, Antelope, Ape, Archer, Archon, Artificer, Assassin, Assembly-Worker, Atog, Aurochs, Avatar, Badger, Barbarian, Basilisk, Bat, Bear, Beast, Beeble, Berserker, Bird, Blinkmoth, Boar, Bringer, Brushwagg, Camarid, Camel, Caribou, Carrier, Cat, Centaur, Cephalid, Chimera, Citizen, Cleric, Cockatrice, Construct, Coward, Crab, Crocodile, Cyclops, Dauthi, Demon, Deserter, Devil, Djinn, Dragon, Drake, Dreadnought, Drone, Druid, Dryad, Dwarf, Efreet, Elder, Eldrazi, Elemental, Elephant, Elf, Elk, Eye, Faerie, Ferret, Fish, Flagbearer, Fox, Frog, Fungus, Gargoyle, Germ, Giant, Gnome, Goat, Goblin, God, Golem, Gorgon, Graveborn, Gremlin, Griffin, Hag, Harpy, Hellion, Hippo, Hippogriff, Homarid, Homunculus, Horror, Horse, Hound, Human, Hydra, Hyena, Illusion, Imp, Incarnation, Insect, Jellyfish, Juggernaut, Kavu, Kirin, Kithkin, Knight, Kobold, Kor, Kraken, Lamia, Lammasu, Leech, Leviathan, Lhurgoyf, Licid, Lizard, Manticore, Masticore, Mercenary, Merfolk, Metathran, Minion, Minotaur, Mole, Monger, Mongoose, Monk, Moonfolk, Mutant, Myr, Mystic, Naga, Nautilus, Nephilim, Nightmare, Nightstalker, Ninja, Noggle, Nomad, Nymph, Octopus, Ogre, Ooze, Orb, Orc, Orgg, Ouphe, Ox, Oyster, Pegasus, Pentavite, Pest, Phelddagrif, Phoenix, Pincher, Pirate, Plant, Praetor, Prism, Processor, Rabbit, Rat, Rebel, Reflection, Rhino, Rigger, Rogue, Sable, Salamander, Samurai, Sand, Saproling, Satyr, Scarecrow, Scion, Scorpion, Scout, Serf, Serpent, Shade, Shaman, Shapeshifter, Sheep, Siren, Skeleton, Slith, Sliver, Slug, Snake, Soldier, Soltari, Spawn, Specter, Spellshaper, Sphinx, Spider, Spike, Spirit, Splinter, Sponge, Squid, Squirrel, Starfish, Surrakar, Survivor, Tetravite, Thalakos, Thopter, Thrull, Treefolk, Triskelavite, Troll, Turtle, Unicorn, Vampire, Vedalken, Viashino, Volver, Wall, Warrior, Weird, Werewolf, Whale, Wizard, Wolf, Wolverine, Wombat, Worm, Wraith, Wurm, Yeti, Zombie, and Zubera.

Creatures and tribals share their lists of subtypes; these subtypes are called creature types. The creature types are Advisor, Aetherborn, Ally, Angel, Antelope, Ape, Archer, Archon, Artificer, Assassin, Assembly-Worker, Atog, Aurochs, Avatar, Badger, Barbarian, Basilisk, Bat, Bear, Beast, Beeble, Berserker, Bird, Blinkmoth, Boar, Bringer, Brushwagg, Camarid, Camel, Caribou, Carrier, Cat, Centaur, Cephalid, Chimera, Citizen, Cleric, Cockatrice, Construct, Coward, Crab, Crocodile, Cyclops, Dauthi, Demon, Deserter, Devil, Djinn, Dragon, Drake, Dreadnought, Drone, Druid, Dryad, Dwarf, Efreet, Elder, Eldrazi, Elemental, Elephant, Elf, Elk, Eye, Faerie, Ferret, Fish, Flagbearer, Fox, Frog, Fungus, Gargoyle, Germ, Giant, Gnome, Goat, Goblin, God, Golem, Gorgon, Graveborn, Gremlin, Griffin, Hag, Harpy, Hellion, Hippo, Hippogriff, Homarid, Homunculus, Horror, Horse, Hound, Human, Hydra, Hyena, Illusion, Imp, Incarnation, Insect, Jellyfish, Juggernaut, Kavu, Kirin, Kithkin, Knight, Kobold, Kor, Kraken, Lamia, Lammasu, Leech, Leviathan, Lhurgoyf, Licid, Lizard, Manticore, Masticore, Mercenary, Merfolk, Metathran, Minion, Minotaur, Mole, Monger, Mongoose, Monk, Monkey, Moonfolk, Mutant, Myr, Mystic, Naga, Nautilus, Nephilim, Nightmare, Nightstalker, Ninja, Noggle, Nomad, Nymph, Octopus, Ogre, Ooze, Orb, Orc, Orgg, Ouphe, Ox, Oyster, Pegasus, Pentavite, Pest, Phelddagrif, Phoenix, Pilot, Pincher, Pirate, Plant, Praetor, Prism, Processor, Rabbit, Rat, Rebel, Reflection, Rhino, Rigger, Rogue, Sable, Salamander, Samurai, Sand, Saproling, Satyr, Scarecrow, Scion, Scorpion, Scout, Serf, Serpent, Servo, Shade, Shaman, Shapeshifter, Sheep, Siren, Skeleton, Slith, Sliver, Slug, Snake, Soldier, Soltari, Spawn, Specter, Spellshaper, Sphinx, Spider, Spike, Spirit, Splinter, Sponge, Squid, Squirrel, Starfish, Surrakar, Survivor, Tetravite, Thalakos, Thopter, Thrull, Treefolk, Triskelavite, Troll, Turtle, Unicorn, Vampire, Vedalken, Viashino, Volver, Wall, Warrior, Weird, Werewolf, Whale, Wizard, Wolf, Wolverine, Wombat, Worm, Wraith, Wurm, Yeti, Zombie, and Zubera.

208.3.208.3.

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).

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 Vehicle).

208.3a.

If an effect would be created that affects the power and/or toughness of a noncreature permanent, that effect is created even though it doesn't do anything unless that permanent becomes a creature.

Example: Veteran Motorist has the ability "Whenever Veteran Motorist crews a Vehicle, that Vehicle gets +1/+1 until end of turn," and it's tapped to pay the crew cost of a Vehicle. This triggered ability resolves while the Vehicle it crewed isn't yet a creature. The continuous effect is created and will apply to the Vehicle once it becomes a creature.

208.5.

If a creature somehow has no value for its power, its power is 0. The same is true for toughness.

301.7.

Some artifacts have the subtype "Vehicle." Vehicles have a crew ability, which allows them to become artifact creatures. See rule 702.121, "Crew."

301.7a.

Each Vehicle has a printed power and toughness, but it has these characteristics only if it's also a creature. See rule 208.3.

301.7b.

If a Vehicle becomes a creature, it immediately has its printed power and toughness. Other effects, including the effect that makes it a creature, may modify these values or set them to different values.

302.7.302.7.

Damage dealt to a creature by a source with neither wither nor infect is marked on that creature (see rule 119.3). If the total damage marked on that creature is greater than or equal to its toughness, that creature has been dealt lethal damage and is destroyed as a state-based action (see rule 704). All damage marked on a creature is removed when it regenerates (see rule 701.12, "Regenerate") and during the cleanup step (see rule 514.2).

Damage dealt to a creature by a source with neither wither nor infect is marked on that creature (see rule 119.3). If the total damage marked on that creature is greater than or equal to its toughness, that creature has been dealt lethal damage and is destroyed as a state-based action (see rule 704). All damage marked on a creature is removed when it regenerates (see rule 701.13, "Regenerate") and during the cleanup step (see rule 514.2).

310.7.310.7.

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.")

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 701.22, "Planeswalk.")

400.6.400.6.

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, all players look 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.

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 and its owner will be able to look at it in that zone, its owner looks at it to see if it has any abilities that would affect the move. If the object is moving to the battlefield, each other player who will be able to look at it in that zone does so. 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.

500.6.500.6.

When a phase or step begins, any abilities that trigger "at the beginning of" that phase or step are added to the stack.

When a phase or step begins, any abilities that trigger "at the beginning of" that phase or step trigger. They are put on the stack the next time a player would receive priority. (See rule 116, "Timing and Priority.")

503.1.

First, any abilities that trigger at the beginning of the upkeep step and any abilities that triggered during the turn's untap step go on the stack. (See rule 603, "Handling Triggered Abilities.")

503.2.503.1.

Second, the active player gets priority. Players may cast spells and activate abilities.

The upkeep step has no turn-based actions. Once it begins, the active player gets priority. (See rule 116, "Timing and Priority.")

503.1a.

Any abilities that triggered during the untap step and any abilities that triggered at the beginning of the upkeep are put onto the stack before the active player gets priority; the order in which they triggered doesn't matter. (See rule 603, "Handling Triggered Abilities.")

503.3.503.2.

If a spell states that it may be cast only "after [a player's] upkeep step," and the turn has multiple upkeep steps, that spell may be cast any time after the first upkeep step ends.

If a spell states that it may be cast only "after [a player's] upkeep step," and the turn has multiple upkeep steps, that spell may be cast any time after the first upkeep step ends.

504.2.

Second, any abilities that trigger at the beginning of the draw step and any other abilities that have triggered go on the stack.

504.3.504.2.

Third, the active player gets priority. Players may cast spells and activate abilities.

Second, the active player gets priority. (See rule 116, "Timing and Priority.")

505.3.505.3.

First, but only if the players are playing an Archenemy game (see rule 904), the active player is the archenemy, and it's the active player's precombat main phase, the active player sets the top card of his or her scheme deck in motion (see rule 701.22). This turn-based action doesn't use the stack.

First, but only if the players are playing an Archenemy game (see rule 904), the active player is the archenemy, and it's the active player's precombat main phase, the active player sets the top card of his or her scheme deck in motion (see rule 701.23). This turn-based action doesn't use the stack.

505.4.

Second, any abilities that trigger at the beginning of the main phase go on the stack. (See rule 603, "Handling Triggered Abilities.")

505.5.505.4.

Third, the active player gets priority. Players may cast spells and activate abilities. The active player may play a land.

Second, the active player gets priority. (See rule 116, "Timing and Priority.")

505.5a.505.4a.

The main phase is the only phase in which a player can normally cast artifact, creature, enchantment, planeswalker, and sorcery spells. Only the active player may cast these spells.

The main phase is the only phase in which a player can normally cast artifact, creature, enchantment, planeswalker, and sorcery spells. The active player may cast these spells.

505.5b.505.4b.

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 played a land this turn (unless an effect states the player may play additional lands). This action doesn't use the stack. Neither the land nor the action of playing the land is a spell or ability, so it can't be countered, and players can't respond to it with instants or activated abilities. (See rule 305, "Lands.")

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 played a land this turn (unless an effect states the player may play additional lands). This action doesn't use the stack. Neither the land nor the action of playing the land is a spell or ability, so it can't be countered, and players can't respond to it with instants or activated abilities. (See rule 305, "Lands.")

506.1.506.1.

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 onto the battlefield attacking (see rule 508.4). There are two combat damage steps if any attacking or blocking creature has first strike (see rule 702.7) or double strike (see rule 702.4).

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 onto the battlefield attacking (see rule 508.5). There are two combat damage steps if any attacking or blocking creature has first strike (see rule 702.7) or double strike (see rule 702.4).

506.4.506.4.

A permanent is removed from combat if it leaves the battlefield, if its controller changes, if it phases out, 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 701.12) 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.

A permanent is removed from combat if it leaves the battlefield, if its controller changes, if it phases out, 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 701.13) 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.

506.6e.506.6e.

If a spell states that it may be cast "only before [a particular point in the combat phase]," but the stated point doesn't exist within the relevant combat phase because the declare blockers step and the combat damage step are skipped (see rule 508.6), then the spell may be cast only before the declare attackers step ends. If the stated point doesn't exist because the relevant combat phase has been skipped, then the spell may be cast only before the precombat main phase ends.

