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Magic Rules Changes

Mirrodin Besieged to New Phyrexia

General

Mirrodin BesiegedNew Phyrexia
100.6.100.6.

Most Magic tournaments (organized play activities where players compete against other players to win prizes) have additional rules covered in the Magic: The Gathering Tournament Rules (found at http://www.wizards.com/Magic/TCG/Events.aspx?x=dci/doccenter/home). These rules may limit the use of some cards, including barring all cards from some older sets.

Most Magic tournaments (organized play activities where players compete against other players to win prizes) have additional rules covered in the Magic: The Gathering Tournament Rules (found at www.wizards.com/wpn/Events/Rules.aspx). These rules may limit the use of some cards, including barring all cards from some older sets.

103.2b.103.2b.

In an Archenemy (tm) game, these methods aren't used to determine who takes the first turn. Rather, the archenemy takes the first turn.

In an Archenemy game, these methods aren't used to determine who takes the first turn. Rather, the archenemy takes the first turn.

103.5.103.5.

Once all players have kept their opening hands, if any cards in the starting player's hand allow that player to begin the game with those cards on the battlefield, he or she may put any or all of them onto the battlefield. Then each other player in turn order may do the same.

Some cards allow a player to take actions with them from his or her opening hand. Once all players have kept their opening hands, the starting player may take any such actions in any order. Then each other player in turn order may do the same.

103.5a.

If a card allows a player to begin the game with that card on the battlefield, the player taking this action puts that card onto the battlefield.

103.5b.

If a card allows a player to reveal it from his or her opening hand, the player taking this action does so. The card remains revealed until the first turn begins. Each card may be revealed this way only once.

103.5a.103.5c.

In a multiplayer game using the shared team turns option, first each player on the starting team, in whatever order that team likes, may put any or all such cards onto the battlefield from his or her opening hand. Teammates may consult while making their decisions. Then each player on each other team in turn order does the same.

In a multiplayer game using the shared team turns option, first each player on the starting team, in whatever order that team likes, may take such actions. Teammates may consult while making their decisions. Then each player on each other team in turn order does the same.

104.104.

Winning and Losing

Ending the Game

104.1.104.1.

A game ends immediately when a player wins or when the game is a draw.

A game ends immediately when a player wins, when the game is a draw, or when the game is restarted.

104.6.

One card (Karn Liberated) restarts the game. All players still in the game when it restarts then immediately begin a new game. See rule 713, "Restarting the Game."

106.9.

If an effect would add mana represented by a Phyrexian mana symbol to a player's mana pool, one mana of the color of that symbol is added to that player's mana pool.

106.9.106.10.

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

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

106.10.106.11.

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

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

107.4.107.4.

The mana symbols are {W}, {U}, {B}, {R}, {G}, and {X}; the numerals {0}, {1}, {2}, {3}, {4}, and so on; the hybrid symbols {W/U}, {W/B}, {U/B}, {U/R}, {B/R}, {B/G}, {R/G}, {R/W}, {G/W}, and {G/U}; the monocolored hybrid symbols {2/W}, {2/U}, {2/B}, {2/R}, and {2/G}; and the snow symbol {S}.

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

107.4f.

A Phyrexian mana symbol represents a cost that can be paid either with one mana of its color or by paying 2 life.

Example: {W/P}{W/P} can be paid by spending {W}{W}, by spending {W} and paying 2 life, or by paying 4 life.

107.4g.

In rules text, the Phyrexian symbol {P} with no colored background means any of the five Phyrexian mana symbols.

107.4f.107.4h.

The snow mana symbol {S} represents one generic mana in a cost. This generic mana can be paid with one mana of any type produced by a snow permanent (see rule 204.4f). Effects that reduce the amount of generic mana you pay don't affect {S} costs. (There is no such thing as "snow mana"; "snow" is not a type of mana.)