If a spell states that it may be cast "only before [a particular point in the combat phase]," but the stated point doesn't exist within the relevant combat phase because the declare blockers step and the combat damage step are skipped (see rule 508.5), then the spell may be cast only before the declare attackers step ends. If the stated point doesn't exist because the relevant combat phase has been skipped, then the spell may be cast only before the precombat main phase ends.

506.6f.506.6f.

If a spell states that it may be cast "only during combat after blockers are declared," but the declare blockers step is skipped that combat phase (see rule 508.6), then the spell may not be cast during that combat phase.

If a spell states that it may be cast "only during combat after blockers are declared," but the declare blockers step is skipped that combat phase (see rule 508.5), then the spell may not be cast during that combat phase.

507.2.

Second, any abilities that trigger at the beginning of combat go on the stack. (See rule 603, "Handling Triggered Abilities.")

507.3.507.2.

Third, the active player gets priority. Players may cast spells and activate abilities.

Second, the active player gets priority. (See rule 116, "Timing and Priority.")

508.1k.

Any abilities that trigger on attackers being declared trigger.

508.2.

Second, any abilities that triggered on attackers being declared go on the stack. (See rule 603, "Handling Triggered Abilities.")

508.3.508.2.

Third, the active player gets priority. Players may cast spells and activate abilities.

Second, the active player gets priority. (See rule 116, "Timing and Priority.")

508.2b.

Any abilities that triggered on attackers being declared or that triggered during the process described in rules 508.1 are put onto the stack before the active player gets priority; the order in which they triggered doesn't matter. (See rule 603, "Handling Triggered Abilities.")

508.4.508.3.

If a creature is put onto the battlefield attacking, its controller chooses which defending player or which planeswalker a defending player controls it's attacking as it enters the battlefield (unless the effect that put it onto the battlefield specifies what it's attacking). Such creatures are "attacking" but, for the purposes of trigger events and effects, they never "attacked."

If a creature is put onto the battlefield attacking, its controller chooses which defending player or which planeswalker a defending player controls it's attacking as it enters the battlefield (unless the effect that put it onto the battlefield specifies what it's attacking). Such creatures are "attacking" but, for the purposes of trigger events and effects, they never "attacked."

508.4a.508.3a.

If the effect that puts a creature onto the battlefield attacking specifies it's attacking a certain player, and that player is no longer in the game when the effect resolves, the creature is put onto the battlefield but is never considered an attacking creature. The same is true if the effect specifies a creature is put onto the battlefield attacking a planeswalker and that planeswalker is no longer on the battlefield or is no longer a planeswalker when the effect resolves.

If the effect that puts a creature onto the battlefield attacking specifies it's attacking a certain player, and that player is no longer in the game when the effect resolves, the creature is put onto the battlefield but is never considered an attacking creature. The same is true if the effect specifies a creature is put onto the battlefield attacking a planeswalker and that planeswalker is no longer on the battlefield or is no longer a planeswalker when the effect resolves.

508.4b.508.3b.

A creature that's put onto the battlefield attacking isn't affected by requirements or restrictions that apply to the declaration of attackers.

A creature that's put onto the battlefield attacking isn't affected by requirements or restrictions that apply to the declaration of attackers.

508.5.508.4.

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 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.

508.5a.508.4a.

In a multiplayer game, 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 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.

In a multiplayer game, 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 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.

508.6.508.5.

If no creatures are declared as attackers or put onto the battlefield attacking, skip the declare blockers and combat damage steps.

If no creatures are declared as attackers or put onto the battlefield attacking, skip the declare blockers and combat damage steps.

509.1i.

Any abilities that trigger on blockers being declared trigger. See rule 509.4 for more information.

509.4.

Fourth, any abilities that triggered on blockers being declared go on the stack. (See rule 603, "Handling Triggered Abilities.")

509.5.509.4.

Fifth, the active player gets priority. Players may cast spells and activate abilities.

Fourth, the active player gets priority. (See rule 116, "Timing and Priority.")

509.4a.

Any abilities that triggered on blockers being declared or that triggered during the process described in rules 509.1-3 are put onto the stack before the active player gets priority; the order in which they triggered doesn't matter. (See rule 603, "Handling Triggered Abilities.")

509.5.

Triggered abilities that trigger during the declare blockers step may have different trigger conditions.

509.4a.509.5a.

An ability that reads "Whenever [this creature] blocks, . . ." generally triggers only once each combat for that creature, even if it blocks multiple creatures. It triggers if the creature is declared as a blocker. It will also trigger if that creature becomes a blocker as the result of an effect, but only if it wasn't a blocking creature at that time. (See rule 509.1g.) It won't trigger if the creature is put onto the battlefield blocking.

An ability that reads "Whenever [this creature] blocks, . . ." generally triggers only once each combat for that creature, even if it blocks multiple creatures. It triggers if the creature is declared as a blocker. It will also trigger if that creature becomes a blocker as the result of an effect, but only if it wasn't a blocking creature at that time. (See rule 509.1g.) It won't trigger if the creature is put onto the battlefield blocking.

509.4b.509.5b.

An ability that reads "Whenever [this creature] blocks a creature, . . ." triggers once for each attacking creature the creature with the ability blocks. It triggers if the creature is declared as a blocker. It will also trigger if an effect causes that creature to block an attacking creature, but only if it wasn't already blocking that attacking creature at that time. It won't trigger if the creature is put onto the battlefield blocking.

An ability that reads "Whenever [this creature] blocks a creature, . . ." triggers once for each attacking creature the creature with the ability blocks. It triggers if the creature is declared as a blocker. It will also trigger if an effect causes that creature to block an attacking creature, but only if it wasn't already blocking that attacking creature at that time. It won't trigger if the creature is put onto the battlefield blocking.

509.4c.509.5c.

An ability that reads "Whenever [this creature] becomes blocked, . . ." generally triggers only once each combat for that creature, even if it's blocked by multiple creatures. It will trigger if that creature becomes blocked by at least one creature declared as a blocker. It will also trigger if that creature becomes blocked by an effect or by a creature that's put onto the battlefield as a blocker, but only if the attacking creature was an unblocked creature at that time. (See rule 509.1h.)

An ability that reads "Whenever [this creature] becomes blocked, . . ." generally triggers only once each combat for that creature, even if it's blocked by multiple creatures. It will trigger if that creature becomes blocked by at least one creature declared as a blocker. It will also trigger if that creature becomes blocked by an effect or by a creature that's put onto the battlefield as a blocker, but only if the attacking creature was an unblocked creature at that time. (See rule 509.1h.)

509.4d.509.5d.

An ability that reads "Whenever [this creature] becomes blocked by a creature, . . ." triggers once for each creature that blocks the named creature. It triggers if a creature is declared as a blocker for the attacking creature. It will also trigger if an effect causes a creature to block the attacking creature, but only if it wasn't already blocking that attacking creature at that time. In addition, it will trigger if a creature is put onto the battlefield blocking that creature. It won't trigger if the creature becomes blocked by an effect rather than a creature.

An ability that reads "Whenever [this creature] becomes blocked by a creature, . . ." triggers once for each creature that blocks the named creature. It triggers if a creature is declared as a blocker for the attacking creature. It will also trigger if an effect causes a creature to block the attacking creature, but only if it wasn't already blocking that attacking creature at that time. In addition, it will trigger if a creature is put onto the battlefield blocking that creature. It won't trigger if the creature becomes blocked by an effect rather than a creature.

509.4e.509.5e.

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.

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.

509.4f.509.5f.

If an ability triggers when a creature with certain characteristics blocks, it will trigger only if the creature has those characteristics at the point blockers are declared, or at the point an effect causes it to block. If an ability triggers when a creature with certain characteristics becomes blocked, it will trigger only if the creature has those characteristics at the point it becomes a blocked creature. If an ability triggers when a creature becomes blocked by a creature with certain characteristics, it will trigger only if the latter creature has those characteristics at the point it becomes a blocking creature. None of those abilities will trigger if the relevant creature's characteristics change to match the ability's trigger condition later on.

Example: A creature has the ability "Whenever this creature becomes blocked by a white creature, destroy that creature at end of combat." If the creature becomes blocked by a black creature that is later turned white, the ability will not trigger.

If an ability triggers when a creature with certain characteristics blocks, it will trigger only if the creature has those characteristics at the point blockers are declared, or at the point an effect causes it to block. If an ability triggers when a creature with certain characteristics becomes blocked, it will trigger only if the creature has those characteristics at the point it becomes a blocked creature. If an ability triggers when a creature becomes blocked by a creature with certain characteristics, it will trigger only if the latter creature has those characteristics at the point it becomes a blocking creature. None of those abilities will trigger if the relevant creature's characteristics change to match the ability's trigger condition later on.

Example: A creature has the ability "Whenever this creature becomes blocked by a white creature, destroy that creature at end of combat." If the creature becomes blocked by a black creature that is later turned white, the ability will not trigger.

509.4g.509.5g.

An ability that reads "Whenever [this creature] attacks and isn't blocked, . . ." triggers if no creatures are declared as blockers for that creature. It will trigger even if the creature was never declared as an attacker (for example, if it entered the battlefield attacking). It won't trigger if the attacking creature is blocked and then all its blockers are removed from combat.

An ability that reads "Whenever [this creature] attacks and isn't blocked, . . ." triggers if no creatures are declared as blockers for that creature. It will trigger even if the creature was never declared as an attacker (for example, if it entered the battlefield attacking). It won't trigger if the attacking creature is blocked and then all its blockers are removed from combat.

509.7.509.7.

If a creature is put onto the battlefield blocking, its controller chooses which attacking creature it's blocking as it enters the battlefield (unless the effect that put it onto the battlefield specifies what it's blocking), then the active player announces the new creature's placement in the blocked creature's damage assignment order. The relative order among the remaining blocking creatures is unchanged. A creature put onto the battlefield this way is "blocking" but, for the purposes of trigger events and effects, it never "blocked."

Example: Giant Spider is blocked by Canyon Minotaur. The defending player casts Flash Foliage, which puts a Saproling token onto the battlefield blocking the Giant Spider. Giant Spider's controller announces the Giant Spider's damage assignment order as the Saproling token, then Canyon Minotaur.

If a creature is put onto the battlefield blocking, its controller chooses which attacking creature it's blocking as it enters the battlefield (unless the effect that put it onto the battlefield specifies what it's blocking), then the active player announces the new creature's placement in the blocked creature's damage assignment order. The relative order among the remaining blocking creatures is unchanged. A creature put onto the battlefield this way is "blocking" but, for the purposes of trigger events and effects, it never "blocked."

Example: Giant Spider is blocked by Canyon Minotaur. The defending player casts Flash Foliage, which creates a Saproling creature token blocking the Giant Spider. Giant Spider's controller announces the Giant Spider's damage assignment order as the Saproling token, then Canyon Minotaur.

510.3.

Third, any abilities that triggered on damage being assigned or dealt go on the stack. (See rule 603, "Handling Triggered Abilities.")

510.4.510.3.

Fourth, the active player gets priority. Players may cast spells and activate abilities.

Third, the active player gets priority. (See rule 116, "Timing and Priority.")

510.3a.

Any abilities that triggered on damage being dealt or while state-based actions are performed afterward are put onto the stack before the active player gets priority; the order in which they triggered doesn't matter. (See rule 603, "Handling Triggered Abilities.")

510.5.510.4.

If at least one attacking or blocking creature has first strike (see rule 702.7) or double strike (see rule 702.4) as the combat damage step begins, the only creatures that assign combat damage in that step are those with first strike or double strike. After that step, instead of proceeding to the end of combat step, the phase gets a second combat damage step. The only creatures that assign combat damage in that step are the remaining attackers and blockers that had neither first strike nor double strike as the first combat damage step began, as well as the remaining attackers and blockers that currently have double strike. After that step, the phase proceeds to the end of combat step.

If at least one attacking or blocking creature has first strike (see rule 702.7) or double strike (see rule 702.4) as the combat damage step begins, the only creatures that assign combat damage in that step are those with first strike or double strike. After that step, instead of proceeding to the end of combat step, the phase gets a second combat damage step. The only creatures that assign combat damage in that step are the remaining attackers and blockers that had neither first strike nor double strike as the first combat damage step began, as well as the remaining attackers and blockers that currently have double strike. After that step, the phase proceeds to the end of combat step.

511.1.

First, all "at end of combat" abilities trigger and go on the stack. (See rule 603, "Handling Triggered Abilities.")

511.2.511.1.

Second, the active player gets priority. Players may cast spells and activate abilities.

The end of combat step has no turn-based actions. Once it begins, the active player gets priority. (See rule 116, "Timing and Priority.")

511.2.

Abilities that trigger "at end of combat" trigger as the end of combat damage step begins. Abilities that last "until end of combat" expire at the end of the combat phase.

513.1.

First, all abilities that trigger "at the beginning of the end step" or "at the beginning of the next end step" go on the stack. (See rule 603, "Handling Triggered Abilities.")

513.2.513.1.

Second, the active player gets priority. Players may cast spells and activate abilities.

The end step has no turn-based actions. Once it begins, the active player gets priority. (See rule 116, "Timing and Priority.")

513.1a.513.1a.

Previously, abilities that trigger at the beginning of the end step were printed with the trigger condition "at end of turn." Cards that were printed with that text have received errata in the Oracle card reference to say "at the beginning of the end step" or "at the beginning of the next end step."

Previously, abilities that triggered at the beginning of the end step were printed with the trigger condition "at end of turn." Cards that were printed with that text have received errata in the Oracle card reference to say "at the beginning of the end step" or "at the beginning of the next end step."

513.3.513.2.

If a permanent with an ability that triggers "at the beginning of the end step" enters the battlefield during this step, that ability won't trigger until the next turn's end step. Likewise, if a delayed triggered ability that triggers "at the beginning of the next end step" is created during this step, that ability won't trigger until the next turn's end step. In other words, the step doesn't "back up" so those abilities can go on the stack. This rule applies only to triggered abilities; it doesn't apply to continuous effects whose durations say "until end of turn" or "this turn." (See rule 514, "Cleanup Step.")

If a permanent with an ability that triggers "at the beginning of the end step" enters the battlefield during this step, that ability won't trigger until the next turn's end step. Likewise, if a delayed triggered ability that triggers "at the beginning of the next end step" is created during this step, that ability won't trigger until the next turn's end step. In other words, the step doesn't "back up" so those abilities can go on the stack. This rule applies only to triggered abilities; it doesn't apply to continuous effects whose durations say "until end of turn" or "this turn." (See rule 514, "Cleanup Step.")

601.2b.601.2b.

If the spell is modal, the player announces the mode choice (see rule 700.2). If the player wishes to splice any cards onto the spell (see rule 702.46), he or she reveals those cards in his or her hand. If the spell has alternative or additional costs that will be paid as it's being cast such as buyback or kicker costs (see rules 117.8 and 117.9), the player announces his or her intentions to pay any or all of those costs (see rule 601.2f). A player can't apply two alternative methods of casting or two alternative costs to a single spell. If the spell has a variable cost that will be paid as it's being cast (such as an {X} in its mana cost; see rule 107.3), the player announces the value of that variable. If a cost that will be paid as the spell is being cast includes hybrid mana symbols, the player announces the nonhybrid equivalent cost he or she intends to pay. If a cost that will be paid as the spell is being cast includes Phyrexian mana symbols, the player announces whether he or she intends to pay 2 life or the corresponding colored mana cost for each of those symbols. Previously made choices (such as choosing to cast a spell with flashback from a graveyard or choosing to cast a creature with morph face down) may restrict the player's options when making these choices.

If the spell is modal, the player announces the mode choice (see rule 700.2). If the player wishes to splice any cards onto the spell (see rule 702.46), he or she reveals those cards in his or her hand. If the spell has alternative or additional costs that will be paid as it's being cast such as buyback or kicker costs (see rules 117.8 and 117.9), the player announces his or her intentions to pay any or all of those costs (see rule 601.2f). A player can't apply two alternative methods of casting or two alternative costs to a single spell. If the spell has a variable cost that will be paid as it's being cast (such as an {X} in its mana cost; see rule 107.3), the player announces the value of that variable. If the value of that variable is defined in the text of the spell by a choice that player would make later in the announcement or resolution of the spell, that player makes that choice at this time instead of that later time. If a cost that will be paid as the spell is being cast includes hybrid mana symbols, the player announces the nonhybrid equivalent cost he or she intends to pay. If a cost that will be paid as the spell is being cast includes Phyrexian mana symbols, the player announces whether he or she intends to pay 2 life or the corresponding colored mana cost for each of those symbols. Previously made choices (such as choosing to cast a spell with flashback from a graveyard or choosing to cast a creature with morph face down) may restrict the player's options when making these choices.

603.1.603.1.

Triggered abilities have a trigger condition and an effect. They are written as "[Trigger condition], [effect]," and begin with the word "when," "whenever," or "at." They can also be expressed as "[When/Whenever/At] [trigger event], [effect]."

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

603.2c.603.2c.

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 509.4.

Example: A permanent has an ability whose trigger condition reads, "Whenever a land is put into a graveyard from the battlefield, . . . ." If someone casts a spell that destroys all lands, the ability will trigger once for each land put into the graveyard during the spell's resolution.

An ability triggers only once each time its trigger event occurs. However, it can trigger repeatedly if one event contains multiple occurrences.

Example: A permanent has an ability whose trigger condition reads, "Whenever a land is put into a graveyard from the battlefield, . . . ." If someone casts a spell that destroys all lands, the ability will trigger once for each land put into the graveyard during the spell's resolution.

607.2c.607.2c.

If an object has an activated or triggered ability printed on it that puts one or more objects onto the battlefield and an ability printed on it that refers to objects "put onto the battlefield with [this object]," those abilities are linked. The second can refer only to objects put onto the battlefield as a result of the first.

If an object has an activated or triggered ability printed on it that puts one or more objects onto the battlefield and an ability printed on it that refers to objects "put onto the battlefield with [this object]" or "created with [this object]," those abilities are linked. The second can refer only to objects put onto the battlefield as a result of the first.

609.7a.609.7a.

If an effect requires a player to choose a source of damage, he or she may choose a permanent; a spell on the stack (including a permanent spell); any object referred to by an object on the stack, by a replacement or prevention effect that's waiting to apply, or by a delayed triggered ability that's waiting to trigger (even if that object is no longer in the zone it used to be in); or, for certain casual variant games, a face-up card in the command zone. A source doesn't need to be capable of dealing damage to be a legal choice. The source is chosen when the effect is created. If the player chooses a permanent, the effect will apply to the next damage dealt by that permanent, regardless of whether it's combat damage or damage dealt as the result of a spell or ability. If the player chooses a permanent spell, the effect will apply to any damage dealt by that spell and any damage dealt by the permanent that spell becomes when it resolves.

If an effect requires a player to choose a source of damage, he or she may choose a permanent; a spell on the stack (including a permanent spell); any object referred to by an object on the stack, by a replacement or prevention effect that's waiting to apply, or by a delayed triggered ability that's waiting to trigger (even if that object is no longer in the zone it used to be in); or a face-up object in the command zone. A source doesn't need to be capable of dealing damage to be a legal choice. The source is chosen when the effect is created. If the player chooses a permanent, the effect will apply to the next damage dealt by that permanent, regardless of whether it's combat damage or damage dealt as the result of a spell or ability. If the player chooses a permanent spell, the effect will apply to any damage dealt by that spell and any damage dealt by the permanent that spell becomes when it resolves.

610.1.610.1.

A one-shot effect does something just once and doesn't have a duration. Examples include dealing damage, destroying a permanent, putting a token onto the battlefield, and moving an object from one zone to another.

A one-shot effect does something just once and doesn't have a duration. Examples include dealing damage, destroying a permanent, creating a token, and moving an object from one zone to another.

610.3c.

If multiple one-shot effects are created this way immediately after one or more simultaneous events, those one-shot effects are also simultaneous.

Example: Two Banisher Priests have each exiled a card. All creatures are destroyed at the same time by Day of Judgment. The two exiled cards are returned to the battlefield at the same time.

614.8.614.8.

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 marked on 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. See rule 701.12.

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 marked on 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. See rule 701.13.

614.12.614.12.

Some replacement effects modify how a permanent enters the battlefield. (See rules 614.1c-d.) 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 which replacement effects apply and how they apply, check the characteristics of the permanent as it would exist on the battlefield, taking into account replacement effects that have already modified how it enters the battlefield (see rule 616.1), continuous effects generated by the resolution of spells or abilities that changed the permanent's characteristics on the stack (see rule 400.7a), 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 enters the battlefield, 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 onto the battlefield, its controller chooses a color for it.

Example: Yixlid Jailer says "Cards in graveyards lose all abilities." Scarwood Treefolk says "Scarwood Treefolk enters the battlefield tapped." A Scarwood Treefolk that's put onto the battlefield from a graveyard enters the battlefield tapped.

Example: Orb of Dreams is an artifact that says "Permanents enter the battlefield tapped." It won't affect itself, so Orb of Dreams enters the battlefield untapped.

Some replacement effects modify how a permanent enters the battlefield. (See rules 614.1c-d.) 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 which replacement effects apply and how they apply, check the characteristics of the permanent as it would exist on the battlefield, taking into account replacement effects that have already modified how it enters the battlefield (see rule 616.1), continuous effects generated by the resolution of spells or abilities that changed the permanent's characteristics on the stack (see rule 400.7a), 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 enters the battlefield, 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 created, the token's controller chooses a color for it.

Example: Yixlid Jailer says "Cards in graveyards lose all abilities." Scarwood Treefolk says "Scarwood Treefolk enters the battlefield tapped." A Scarwood Treefolk that's put onto the battlefield from a graveyard enters the battlefield tapped.

Example: Orb of Dreams is an artifact that says "Permanents enter the battlefield tapped." It won't affect itself, so Orb of Dreams enters the battlefield untapped.

700.6c.700.6c.

One card (Apocalypse Chime) refers to permanents with the same name as a card originally printed in the Homelands (tm) expansion. Those cards are Abbey Gargoyles; Abbey Matron; AEther Storm; Aliban's Tower; Ambush; Ambush Party; Anaba Ancestor; Anaba Bodyguard; Anaba Shaman; Anaba Spirit Crafter; An-Havva Constable; An-Havva Inn; An-Havva Township; An-Zerrin Ruins; Apocalypse Chime; Autumn Willow; Aysen Abbey; Aysen Bureaucrats; Aysen Crusader; Aysen Highway; Baki's Curse; Baron Sengir; Beast Walkers; Black Carriage; Broken Visage; Carapace; Castle Sengir; Cemetery Gate; Chain Stasis; Chandler; Clockwork Gnomes; Clockwork Steed; Clockwork Swarm; Coral Reef; Dark Maze; Daughter of Autumn; Death Speakers; Didgeridoo; Drudge Spell; Dry Spell; Dwarven Pony; Dwarven Sea Clan; Dwarven Trader; Ebony Rhino; Eron the Relentless; Evaporate; Faerie Noble; Feast of the Unicorn; Feroz's Ban; Folk of An-Havva; Forget; Funeral March; Ghost Hounds; Giant Albatross; Giant Oyster; Grandmother Sengir; Greater Werewolf; Hazduhr the Abbot; Headstone; Heart Wolf; Hungry Mist; Ihsan's Shade; Irini Sengir; Ironclaw Curse; Jinx; Joven; Joven's Ferrets; Joven's Tools; Koskun Falls; Koskun Keep; Labyrinth Minotaur; Leaping Lizard; Leeches; Mammoth Harness; Marjhan; Memory Lapse; Merchant Scroll; Mesa Falcon; Mystic Decree; Narwhal; Orcish Mine; Primal Order; Prophecy; Rashka the Slayer; Reef Pirates; Renewal; Retribution; Reveka, Wizard Savant; Root Spider; Roots; Roterothopter; Rysorian Badger; Samite Alchemist; Sea Sprite; Sea Troll; Sengir Autocrat; Sengir Bats; Serra Aviary; Serra Bestiary; Serra Inquisitors; Serra Paladin; Serrated Arrows; Shrink; Soraya the Falconer; Spectral Bears; Timmerian Fiends; Torture; Trade Caravan; Truce; Veldrane of Sengir; Wall of Kelp; Willow Faerie; Willow Priestess; Winter Sky; and Wizards' School.