The snow mana symbol {S} represents one generic mana in a cost. This generic mana can be paid with one mana of any type produced by a snow permanent (see rule 204.4f). Effects that reduce the amount of generic mana you pay don't affect {S} costs. (There is no such thing as "snow mana"; "snow" is not a type of mana.)

107.11.107.11.

The planeswalker symbol is {P}. It appears on one face of the planar die used in the Planar Magic casual variant. See rule 901, "Planar Magic."

The planeswalker symbol is {PW}. It appears on one face of the planar die used in the Planar Magic casual variant. See rule 901, "Planar Magic."

112.6h.112.6h.

An object's activated ability that has a cost that can't be paid while the object is on the battlefield functions from any zone in which its cost can be paid.

An object's ability that states counters can't be placed on that object functions as that object is entering the battlefield in addition to functioning while that object is on the battlefield.

112.6i.

An object's activated ability that has a cost that can't be paid while the object is on the battlefield functions from any zone in which its cost can be paid.

112.6i.112.6j.

A trigger condition that can't trigger from the battlefield functions in all zones it can trigger from. Other trigger conditions of the same triggered ability may function in different zones.

Example: Absolver Thrull has the ability "When Absolver Thrull enters the battlefield or the creature it haunts is put into a graveyard, destroy target enchantment." The first trigger condition functions from the battlefield and the second trigger condition functions from the exile zone. (See rule 702.52, "Haunt.")

A trigger condition that can't trigger from the battlefield functions in all zones it can trigger from. Other trigger conditions of the same triggered ability may function in different zones.

Example: Absolver Thrull has the ability "When Absolver Thrull enters the battlefield or the creature it haunts is put into a graveyard, destroy target enchantment." The first trigger condition functions from the battlefield and the second trigger condition functions from the exile zone. (See rule 702.52, "Haunt.")

112.6j.112.6k.

An ability whose cost or effect specifies that it moves the object it's on out of a particular zone functions only in that zone, unless that ability's trigger condition, or a previous part of that ability's cost or effect, specifies that the object is put into that zone.

Example: Necrosavant says "{3}{B}{B}, Sacrifice a creature: Return Necrosavant from your graveyard to the battlefield. Activate this ability only during your upkeep." A player may activate this ability only if Necrosavant is in his or her graveyard.

An ability whose cost or effect specifies that it moves the object it's on out of a particular zone functions only in that zone, unless that ability's trigger condition, or a previous part of that ability's cost or effect, specifies that the object is put into that zone.

Example: Necrosavant says "{3}{B}{B}, Sacrifice a creature: Return Necrosavant from your graveyard to the battlefield. Activate this ability only during your upkeep." A player may activate this ability only if Necrosavant is in his or her graveyard.

112.6k.112.6m.

An ability that modifies the rules for deck construction functions before the game begins. Such an ability modifies not just the Comprehensive Rules, but also the Magic: The Gathering Tournament Rules and any other documents that set the deck construction rules for a specific Constructed format. However, such an ability can't affect the format legality of a card, including whether it's banned or restricted. The current Magic: The Gathering Tournament Rules can be found at http://www.wizards.com/Magic/TCG/Events.aspx?x=dci/doccenter/home.

An ability that modifies the rules for deck construction functions before the game begins. Such an ability modifies not just the Comprehensive Rules, but also the Magic: The Gathering Tournament Rules and any other documents that set the deck construction rules for a specific Constructed format. However, such an ability can't affect the format legality of a card, including whether it's banned or restricted. The current Magic: The Gathering Tournament Rules can be found at www.wizards.com/wpn/Events/Rules.aspx.

112.6m.112.6n.

Abilities of emblems, plane cards, vanguard cards, and scheme cards function in the command zone. See rule 113, "Emblems"; rule 901, "Planar Magic"; rule 902, "Vanguard"; and rule 904, "Archenemy."