One card (Apocalypse Chime) refers to permanents with the same name as a card originally printed in the Homelands (tm) expansion. Those cards are Abbey Gargoyles; Abbey Matron; Aether Storm; Aliban's Tower; Ambush; Ambush Party; Anaba Ancestor; Anaba Bodyguard; Anaba Shaman; Anaba Spirit Crafter; An-Havva Constable; An-Havva Inn; An-Havva Township; An-Zerrin Ruins; Apocalypse Chime; Autumn Willow; Aysen Abbey; Aysen Bureaucrats; Aysen Crusader; Aysen Highway; Baki's Curse; Baron Sengir; Beast Walkers; Black Carriage; Broken Visage; Carapace; Castle Sengir; Cemetery Gate; Chain Stasis; Chandler; Clockwork Gnomes; Clockwork Steed; Clockwork Swarm; Coral Reef; Dark Maze; Daughter of Autumn; Death Speakers; Didgeridoo; Drudge Spell; Dry Spell; Dwarven Pony; Dwarven Sea Clan; Dwarven Trader; Ebony Rhino; Eron the Relentless; Evaporate; Faerie Noble; Feast of the Unicorn; Feroz's Ban; Folk of An-Havva; Forget; Funeral March; Ghost Hounds; Giant Albatross; Giant Oyster; Grandmother Sengir; Greater Werewolf; Hazduhr the Abbot; Headstone; Heart Wolf; Hungry Mist; Ihsan's Shade; Irini Sengir; Ironclaw Curse; Jinx; Joven; Joven's Ferrets; Joven's Tools; Koskun Falls; Koskun Keep; Labyrinth Minotaur; Leaping Lizard; Leeches; Mammoth Harness; Marjhan; Memory Lapse; Merchant Scroll; Mesa Falcon; Mystic Decree; Narwhal; Orcish Mine; Primal Order; Prophecy; Rashka the Slayer; Reef Pirates; Renewal; Retribution; Reveka, Wizard Savant; Root Spider; Roots; Roterothopter; Rysorian Badger; Samite Alchemist; Sea Sprite; Sea Troll; Sengir Autocrat; Sengir Bats; Serra Aviary; Serra Bestiary; Serra Inquisitors; Serra Paladin; Serrated Arrows; Shrink; Soraya the Falconer; Spectral Bears; Timmerian Fiends; Torture; Trade Caravan; Truce; Veldrane of Sengir; Wall of Kelp; Willow Faerie; Willow Priestess; Winter Sky; and Wizards' School.

701.6.

Create

701.6a.

To create one or more tokens with certain characteristics, put the specified number of tokens with the specified characteristics onto the battlefield.

701.6b.

Previously, an effect that created tokens instructed a player to "put [those tokens] onto the battlefield." Cards that were printed with that text have received errata in the Oracle card reference so they now "create" those tokens.

701.6.701.7.

Destroy

Destroy

701.6a.701.7a.

To destroy a permanent, move it from the battlefield to its owner's graveyard.

To destroy a permanent, move it from the battlefield to its owner's graveyard.

701.6b.701.7b.

The only ways a permanent can be destroyed are as a result of an effect that uses the word "destroy" or as a result of the state-based actions that check for lethal damage (see rule 704.5g) or damage from a source with deathtouch (see rule 704.5h). If a permanent is put into its owner's graveyard for any other reason, it hasn't been "destroyed."

The only ways a permanent can be destroyed are as a result of an effect that uses the word "destroy" or as a result of the state-based actions that check for lethal damage (see rule 704.5g) or damage from a source with deathtouch (see rule 704.5h). If a permanent is put into its owner's graveyard for any other reason, it hasn't been "destroyed."

701.6c.701.7c.

A regeneration effect replaces a destruction event. See rule 701.12, "Regenerate."

A regeneration effect replaces a destruction event. See rule 701.13, "Regenerate."

701.7.701.8.

Discard

Discard

701.7a.701.8a.

To discard a card, move it from its owner's hand to that player's graveyard.

To discard a card, move it from its owner's hand to that player's graveyard.

701.7b.701.8b.

By default, effects that cause a player to discard a card allow the affected player to choose which card to discard. Some effects, however, require a random discard or allow another player to choose which card is discarded.

By default, effects that cause a player to discard a card allow the affected player to choose which card to discard. Some effects, however, require a random discard or allow another player to choose which card is discarded.

701.7c.701.8c.

If a card is discarded, but an effect causes it to be put into a hidden zone instead of into its owner's graveyard without being revealed, all values of that card's characteristics are considered to be undefined. If a card is discarded this way to pay a cost that specifies a characteristic about the discarded card, that cost payment is illegal; the game returns to the moment before the cost was paid (see rule 720, "Handling Illegal Actions").

If a card is discarded, but an effect causes it to be put into a hidden zone instead of into its owner's graveyard without being revealed, all values of that card's characteristics are considered to be undefined. If a card is discarded this way to pay a cost that specifies a characteristic about the discarded card, that cost payment is illegal; the game returns to the moment before the cost was paid (see rule 720, "Handling Illegal Actions").

701.8.701.9.

Exchange

Exchange

701.8a.701.9a.

A spell or ability may instruct players to exchange something (for example, life totals or control of two permanents) as part of its resolution. When such a spell or ability resolves, if the entire exchange can't be completed, no part of the exchange occurs.

Example: If a spell attempts to exchange control of two target creatures but one of those creatures is destroyed before the spell resolves, the spell does nothing to the other creature.

A spell or ability may instruct players to exchange something (for example, life totals or control of two permanents) as part of its resolution. When such a spell or ability resolves, if the entire exchange can't be completed, no part of the exchange occurs.

Example: If a spell attempts to exchange control of two target creatures but one of those creatures is destroyed before the spell resolves, the spell does nothing to the other creature.

701.8b.701.9b.

When control of two permanents is exchanged, if those permanents are controlled by different players, each of those players simultaneously gains control of the permanent that was controlled by the other player. If, on the other hand, those permanents are controlled by the same player, the exchange effect does nothing.

When control of two permanents is exchanged, if those permanents are controlled by different players, each of those players simultaneously gains control of the permanent that was controlled by the other player. If, on the other hand, those permanents are controlled by the same player, the exchange effect does nothing.

701.8c.701.9c.

When life totals are exchanged, each player gains or loses the amount of life necessary to equal the other player's previous life total. Replacement effects may modify these gains and losses, and triggered abilities may trigger on them.

When life totals are exchanged, each player gains or loses the amount of life necessary to equal the other player's previous life total. Replacement effects may modify these gains and losses, and triggered abilities may trigger on them.

701.8d.701.9d.

Some spells or abilities may instruct a player to exchange cards in one zone with cards in a different zone (for example, exiled cards and cards in a player's hand). These spells and abilities work the same as other "exchange" spells and abilities, except they can exchange the cards only if all the cards are owned by the same player.

Some spells or abilities may instruct a player to exchange cards in one zone with cards in a different zone (for example, exiled cards and cards in a player's hand). These spells and abilities work the same as other "exchange" spells and abilities, except they can exchange the cards only if all the cards are owned by the same player.

701.8e.701.9e.

If a card in one zone is exchanged with a card in a different zone, and either of them is attached to an object, that card stops being attached to that object and the other card becomes attached to that object.

If a card in one zone is exchanged with a card in a different zone, and either of them is attached to an object, that card stops being attached to that object and the other card becomes attached to that object.

701.8f.701.9f.

If a spell or ability instructs a player to simply exchange two zones, and one of the zones is empty, the cards in the zones are still exchanged.

If a spell or ability instructs a player to simply exchange two zones, and one of the zones is empty, the cards in the zones are still exchanged.

701.8g.701.9g.

A spell or ability may instruct a player to exchange two numerical values. In such an exchange, each value becomes equal to the previous value of the other. If either of those values is a life total, the affected player gains or loses the amount of life necessary to equal the other value. Replacement effects may modify this gain or loss, and triggered abilities may trigger on it. If either of those values is a power or toughness, a continuous effect is created setting that power or toughness to the other value (see rule 613.3b). This rule does not apply to spells and abilities that switch a creature's power and toughness.

A spell or ability may instruct a player to exchange two numerical values. In such an exchange, each value becomes equal to the previous value of the other. If either of those values is a life total, the affected player gains or loses the amount of life necessary to equal the other value. Replacement effects may modify this gain or loss, and triggered abilities may trigger on it. If either of those values is a power or toughness, a continuous effect is created setting that power or toughness to the other value (see rule 613.3b). This rule does not apply to spells and abilities that switch a creature's power and toughness.

701.9.701.10.

Exile

Exile

701.9a.701.10a.

To exile an object, move it to the exile zone from wherever it is. See rule 406, "Exile."

To exile an object, move it to the exile zone from wherever it is. See rule 406, "Exile."

701.10.701.11.

Fight

Fight

701.10a.701.11a.

A spell or ability may instruct a creature to fight another creature or it may instruct two creatures to fight each other. Each of those creatures deals damage equal to its power to the other creature.

A spell or ability may instruct a creature to fight another creature or it may instruct two creatures to fight each other. Each of those creatures deals damage equal to its power to the other creature.

701.10b.701.11b.

If a creature instructed to fight is no longer on the battlefield or is no longer a creature, no damage is dealt. If a creature is an illegal target for a resolving spell or ability that instructs it to fight, no damage is dealt.

If a creature instructed to fight is no longer on the battlefield or is no longer a creature, no damage is dealt. If a creature is an illegal target for a resolving spell or ability that instructs it to fight, no damage is dealt.

701.10c.701.11c.

If a creature fights itself, it deals damage equal to its power to itself twice.

If a creature fights itself, it deals damage equal to its power to itself twice.

701.10d.701.11d.

The damage dealt when a creature fights isn't combat damage.

The damage dealt when a creature fights isn't combat damage.

701.11.701.12.

Play

Play

701.11a.701.12a.

To play a land means to put it onto the battlefield from the zone it's in (usually the hand). A player may play a land if he or she has priority, it's the main phase of his or her turn, the stack is empty, and he or she hasn't played a land this turn. Playing a land is a special action (see rule 115), so it doesn't use the stack; it simply happens. Putting a land onto the battlefield as the result of a spell or ability isn't the same as playing a land. See rule 305, "Lands."

To play a land means to put it onto the battlefield from the zone it's in (usually the hand). A player may play a land if he or she has priority, it's the main phase of his or her turn, the stack is empty, and he or she hasn't played a land this turn. Playing a land is a special action (see rule 115), so it doesn't use the stack; it simply happens. Putting a land onto the battlefield as the result of a spell or ability isn't the same as playing a land. See rule 305, "Lands."

701.11b.701.12b.

To play a card means to play that card as a land or to cast that card as a spell, whichever is appropriate.

To play a card means to play that card as a land or to cast that card as a spell, whichever is appropriate.

701.11c.701.12c.

Some effects instruct a player to "play" with a certain aspect of the game changed, such as "Play with the top card of your library revealed." "Play" in this sense means to play the Magic game.

Some effects instruct a player to "play" with a certain aspect of the game changed, such as "Play with the top card of your library revealed." "Play" in this sense means to play the Magic game.

701.11d.701.12d.

Previously, the action of casting a spell, or casting a card as a spell, was referred to on cards as "playing" that spell or that card. Cards that were printed with that text have received errata in the Oracle card reference so they now refer to "casting" that spell or that card.

Previously, the action of casting a spell, or casting a card as a spell, was referred to on cards as "playing" that spell or that card. Cards that were printed with that text have received errata in the Oracle card reference so they now refer to "casting" that spell or that card.

701.11e.701.12e.

Previously, the action of using an activated ability was referred to on cards as "playing" that ability. Cards that were printed with that text have received errata in the Oracle card reference so they now refer to "activating" that ability.

Previously, the action of using an activated ability was referred to on cards as "playing" that ability. Cards that were printed with that text have received errata in the Oracle card reference so they now refer to "activating" that ability.

701.12.701.13.

Regenerate

Regenerate

701.12a.701.13a.

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 marked on it and tap it. If it's an attacking or blocking creature, remove it from combat."

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 marked on it and tap it. If it's an attacking or blocking creature, remove it from combat."

701.12b.701.13b.

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 marked on [permanent] and tap it. If it's an attacking or blocking creature, remove it from combat."

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 marked on [permanent] and tap it. If it's an attacking or blocking creature, remove it from combat."

701.12c.701.13c.

Neither activating an ability that creates a regeneration shield nor casting a spell that creates a regeneration shield is the same as regenerating a permanent. Effects that say that a permanent can't be regenerated don't prevent such abilities from being activated or such spells from being cast; rather, they prevent regeneration shields from having any effect.

Neither activating an ability that creates a regeneration shield nor casting a spell that creates a regeneration shield is the same as regenerating a permanent. Effects that say that a permanent can't be regenerated don't prevent such abilities from being activated or such spells from being cast; rather, they prevent regeneration shields from having any effect.

701.13.701.14.

Reveal

Reveal

701.13a.701.14a.

To reveal a card, show that card to all players for a brief time. If an effect causes a card to be revealed, it remains revealed for as long as necessary to complete the parts of the effect that card is relevant to. If the cost to cast a spell or activate an ability includes revealing a card, the card remains revealed from the time the spell or ability is announced until the time it leaves the stack.

To reveal a card, show that card to all players for a brief time. If an effect causes a card to be revealed, it remains revealed for as long as necessary to complete the parts of the effect that card is relevant to. If the cost to cast a spell or activate an ability includes revealing a card, the card remains revealed from the time the spell or ability is announced until the time it leaves the stack.

701.13b.701.14b.

Revealing a card doesn't cause it to leave the zone it's in.

Revealing a card doesn't cause it to leave the zone it's in.

701.14c.

If cards in a player's library are shuffled or otherwise reordered, any revealed cards that are reordered stop being revealed and become new objects.

701.14d.

Some effects instruct a player to look at one or more cards. Looking at a card follows the same rules as revealing a card, except that the card is shown only to the specified player.

701.14.701.15.

Sacrifice

Sacrifice

701.14a.701.15a.

To sacrifice a permanent, its controller moves it from the battlefield 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.

To sacrifice a permanent, its controller moves it from the battlefield 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.

701.18.701.16.

Scry

Scry

701.18a.701.16a.

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 the rest on top of your library in any order.

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 the rest on top of your library in any order.

701.18b.701.16b.

If a player is instructed to scry 0, no scry event occurs. Abilities that trigger whenever a player scries won't trigger.

If a player is instructed to scry 0, no scry event occurs. Abilities that trigger whenever a player scries won't trigger.

701.15.701.17.

Search

Search

701.15a.701.17a.

To search for a card in a zone, look at all cards in that zone (even if it's a hidden zone) and find a card that matches the given description.

To search for a card in a zone, look at all cards in that zone (even if it's a hidden zone) and find a card that matches the given description.

701.15b.701.17b.

If a player is searching a hidden zone for cards with a stated quality, such as a card with a certain card type or color, that player isn't required to find some or all of those cards even if they're present in that zone.

Example: Splinter says "Exile target artifact. Search its controller's graveyard, hand, and library for all cards with the same name as that artifact and exile them. That player then shuffles his or her library." A player casts Splinter targeting Howling Mine (an artifact). Howling Mine's controller has another Howling Mine in her graveyard and two more in her library. Splinter's controller must find the Howling Mine in the graveyard, but may choose to find zero, one, or two of the Howling Mines in the library.

If a player is searching a hidden zone for cards with a stated quality, such as a card with a certain card type or color, that player isn't required to find some or all of those cards even if they're present in that zone.

Example: Splinter says "Exile target artifact. Search its controller's graveyard, hand, and library for all cards with the same name as that artifact and exile them. That player then shuffles his or her library." A player casts Splinter targeting Howling Mine (an artifact). Howling Mine's controller has another Howling Mine in her graveyard and two more in her library. Splinter's controller must find the Howling Mine in the graveyard, but may choose to find zero, one, or two of the Howling Mines in the library.

701.15c.701.17c.

If a player is instructed to search a hidden zone for cards that match an undefined quality, that player may still search that zone but can't find any cards.

Example: Lobotomy says "Target player reveals his or her hand, then you choose a card other than a basic land card from it. Search that player's graveyard, hand, and library for all cards with the same name as the chosen card and exile them. Then that player shuffles his or her library." If the target player has no cards in his or her hand when Lobotomy resolves, the player who cast Lobotomy searches the specified zones but doesn't exile any cards.

If a player is instructed to search a hidden zone for cards that match an undefined quality, that player may still search that zone but can't find any cards.

Example: Lobotomy says "Target player reveals his or her hand, then you choose a card other than a basic land card from it. Search that player's graveyard, hand, and library for all cards with the same name as the chosen card and exile them. Then that player shuffles his or her library." If the target player has no cards in his or her hand when Lobotomy resolves, the player who cast Lobotomy searches the specified zones but doesn't exile any cards.

701.15d.701.17d.

If a player is searching a hidden zone simply for a quantity of cards, such as "a card" or "three cards," that player must find that many cards (or as many as possible, if the zone doesn't contain enough cards).

If a player is searching a hidden zone simply for a quantity of cards, such as "a card" or "three cards," that player must find that many cards (or as many as possible, if the zone doesn't contain enough cards).

701.15e.701.17e.

If the effect that contains the search instruction doesn't also contain instructions to reveal the found card(s), then they're not revealed.

If the effect that contains the search instruction doesn't also contain instructions to reveal the found card(s), then they're not revealed.

701.15f.701.17f.

If searching a zone is replaced with searching a portion of that zone, any other instructions that refer to searching the zone still apply. Any abilities that trigger on a library being searched will trigger.

Example: Aven Mindcensor says, in part, "If an opponent would search a library, that player searches the top four cards of that library instead." Veteran Explorer says "When Veteran Explorer dies, each player may search his or her library for up to two basic land cards and put them onto the battlefield. Then each player who searched his or her library this way shuffles it." An opponent who searched the top four cards of his or her library because of Veteran Explorer's ability would shuffle the entire library.

If searching a zone is replaced with searching a portion of that zone, any other instructions that refer to searching the zone still apply. Any abilities that trigger on a library being searched will trigger.

Example: Aven Mindcensor says, in part, "If an opponent would search a library, that player searches the top four cards of that library instead." Veteran Explorer says "When Veteran Explorer dies, each player may search his or her library for up to two basic land cards and put them onto the battlefield. Then each player who searched his or her library this way shuffles it." An opponent who searched the top four cards of his or her library because of Veteran Explorer's ability would shuffle the entire library.

701.16.701.18.

Shuffle

Shuffle

701.16a.701.18a.

To shuffle a library or a face-down pile of cards, randomize the cards within it so that no player knows their order.

To shuffle a library or a face-down pile of cards, randomize the cards within it so that no player knows their order.

701.16b.701.18b.

Some effects cause a player to search a library for a card or cards, shuffle that library, then put the found card or cards in a certain position in that library. Even though the found card or cards never leave that library, they aren't included in the shuffle. Rather, all the cards in that library except those are shuffled. Abilities that trigger when a library is shuffled will still trigger. See also rule 401, "Library."

Some effects cause a player to search a library for a card or cards, shuffle that library, then put the found card or cards in a certain position in that library. Even though the found card or cards never leave that library, they aren't included in the shuffle. Rather, all the cards in that library except those are shuffled. Abilities that trigger when a library is shuffled will still trigger. See also rule 401, "Library."

701.16c.701.18c.

If an effect would cause a player to shuffle one or more specific objects into a library, that library is shuffled even if none of those objects are in the zone they're expected to be in or an effect causes all of those objects to be moved to another zone or remain in their current zone.

Example: Guile says, in part, "When Guile is put into a graveyard from anywhere, shuffle it into its owner's library." It's put into a graveyard and its ability triggers, then a player exiles it from that graveyard in response. When the ability resolves, the library is shuffled.

Example: Black Sun's Zenith says, in part, "Shuffle Black Sun's Zenith into its owner's library." Black Sun's Zenith is in a graveyard, has gained flashback (due to Recoup, perhaps), and is cast from that graveyard. Black Sun's Zenith will be exiled, and its owner's library will be shuffled.

If an effect would cause a player to shuffle one or more specific objects into a library, that library is shuffled even if none of those objects are in the zone they're expected to be in or an effect causes all of those objects to be moved to another zone or remain in their current zone.

Example: Guile says, in part, "When Guile is put into a graveyard from anywhere, shuffle it into its owner's library." It's put into a graveyard and its ability triggers, then a player exiles it from that graveyard in response. When the ability resolves, the library is shuffled.

Example: Black Sun's Zenith says, in part, "Shuffle Black Sun's Zenith into its owner's library." Black Sun's Zenith is in a graveyard, has gained flashback (due to Recoup, perhaps), and is cast from that graveyard. Black Sun's Zenith will be exiled, and its owner's library will be shuffled.

701.16d.701.18d.

If an effect would cause a player to shuffle a set of objects into a library, that library is shuffled even if there are no objects in that set.

Example: Loaming Shaman says "When Loaming Shaman enters the battlefield, target player shuffles any number of target cards from his or her graveyard into his or her library." It enters the battlefield, its ability triggers, and no cards are targeted. When the ability resolves, the targeted player will still have to shuffle his or her library.

If an effect would cause a player to shuffle a set of objects into a library, that library is shuffled even if there are no objects in that set.

Example: Loaming Shaman says "When Loaming Shaman enters the battlefield, target player shuffles any number of target cards from his or her graveyard into his or her library." It enters the battlefield, its ability triggers, and no cards are targeted. When the ability resolves, the targeted player will still have to shuffle his or her library.

701.16e.701.18e.

If an effect causes a player to shuffle a library containing zero or one cards, abilities that trigger when a library is shuffled will still trigger.

If an effect causes a player to shuffle a library containing zero or one cards, abilities that trigger when a library is shuffled will still trigger.

701.16f.701.18f.

If two or more effects cause a library to be shuffled multiple times simultaneously, abilities that trigger when that library is shuffled will trigger that many times.

If two or more effects cause a library to be shuffled multiple times simultaneously, abilities that trigger when that library is shuffled will trigger that many times.

701.17.701.19.

Tap and Untap

Tap and Untap

701.17a.701.19a.

To tap a permanent, turn it sideways from an upright position. Only untapped permanents can be tapped.

To tap a permanent, turn it sideways from an upright position. Only untapped permanents can be tapped.

701.17b.701.19b.

To untap a permanent, rotate it back to the upright position from a sideways position. Only tapped permanents can be untapped.

To untap a permanent, rotate it back to the upright position from a sideways position. Only tapped permanents can be untapped.

701.19.701.20.

Fateseal

Fateseal

701.19a.701.20a.

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 the rest on top of that library in any order.

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 the rest on top of that library in any order.

701.20.701.21.

Clash

Clash

701.20a.701.21a.

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.

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.

701.20b.701.21b.

"Clash with an opponent" means "Choose an opponent. You and that opponent each clash."

"Clash with an opponent" means "Choose an opponent. You and that opponent each clash."

701.20c.701.21c.

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.

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.

701.21.701.22.

Planeswalk

Planeswalk

701.21a.701.22a.

A player may planeswalk only during a Planechase game. Only the planar controller may planeswalk. See rule 901, "Planechase."

A player may planeswalk only during a Planechase game. Only the planar controller may planeswalk. See rule 901, "Planechase."

701.21b.701.22b.

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.

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.701.22c.

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.

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.701.22d.

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 same is true with respect to phenomena.

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 same is true with respect to phenomena.

701.22.701.23.

Set in Motion

Set in Motion

701.22a.701.23a.

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."

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."

701.22b.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 and turn it face up.

701.22c.701.23c.

Schemes may only be set in motion one at a time. If a player is instructed to set multiple schemes in motion, that player sets a scheme in motion that many times.