Abilities of emblems, plane cards, vanguard cards, and scheme cards function in the command zone. See rule 113, "Emblems"; rule 901, "Planar Magic"; rule 902, "Vanguard"; and rule 904, "Archenemy."

114.3.114.3.

The same target can't be chosen multiple times for any one instance of the word "target" on a spell or ability. If the spell or ability uses the word "target" in multiple places, the same object, player, or zone can be chosen once for each instance of the word "target" (as long as it fits the targeting criteria).

The same target can't be chosen multiple times for any one instance of the word "target" on a spell or ability. If the spell or ability uses the word "target" in multiple places, the same object, player, or zone can be chosen once for each instance of the word "target" (as long as it fits the targeting criteria). This rule applies both when choosing targets for a spell or ability and when changing targets or choosing new targets for a spell or ability (see rule 114.6).

114.6b.

If an effect allows a player to "change a target" of a spell or ability, the process described in rule 114.6a is followed, except that only one of those targets may be changed (rather than all of them or none of them).

114.6b.114.6c.

If an effect allows a player to "change any targets" of a spell or ability, the process described in rule 114.6a is followed, except that any number of those targets may be changed (rather than all of them or none of them).

If an effect allows a player to "change any targets" of a spell or ability, the process described in rule 114.6a is followed, except that any number of those targets may be changed (rather than all of them or none of them).

114.6c.114.6d.

If an effect allows a player to "choose new targets" for a spell or ability, the player may leave any number of the targets unchanged, even if those targets would be illegal. If the player chooses to change some or all of the targets, the new targets must be legal and must not cause any unchanged targets to become illegal.

If an effect allows a player to "choose new targets" for a spell or ability, the player may leave any number of the targets unchanged, even if those targets would be illegal. If the player chooses to change some or all of the targets, the new targets must be legal and must not cause any unchanged targets to become illegal.

114.6e.

When changing targets or choosing new targets for a spell or ability, only the final set of targets is evaluated to determine whether the change is effective.

Example: Arc Trail is an instant that reads "Arc Trail deals 2 damage to target creature or player and 1 damage to another target creature or player." The current targets of Arc Trail are Runeclaw Bear and Llanowar Elves, in that order. You cast Redirect, an instant that reads "You may choose new targets for target spell," targeting Arc Trail. You can change the first target to Llanowar Elves and change the second target to Runeclaw Bear.

117.7d.

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

120.4.120.4.

A player who attempts to draw a card from an empty library loses the game the next time a player would receive priority. (This is a state-based action. See rule 704.)

A player who attempts to draw a card from a library with no cards in it loses the game the next time a player would receive priority. (This is a state-based action. See rule 704.)

121.1c.121.1c.

If a player has ten or more poison counters, he or she loses the game as a state-based action. See rule 704. A player is "poisoned" if he or she has one or more poison counters.

If a player has ten or more poison counters, he or she loses the game as a state-based action. See rule 704. A player is "poisoned" if he or she has one or more poison counters. (See rule 810 for additional rules for Two-Headed Giant games.)

121.2.

Counters on an object are not retained if that object moves from one zone to another. The counters are not "removed"; they simply cease to exist. See rule 400.7.

121.2.121.3.

If a permanent has both a +1/+1 counter and a -1/-1 counter on it, N +1/+1 and N -1/-1 counters are removed from it as a state-based action, where N is the smaller of the number of +1/+1 and -1/-1 counters on it. See rule 704.

If a permanent has both a +1/+1 counter and a -1/-1 counter on it, N +1/+1 and N -1/-1 counters are removed from it as a state-based action, where N is the smaller of the number of +1/+1 and -1/-1 counters on it. See rule 704.

121.3.121.4.

If a permanent with an ability that says it can't have more than N counters of a certain kind on it has more than N counters of that kind on it, all but N of those counters are removed from it as a state-based action. See rule 704.

If a permanent with an ability that says it can't have more than N counters of a certain kind on it has more than N counters of that kind on it, all but N of those counters are removed from it as a state-based action. See rule 704.