Schemes may only be set in motion one at a time. If a player is instructed to set multiple schemes in motion, that player sets a scheme in motion that many times.

701.23.701.24.

Abandon

Abandon

701.23a.701.24a.

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

701.23b.701.24b.

To abandon a scheme, turn it face down and put it on the bottom of its owner's scheme deck.

To abandon a scheme, turn it face down and put it on the bottom of its owner's scheme deck.

701.24.701.25.

Proliferate

Proliferate

701.24a.701.25a.

To proliferate means to choose any number of permanents and/or players that have a counter, then give each exactly one additional counter of a kind that permanent or player already has.

To proliferate means to choose any number of permanents and/or players that have a counter, then give each exactly one additional counter of a kind that permanent or player already has.

701.24b.701.25b.

If a permanent or player chosen this way has more than one kind of counter, the player who is proliferating chooses which kind of counter to add.

If a permanent or player chosen this way has more than one kind of counter, the player who is proliferating chooses which kind of counter to add.

701.24c.701.25c.

To proliferate in a Two-Headed Giant game means to choose any number of permanents and/or teams that have a counter, then give each exactly one additional counter of a kind that permanent or team already has. See rule 810, "Two-Headed Giant Variant."

To proliferate in a Two-Headed Giant game means to choose any number of permanents and/or teams that have a counter, then give each exactly one additional counter of a kind that permanent or team already has. See rule 810, "Two-Headed Giant Variant."

701.25.701.26.

Transform

Transform

701.25a.701.26a.

To transform a permanent, turn it over so that its other face is up. Only permanents represented by double-faced cards can transform. (See rule 711, "Double-Faced Cards.")

To transform a permanent, turn it over so that its other face is up. Only permanents represented by double-faced cards can transform. (See rule 711, "Double-Faced Cards.")

701.25b.701.26b.

Although transforming a permanent uses the same physical action as turning a permanent face up or face down, they are different game actions. Abilities that trigger when a permanent is turned face down won't trigger when that permanent transforms, and so on.

Although transforming a permanent uses the same physical action as turning a permanent face up or face down, they are different game actions. Abilities that trigger when a permanent is turned face down won't trigger when that permanent transforms, and so on.

701.25c.701.26c.

If a spell or ability instructs a player to transform a permanent that isn't represented by a double-faced card, nothing happens.

If a spell or ability instructs a player to transform a permanent that isn't represented by a double-faced card, nothing happens.

701.25d.701.26d.

If a spell or ability instructs a player to transform a permanent, and the face that permanent would transform into is represented by an instant or sorcery card face, nothing happens.

If a spell or ability instructs a player to transform a permanent, and the face that permanent would transform into is represented by an instant or sorcery card face, nothing happens.

701.25e.701.26e.

Some triggered abilities trigger when an object "transforms into" an object with a specified characteristic. Such an ability triggers if the object transforms and has the specified characteristic immediately after it transforms.

Some triggered abilities trigger when an object "transforms into" an object with a specified characteristic. Such an ability triggers if the object transforms and has the specified characteristic immediately after it transforms.

701.25f.701.26f.

If an activated or triggered ability of a permanent that isn't a delayed triggered ability of that permanent tries to transform it, the permanent transforms only if it hasn't transformed since the ability was put onto the stack. If a delayed triggered ability of a permanent tries to transform that permanent, the permanent transforms only if it hasn't transformed since that delayed triggered ability was created. In either case, if the permanent has already transformed, the instruction to transform is ignored. This is a change from previous rules.

If an activated or triggered ability of a permanent that isn't a delayed triggered ability of that permanent tries to transform it, the permanent transforms only if it hasn't transformed since the ability was put onto the stack. If a delayed triggered ability of a permanent tries to transform that permanent, the permanent transforms only if it hasn't transformed since that delayed triggered ability was created. In either case, if the permanent has already transformed, the instruction to transform is ignored. This is a change from previous rules.

701.26.701.27.

Detain

Detain

701.26a.701.27a.

Certain spells and abilities can detain a permanent. Until the next turn of the controller of that spell or ability, that permanent can't attack or block and its activated abilities can't be activated.

Certain spells and abilities can detain a permanent. Until the next turn of the controller of that spell or ability, that permanent can't attack or block and its activated abilities can't be activated.

701.27.701.28.

Populate

Populate

701.27a.701.28a.

To populate means to choose a creature token you control and put a token onto the battlefield that's a copy of that creature token.

To populate means to choose a creature token you control and create a token that's a copy of that creature token.

701.27b.701.28b.

If you control no creature tokens when instructed to populate, you won't put a token onto the battlefield.

If you control no creature tokens when instructed to populate, you won't create a token.

701.28.701.29.

Monstrosity

Monstrosity

701.28a.701.29a.

"Monstrosity N" means "If this permanent isn't monstrous, put N +1/+1 counters on it and it becomes monstrous."

"Monstrosity N" means "If this permanent isn't monstrous, put N +1/+1 counters on it and it becomes monstrous."

701.28b.701.29b.

Monstrous is a designation that has no rules meaning other than to act as a marker that the monstrosity action and other spells and abilities can identify. Only permanents can be or become monstrous. Once a permanent becomes monstrous, it stays monstrous until it leaves the battlefield. Monstrous is neither an ability nor part of the permanent's copiable values.

Monstrous is a designation that has no rules meaning other than to act as a marker that the monstrosity action and other spells and abilities can identify. Only permanents can be or become monstrous. Once a permanent becomes monstrous, it stays monstrous until it leaves the battlefield. Monstrous is neither an ability nor part of the permanent's copiable values.

701.28c.701.29c.

If a permanent's ability instructs a player to "monstrosity X," other abilities of that permanent may also refer to X. The value of X in those abilities is equal to the value of X as that permanent became monstrous.

If a permanent's ability instructs a player to "monstrosity X," other abilities of that permanent may also refer to X. The value of X in those abilities is equal to the value of X as that permanent became monstrous.

701.29.701.30.

Vote

Vote

701.29a.701.30a.

Some spells and abilities instruct players to vote for one choice from a list of options to determine some aspect of the effect of that spell or ability. To vote, each player, starting with a specified player and proceeding in turn order, chooses one of those choices.

Some spells and abilities instruct players to vote for one choice from a list of options to determine some aspect of the effect of that spell or ability. To vote, each player, starting with a specified player and proceeding in turn order, chooses one of those choices.

701.29b.701.30b.

The listed choices may be objects, words with no rules meaning that are each connected to a different effect, or other variables relevant to the resolution of the spell or ability.

The listed choices may be objects, words with no rules meaning that are each connected to a different effect, or other variables relevant to the resolution of the spell or ability.

701.29c.701.30c.

If the text of a spell or ability refers to "voting," it refers only to an actual vote, not to any spell or ability that involves the players making choices or decisions without using the word "vote."

If the text of a spell or ability refers to "voting," it refers only to an actual vote, not to any spell or ability that involves the players making choices or decisions without using the word "vote."

701.29d.701.30d.

If an effect gives a player multiple votes, those votes all happen at the same time the player would otherwise have voted.

If an effect gives a player multiple votes, those votes all happen at the same time the player would otherwise have voted.

701.30.701.31.

Bolster

Bolster

701.30a.701.31a.

"Bolster N" means "Choose a creature you control with the least toughness or tied for least toughness among creatures you control. Put N +1/+1 counters on that creature."

"Bolster N" means "Choose a creature you control with the least toughness or tied for least toughness among creatures you control. Put N +1/+1 counters on that creature."

701.31.701.32.

Manifest

Manifest

701.31a.701.32a.

To manifest a card, turn it face down. It becomes a 2/2 face-down creature card with no text, no name, no subtypes, and no mana cost. Put that card onto the battlefield face down. That permanent is a manifested permanent as long as it remains face down. The effect defining its characteristics works while the card is face down and ends when it's turned face up.

To manifest a card, turn it face down. It becomes a 2/2 face-down creature card with no text, no name, no subtypes, and no mana cost. Put that card onto the battlefield face down. That permanent is a manifested permanent as long as it remains face down. The effect defining its characteristics works while the card is face down and ends when it's turned face up.

701.31b.701.32b.

Any time you have priority, you may turn a manifested permanent you control face up. This is a special action that doesn't use the stack (see rule 115.2b). To do this, show all players that the card representing that permanent is a creature card and what that card's mana cost is, pay that cost, then turn the permanent face up. The effect defining its characteristics while it was face down ends, and it regains its normal characteristics. (If the card representing that permanent isn't a creature card or it doesn't have a mana cost, it can't be turned face up this way.)

Any time you have priority, you may turn a manifested permanent you control face up. This is a special action that doesn't use the stack (see rule 115.2b). To do this, show all players that the card representing that permanent is a creature card and what that card's mana cost is, pay that cost, then turn the permanent face up. The effect defining its characteristics while it was face down ends, and it regains its normal characteristics. (If the card representing that permanent isn't a creature card or it doesn't have a mana cost, it can't be turned face up this way.)

701.31c.701.32c.

If a card with morph is manifested, its controller may turn that card face up using either the procedure described in rule 702.36e to turn a face-down permanent with morph face up or the procedure described above to turn a manifested permanent face up.

If a card with morph is manifested, its controller may turn that card face up using either the procedure described in rule 702.36e to turn a face-down permanent with morph face up or the procedure described above to turn a manifested permanent face up.

701.31d.701.32d.

If an effect instructs a player to manifest multiple cards from his or her library, those cards are manifested one at a time.

If an effect instructs a player to manifest multiple cards from his or her library, those cards are manifested one at a time.

701.31e.701.32e.

If a manifested permanent that's represented by an instant or sorcery card would turn face up, its controller reveals it and leaves it face down. Abilities that trigger whenever a permanent is turned face up won't trigger.

If a manifested permanent that's represented by an instant or sorcery card would turn face up, its controller reveals it and leaves it face down. Abilities that trigger whenever a permanent is turned face up won't trigger.

701.31f.701.32f.

See rule 707, "Face-Down Spells and Permanents," for more information.

See rule 707, "Face-Down Spells and Permanents," for more information.

701.32.701.33.

Support

Support

701.32a.701.33a.

"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."

"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."

701.33.701.34.

Investigate

Investigate

701.33a.701.34a.

"Investigate" means "Put a colorless Clue artifact token onto the battlefield. It has '{2}, Sacrifice this artifact: Draw a card.'"

"Investigate" means "Create a colorless Clue artifact token with '{2}, Sacrifice this artifact: Draw a card.'"

701.34.701.35.

Meld

Meld

701.34a.701.35a.

Meld is a keyword action that appears in an ability on one card in a meld pair. (See rule 712, "Meld Cards.") To meld the two cards in a meld pair, put them onto the battlefield with their back faces up and combined. The resulting permanent is a single object represented by two cards.

Meld is a keyword action that appears in an ability on one card in a meld pair. (See rule 712, "Meld Cards.") To meld the two cards in a meld pair, put them onto the battlefield with their back faces up and combined. The resulting permanent is a single object represented by two cards.

701.34b.701.35b.

Only two cards belonging to the same meld pair can be melded. Tokens, cards that aren't meld cards, or meld cards that don't form a meld pair can't be melded.

Only two cards belonging to the same meld pair can be melded. Tokens, cards that aren't meld cards, or meld cards that don't form a meld pair can't be melded.

701.34c.701.35c.

If an effect instructs a player to meld cards that can't be melded, they stay in their current zone.

Example: A player owns and controls Midnight Scavengers and a token that's a copy of Graf Rats. At the beginning of combat, both are exiled but can't be melded. Midnight Scavengers remains exiled and the exiled token ceases to exist.

If an effect instructs a player to meld cards that can't be melded, they stay in their current zone.

Example: A player owns and controls Midnight Scavengers and a token that's a copy of Graf Rats. At the beginning of combat, both are exiled but can't be melded. Midnight Scavengers remains exiled and the exiled token ceases to exist.

701.35.701.36.

Goad

Goad

701.35a.701.36a.

Certain spells and abilities can goad a creature. Until the next turn of the controller of that spell or ability, that creature attacks each combat if able and attacks a player other than that player if able.

Certain spells and abilities can goad a creature. Until the next turn of the controller of that spell or ability, that creature attacks each combat if able and attacks a player other than that player if able.

702.1a.

If an effect refers to a "[keyword ability] cost," it refers only to the variable costs for that keyword.

Example: Varolz, the Scar-Striped has the following ability: "Each creature card in your graveyard has scavenge. The scavenge cost is equal to its mana cost." A creature card's scavenge cost is an amount of mana equal to its mana cost, and the activation cost of the scavenge ability is that amount of mana plus "Exile this card from your graveyard."

702.36d.702.36d.

You can't cast a card face down if it doesn't have a morph ability.

You can't normally cast a card face down. A morph ability allows you to do so.

702.61c.

While determining if you could begin to cast a card with suspend, take into consideration any effects that would prohibit that card from being cast.

702.61c.702.61d.

Casting a spell as an effect of its suspend ability follows the rules for paying alternative costs in rules 601.2b and 601.2f-h.

Casting a spell as an effect of its suspend ability follows the rules for paying alternative costs in rules 601.2b and 601.2f-h.

702.91a.702.91a.

Living weapon is a triggered ability. "Living weapon" means "When this Equipment enters the battlefield, put a 0/0 black Germ creature token onto the battlefield, then attach this Equipment to it."

Living weapon is a triggered ability. "Living weapon" means "When this Equipment enters the battlefield, create a 0/0 black Germ creature token, then attach this Equipment to it."

702.102c.702.102c.

The check for whether a spell can legally be cast happens after its controller has chosen whether to pay its bestow cost; see rule 601.2e.

Example: AEther Storm is an enchantment with the ability "Creature spells can't be cast." This effect doesn't stop a creature card with bestow from being cast for its bestow cost because the spell is an Aura enchantment spell, not an enchantment creature spell, when the game checks whether the spell is illegal.

The check for whether a spell can legally be cast happens after its controller has chosen whether to pay its bestow cost; see rule 601.2e.

Example: Aether Storm is an enchantment with the ability "Creature spells can't be cast." This effect doesn't stop a creature card with bestow from being cast for its bestow cost because the spell is an Aura enchantment spell, not an enchantment creature spell, when the game checks whether the spell is illegal.

702.115a.702.115a.

Myriad is a triggered ability that may also create a delayed triggered ability. "Myriad" means "Whenever this creature attacks, for each opponent other than defending player, you may put a token that's a copy of this creature onto the battlefield tapped and attacking that player or a planeswalker he or she controls. If you put one or more tokens onto the battlefield this way, exile the tokens at end of combat."

Myriad is a triggered ability that may also create a delayed triggered ability. "Myriad" means "Whenever this creature attacks, for each opponent other than defending player, you may create a token that's a copy of this creature that's tapped and attacking that player or a planeswalker he or she controls. If one or more tokens are created this way, exile the tokens at end of combat."

702.121.

Crew

702.121a.

Crew is an activated ability of Vehicle cards. "Crew N" means "Tap any number of untapped creatures you control with total power N or greater: This permanent becomes an artifact creature until end of turn."

702.121b.

A creature "crews a Vehicle" when it's tapped to pay the cost to activate a Vehicle's crew ability.

702.121c.

If an effect states that a creature "can't crew Vehicles," that creature can't be tapped to pay the crew cost of a Vehicle.

702.122.

Fabricate

702.122a.

Fabricate is a triggered ability. "Fabricate N" means "When this permanent enters the battlefield, you may put N +1/+1 counters on it. If you don't, create N 1/1 colorless Servo artifact creature tokens."

702.122b.

If a permanent has multiple instances of fabricate, each triggers separately.

703.4d.703.4d.

In an Archenemy game (see rule 904), immediately after the archenemy's precombat main phase begins, that player sets the top card of his or her scheme deck in motion. See rule 701.22.

In an Archenemy game (see rule 904), immediately after the archenemy's precombat main phase begins, that player sets the top card of his or her scheme deck in motion. See rule 701.23.

706.1.706.1.

Some objects become or turn another object into a "copy" of a spell, permanent, or card. Some effects put a token onto the battlefield that's a copy of another object. (Certain older cards were printed with the phrase "search for a copy." This section doesn't cover those cards, which have received new text in the Oracle card reference.)

Some objects become or turn another object into a "copy" of a spell, permanent, or card. Some effects create a token that's a copy of another object. (Certain older cards were printed with the phrase "search for a copy." This section doesn't cover those cards, which have received new text in the Oracle card reference.)

708.2b.708.2b.

If a player casts a split card with fuse from his or her hand, in addition to choosing either half as described above, the player may choose to cast both halves, resulting in a fused split spell. Both halves are evaluated to see if the spell can be cast. If either half can't be cast, then both halves can't be cast as a single spell.

If a player casts a split card with fuse from his or her hand, in addition to choosing either half as described above, the player may choose to cast both halves, resulting in a fused split spell with the combined characteristics of both halves. Only the fused split spell is evaluated to see if it can be cast.

708.5a.708.5a.

If a spell or ability uses the converted mana cost of a split card not on the stack to determine part of its effect, but it doesn't perform a comparison using those values, it uses the sum of the two converted mana costs.

Example: Infernal Genesis has an ability that reads, "At the beginning of each player's upkeep, that player puts the top card of his or her library into his or her graveyard. Then he or she puts X 1/1 black Minion creature tokens onto the battlefield, where X is that card's converted mana cost." If the top card of your library is Assault/Battery, which has converted mana costs of 1 and 4, when this ability resolves, you put five creature tokens onto the battlefield.

Example: Living Lore has an ability that exiles an instant or sorcery card and another ability that reads, "Living Lore's power and toughness are each equal to the exiled card's converted mana cost." If Assault/Battery is exiled with the first ability, Living Lore's power and toughness are 5/5.

If a spell or ability uses the converted mana cost of a split card not on the stack to determine part of its effect, but it doesn't perform a comparison using those values, it uses the sum of the two converted mana costs.

Example: Infernal Genesis has an ability that reads, "At the beginning of each player's upkeep, that player puts the top card of his or her library into his or her graveyard. Then he or she creates X 1/1 black Minion creature tokens, where X is that card's converted mana cost." If the top card of your library is Assault/Battery, which has converted mana costs of 1 and 4, when this ability resolves, you create five creature tokens.

Example: Living Lore has an ability that exiles an instant or sorcery card and another ability that reads, "Living Lore's power and toughness are each equal to the exiled card's converted mana cost." If Assault/Battery is exiled with the first ability, Living Lore's power and toughness are 5/5.

711.1.711.1.

A double-faced card has a Magic card face on each side rather than a Magic card face on one side and a Magic card back on the other. Each face may have abilities that allow the card to "transform," or turn over to its other face. Tokens and cards with a Magic card back can't transform. (See rule 701.25, "Transform.")

A double-faced card has a Magic card face on each side rather than a Magic card face on one side and a Magic card back on the other. Each face may have abilities that allow the card to "transform," or turn over to its other face. Tokens and cards with a Magic card back can't transform. (See rule 701.26, "Transform.")

711.5.711.5.

Only permanents represented by double-faced cards can transform. (See rule 701.25, "Transform.") If a spell or ability instructs a player to transform any permanent that isn't represented by a double-faced card, nothing happens.

Example: A Clone enters the battlefield as a copy of Wildblood Pack (the back face of a double-faced card). The Clone will be a copy of the Wildblood Pack. Because the Clone is itself not a double-faced card, it can't transform.

Example: A player casts Cytoshape, causing a Kruin Outlaw (the front face of a double-faced card) to become a copy of Elite Vanguard (a 2/1 Human Soldier creature) until end of turn. The player then casts Moonmist, which reads, in part, "Transform all Humans." Because the copy of Elite Vanguard is a double-faced card, it will transform. The resulting permanent will have its back face up, but it will still be a copy of Elite Vanguard that turn.

Only permanents represented by double-faced cards can transform. (See rule 701.26, "Transform.") If a spell or ability instructs a player to transform any permanent that isn't represented by a double-faced card, nothing happens.

Example: A Clone enters the battlefield as a copy of Wildblood Pack (the back face of a double-faced card). The Clone will be a copy of the Wildblood Pack. Because the Clone is itself not a double-faced card, it can't transform.

Example: A player casts Cytoshape, causing a Kruin Outlaw (the front face of a double-faced card) to become a copy of Elite Vanguard (a 2/1 Human Soldier creature) until end of turn. The player then casts Moonmist, which reads, in part, "Transform all Humans." Because the copy of Elite Vanguard is a double-faced card, it will transform. The resulting permanent will have its back face up, but it will still be a copy of Elite Vanguard that turn.

712.2.712.2.

One card in each meld pair has an ability that exiles both that object and its counterpart and melds them. To meld the two cards in a meld pair, put them onto the battlefield with their back faces up and combined (see rule 701.34, "Meld"). The resulting permanent is a single object represented by two cards.

One card in each meld pair has an ability that exiles both that object and its counterpart and melds them. To meld the two cards in a meld pair, put them onto the battlefield with their back faces up and combined (see rule 701.35, "Meld"). The resulting permanent is a single object represented by two cards.

712.4e.

If an effect needs to know the number of objects that changed zones, a melded permanent among those objects counts as one object that moved. If the effect needs to know the number of cards that changed zones, that melded permanent counts as two cards that moved.

716.4.716.4.

If the monarch leaves the game, the active player becomes the monarch at the same time as that player leaves the game. If the leaving monarch is the active player, the next player in turn order becomes the monarch.

If the monarch leaves the game, the active player becomes the monarch at the same time as that player leaves the game. If the active player is leaving the game or if there is no active player, the next player in turn order becomes the monarch.

719.2a.719.2a.

At any point in the game, the player with priority may suggest a shortcut by describing a sequence of game choices, for all players, that may be legally taken based on the current game state and the predictable results of the sequence of choices. This sequence may be a non-repetitive series of choices, a loop that repeats a specified number of times, multiple loops, or nested loops, and may even cross multiple turns. It can't include conditional actions, where the outcome of a game event determines the next action a player takes. The ending point of this sequence must be a place where a player has priority, though it need not be the player proposing the shortcut.

Example: A player controls a creature enchanted by Presence of Gond, which grants the creature the ability "{T}: Put a 1/1 green Elf Warrior creature token onto the battlefield," and another player controls Intruder Alarm, which reads, in part, "Whenever a creature enters the battlefield, untap all creatures." When the player has priority, he may suggest "I'll create a million tokens," indicating the sequence of activating the creature's ability, all players passing priority, letting the creature's ability resolve and put a token onto the battlefield (which causes Intruder Alarm's ability to trigger), Intruder Alarm's controller putting that triggered ability on the stack, all players passing priority, Intruder Alarm's triggered ability resolving, all players passing priority until the player proposing the shortcut has priority, and repeating that sequence 999,999 more times, ending just after the last token-creating ability resolves.

At any point in the game, the player with priority may suggest a shortcut by describing a sequence of game choices, for all players, that may be legally taken based on the current game state and the predictable results of the sequence of choices. This sequence may be a non-repetitive series of choices, a loop that repeats a specified number of times, multiple loops, or nested loops, and may even cross multiple turns. It can't include conditional actions, where the outcome of a game event determines the next action a player takes. The ending point of this sequence must be a place where a player has priority, though it need not be the player proposing the shortcut.

Example: A player controls a creature enchanted by Presence of Gond, which grants the creature the ability "{T}: Create a 1/1 green Elf Warrior creature token," and another player controls Intruder Alarm, which reads, in part, "Whenever a creature enters the battlefield, untap all creatures." When the player has priority, he or she may suggest "I'll create a million tokens," indicating the sequence of activating the creature's ability, all players passing priority, letting the creature's ability resolve and create a token (which causes Intruder Alarm's ability to trigger), Intruder Alarm's controller putting that triggered ability on the stack, all players passing priority, Intruder Alarm's triggered ability resolving, all players passing priority until the player proposing the shortcut has priority, and repeating that sequence 999,999 more times, ending just after the last token-creating ability resolves.

800.4a.800.4a.

When a player leaves the game, all objects (see rule 109) owned by that player leave the game and any effects which give that player control of any objects or players end. Then, if that player controlled any objects on the stack not represented by cards, those objects cease to exist. Then, if there are any objects still controlled by that player, those objects are exiled. This is not a state-based action. It happens as soon as the player leaves the game. If the player who left the game had priority at the time he or she left, priority passes to the next player in turn order who's still in the game.

Example: Alex casts Mind Control, an Aura that reads, "You control enchanted creature," on Bianca's Assault Griffin. If Alex leaves the game, so does Mind Control, and Assault Griffin reverts to Bianca's control. If, instead, Bianca leaves the game, so does Assault Griffin, and Mind Control is put into Alex's graveyard.

Example: Alex casts Act of Treason, which reads, in part, "Gain control of target creature until end of turn," targeting Bianca's Runeclaw Bears. If Alex leaves the game, Act of Treason's change-of-control effect ends and Runeclaw Bears reverts to Bianca's control.

Example: Alex casts Bribery, which reads, "Search target opponent's library for a creature card and put that card onto the battlefield under your control. Then that player shuffles his or her library," targeting Bianca. Alex puts Serra Angel onto the battlefield from Bianca's library. If Bianca leaves the game, Serra Angel also leaves the game. If, instead, Alex leaves the game, Serra Angel is exiled.

Example: Alex controls Genesis Chamber, which reads, "Whenever a nontoken creature enters the battlefield, if Genesis Chamber is untapped, that creature's controller puts a 1/1 colorless Myr artifact creature token onto the battlefield." If Alex leaves the game, all such Myr tokens that entered the battlefield under Alex's control leave the game, and all such Myr tokens that entered the battlefield under any other player's control remain in the game.

When a player leaves the game, all objects (see rule 109) owned by that player leave the game and any effects which give that player control of any objects or players end. Then, if that player controlled any objects on the stack not represented by cards, those objects cease to exist. Then, if there are any objects still controlled by that player, those objects are exiled. This is not a state-based action. It happens as soon as the player leaves the game. If the player who left the game had priority at the time he or she left, priority passes to the next player in turn order who's still in the game.

Example: Alex casts Mind Control, an Aura that reads, "You control enchanted creature," on Bianca's Assault Griffin. If Alex leaves the game, so does Mind Control, and Assault Griffin reverts to Bianca's control. If, instead, Bianca leaves the game, so does Assault Griffin, and Mind Control is put into Alex's graveyard.

Example: Alex casts Act of Treason, which reads, in part, "Gain control of target creature until end of turn," targeting Bianca's Runeclaw Bears. If Alex leaves the game, Act of Treason's change-of-control effect ends and Runeclaw Bears reverts to Bianca's control.

Example: Alex casts Bribery, which reads, "Search target opponent's library for a creature card and put that card onto the battlefield under your control. Then that player shuffles his or her library," targeting Bianca. Alex puts Serra Angel onto the battlefield from Bianca's library. If Bianca leaves the game, Serra Angel also leaves the game. If, instead, Alex leaves the game, Serra Angel is exiled.

Example: Alex controls Genesis Chamber, which reads, "Whenever a nontoken creature enters the battlefield, if Genesis Chamber is untapped, that creature's controller creates a 1/1 colorless Myr artifact creature token." If Alex leaves the game, all such Myr tokens that entered the battlefield under Alex's control leave the game, and all such Myr tokens that entered the battlefield under any other player's control remain in the game.

800.4b.800.4b.

If an object would change to the control of a player who has left the game, it doesn't. If a token would enter the battlefield under the control of a player who has left the game, no token is created. If a player would be controlled by a player who has left the game, he or she isn't.

If an object would change to the control of a player who has left the game, it doesn't. If a token would be created under the control of a player who has left the game, no token is created. If an object would be put onto the battlefield or onto the stack under the control of a player who has left the game, that object remains in its current zone. If a player would be controlled by a player who has left the game, he or she isn't.

901.8.901.8.

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.

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 701.22, "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.

901.11.901.11.

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 701.22.

904.9.904.9.

Immediately after the archenemy's precombat main phase begins during each of his or her turns, that player moves the top card of his or her scheme deck off that scheme deck and turns it face up. This is called "setting that scheme in motion." (See rule 701.22.) This turn-based action doesn't use the stack. Abilities of that scheme card that trigger "When you set this scheme in motion" trigger.

Immediately after the archenemy's precombat main phase begins during each of his or her turns, that player moves the top card of his or her scheme deck off that scheme deck and turns it face up. This is called "setting that scheme in motion." (See rule 701.23.) This turn-based action doesn't use the stack. Abilities of that scheme card that trigger "When you set this scheme in motion" trigger.

904.11.904.11.

Once an ongoing scheme card is set in motion, it remains face up in the command zone until an ability causes it to be abandoned (see rule 701.23).

Once an ongoing scheme card is set in motion, it remains face up in the command zone until an ability causes it to be abandoned (see rule 701.24).

AbandonAbandon

To turn a face-up ongoing scheme card face down and put it on the bottom of its owner's scheme deck. See rule 701.23, "Abandon."

To turn a face-up ongoing scheme card face down and put it on the bottom of its owner's scheme deck. See rule 701.24, "Abandon."

BolsterBolster

A keyword action that puts +1/+1 counters on the weakest creature a player controls. See rule 701.30, "Bolster."

A keyword action that puts +1/+1 counters on the weakest creature a player controls. See rule 701.31, "Bolster."

ClashClash

To have a mini-contest involving the top cards of players' libraries. See rule 701.20, "Clash."

To have a mini-contest involving the top cards of players' libraries. See rule 701.21, "Clash."

Create

To create a token is to put a token onto the battlefield. See rule 701.6, "Create."

Crew

A keyword ability that lets you tap creatures to turn a Vehicle into an artifact creature. See rule 301, "Artifacts," and rule 702.121, "Crew."

DestroyDestroy

To move a permanent from the battlefield to its owner's graveyard. See rule 701.6, "Destroy."

To move a permanent from the battlefield to its owner's graveyard. See rule 701.7, "Destroy."

DetainDetain

A keyword action that temporarily stops a permanent from attacking, blocking, or having its activated abilities activated. See rule 701.26, "Detain."

A keyword action that temporarily stops a permanent from attacking, blocking, or having its activated abilities activated. See rule 701.27, "Detain."

DiscardDiscard

To move a card from its owner's hand to that player's graveyard. See rule 701.7, "Discard."

To move a card from its owner's hand to that player's graveyard. See rule 701.8, "Discard."

Energy Symbol

The energy symbol {E} represents one energy counter. To pay {E}, a player removes one energy counter from himself or herself.

ExchangeExchange

To swap two things, such as objects, sets of objects, or life totals. See rule 701.8, "Exchange."

To swap two things, such as objects, sets of objects, or life totals. See rule 701.9, "Exchange."

Fabricate

A keyword ability that lets you choose whether to create Servo tokens or put +1/+1 counters on a creature. See rule 702.122, "Fabricate."

FatesealFateseal

To manipulate some of the cards on top of an opponent's library. See rule 701.19, "Fateseal."

To manipulate some of the cards on top of an opponent's library. See rule 701.20, "Fateseal."

FightFight

When two creatures fight, each deals damage equal to its power to the other. See rule 701.10, "Fight."

When two creatures fight, each deals damage equal to its power to the other. See rule 701.11, "Fight."

GoadGoad

A keyword action that forces a creature to attack and to attack another player if able. See rule 701.35, "Goad."

A keyword action that forces a creature to attack and to attack another player if able. See rule 701.36, "Goad."

InvestigateInvestigate

A keyword action that creates a Clue artifact token. See rule 701.33, "Investigate."

A keyword action that creates a Clue artifact token. See rule 701.34, "Investigate."

Living WeaponLiving Weapon

A keyword ability that causes a creature token to be put onto the battlefield along with the Equipment with the ability. See rule 702.91, "Living Weapon."

A keyword ability that creates a creature token and then attaches the Equipment with the ability to that token. See rule 702.91, "Living Weapon."

ManifestManifest

A keyword action that puts a card onto the battlefield face down as a 2/2 creature. See rule 701.31, "Manifest," and rule 707, "Face-Down Spells and Permanents."

A keyword action that puts a card onto the battlefield face down as a 2/2 creature. See rule 701.32, "Manifest," and rule 707, "Face-Down Spells and Permanents."

MeldMeld

To turn two members of a meld pair so their back faces are up and combined into one oversized Magic card. See rule 701.34, "Meld."

To turn two members of a meld pair so their back faces are up and combined into one oversized Magic card. See rule 701.35, "Meld."

MonstrosityMonstrosity

A keyword action that puts +1/+1 counters on a creature and makes it become monstrous. See rule 701.28, "Monstrosity."

A keyword action that puts +1/+1 counters on a creature and makes it become monstrous. See rule 701.29, "Monstrosity."

MonstrousMonstrous

A designation given to a creature whose ability including a monstrosity instruction has resolved. See rule 701.28, "Monstrosity."

A designation given to a creature whose ability including a monstrosity instruction has resolved. See rule 701.29, "Monstrosity."

PlaneswalkPlaneswalk

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."

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 701.22, "Planeswalk."

PopulatePopulate

A keyword action that creates a copy of a creature token you control. See rule 701.27, "Populate."

A keyword action that creates a copy of a creature token you control. See rule 701.28, "Populate."

ProliferateProliferate

To give an additional counter to any number of players and/or permanents that already have a counter. See rule 701.24, "Proliferate."

To give an additional counter to any number of players and/or permanents that already have a counter. See rule 701.25, "Proliferate."

RegenerateRegenerate

To replace a permanent's destruction with an alternate sequence of events. See rule 701.12, "Regenerate."

To replace a permanent's destruction with an alternate sequence of events. See rule 701.13, "Regenerate."

RevealReveal

To show a card to all players for a brief time. See rule 701.13, "Reveal."

To show a card to all players for a brief time. See rule 701.14, "Reveal."

SacrificeSacrifice

To move a permanent you control to its owner's graveyard. See rule 701.14, "Sacrifice."

To move a permanent you control to its owner's graveyard. See rule 701.15, "Sacrifice."

ScryScry

To manipulate some of the cards on top of your library. See rule 701.18, "Scry."

To manipulate some of the cards on top of your library. See rule 701.16, "Scry."

SearchSearch

To look at all cards in a stated zone and possibly find a card that matches a given description. See rule 701.15, "Search."

To look at all cards in a stated zone and possibly find a card that matches a given description. See rule 701.17, "Search."

Set in MotionSet in Motion

To move a scheme card off the top of your scheme deck and turn it face up. See rule 701.22, "Set in Motion."

To move a scheme card off the top of your scheme deck and turn it face up. See rule 701.23, "Set in Motion."

SupportSupport

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

A keyword action that lets you put +1/+1 counters on creatures. See rule 701.33, "Support."

TapTap

To turn a permanent sideways from an upright position. See rule 701.17, "Tap and Untap."

To turn a permanent sideways from an upright position. See rule 701.19, "Tap and Untap."

TappedTapped

A status a permanent may have. See rule 110.6 and rule 701.17, "Tap and Untap." See also Untapped.

A status a permanent may have. See rule 110.6 and rule 701.19, "Tap and Untap." See also Untapped.

TransformTransform

To turn a double-faced card so its other face is up. See rule 701.25, "Transform."

To turn a double-faced card so its other face is up. See rule 701.26, "Transform."

UntapUntap

To rotate a permanent back to the upright position from a sideways position. See rule 701.17, "Tap and Untap."

To rotate a permanent back to the upright position from a sideways position. See rule 701.19, "Tap and Untap."

UntappedUntapped

A default status a permanent may have. See rule 110.6 and rule 701.17, "Tap and Untap." See also Tapped.

A default status a permanent may have. See rule 110.6 and rule 701.19, "Tap and Untap." See also Tapped.

Vehicle

An artifact subtype. Vehicles can become artifact creatures. See rule 301, "Artifacts," and rule 702.121, "Crew."

VoteVote

Some cards instruct players to vote from among given options. See rule 701.29, "Vote."

Some cards instruct players to vote from among given options. See rule 701.30, "Vote."