121.4.121.5.

If an effect says to "move" a counter, it means to take that counter from the object it's currently on and put it onto a second object. If the first and second objects are the same object, nothing happens. If the first object has no counters, nothing happens; the second object doesn't get a counter put on it. If the second object (or any possible second objects) is no longer in the correct zone when the effect would move the counter, nothing happens; a counter isn't removed from the first object.

If an effect says to "move" a counter, it means to take that counter from the object it's currently on and put it onto a second object. If the first and second objects are the same object, nothing happens. If the first object has no counters, nothing happens; the second object doesn't get a counter put on it. If the second object (or any possible second objects) is no longer in the correct zone when the effect would move the counter, nothing happens; a counter isn't removed from the first object.

121.5.121.6.

If a spell or ability refers to a counter being "placed" on a permanent, it means putting a counter on that permanent while it's on the battlefield, or that permanent entering the battlefield with a counter on it.

If a spell or ability refers to a counter being "placed" on a permanent, it means putting a counter on that permanent while it's on the battlefield, or that permanent entering the battlefield with a counter on it as the result of a replacement effect (see rule 614.1c).

202.1a.202.1a.

The mana cost of an object represents what a player must spend from his or her mana pool to cast that card. Paying an object's mana cost requires matching the color of any colored mana symbols as well as paying the generic mana indicated in the cost.

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

202.2d.202.2d.

An object with one or more hybrid mana symbols in its mana cost is all of the colors of those mana symbols, in addition to any other colors the object might be. Most cards with hybrid mana symbols in their mana costs are printed in a two-tone frame. See rule 107.4e.

An object with one or more hybrid mana symbols and/or Phyrexian mana symbols in its mana cost is all of the colors of those mana symbols, in addition to any other colors the object might be. (Most cards with hybrid mana symbols in their mana costs are printed in a two-tone frame. See rule 107.4e.)

202.3d.

Each Phyrexian mana symbol in a card's mana cost contributes 1 to its converted mana cost.

Example: The converted mana cost of a card with mana cost {1}{W/P}{W/P} is 3.

204.3i.204.3i.

Planeswalkers have their own unique set of subtypes; these subtypes are called planeswalker types. The planeswalker types are Ajani, Bolas, Chandra, Elspeth, Garruk, Gideon, Jace, Koth, Liliana, Nissa, Sarkhan, Sorin, Tezzeret, and Venser. If two or more planeswalkers that share a planeswalker type are on the battlefield, all 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, Bolas, Chandra, Elspeth, Garruk, Gideon, Jace, Karn, Koth, Liliana, Nissa, Sarkhan, Sorin, Tezzeret, and Venser. If two or more planeswalkers that share a planeswalker type are on the battlefield, all are put into their owners' graveyards. This "planeswalker uniqueness rule" is a state-based action. See rule 704.

204.3k.204.3k.

Creatures and tribals share their lists of subtypes; these subtypes are called creature types. The creature types are Advisor, Ally, Angel, Anteater, 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, 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, Lammasu, Leech, Leviathan, Lhurgoyf, Licid, Lizard, Manticore, Masticore, Mercenary, Merfolk, Metathran, Minion, Minotaur, Monger, Mongoose, Monk, Moonfolk, Mutant, Myr, Mystic, Nautilus, Nephilim, Nightmare, Nightstalker, Ninja, Noggle, Nomad, Octopus, Ogre, Ooze, Orb, Orc, Orgg, Ouphe, Ox, Oyster, Pegasus, Pentavite, Pest, Phelddagrif, Phoenix, Pincher, Pirate, Plant, Prism, Rabbit, Rat, Rebel, Reflection, Rhino, Rigger, Rogue, Salamander, Samurai, Sand, Saproling, Satyr, Scarecrow, 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, 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, Ally, Angel, Anteater, 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, 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, Lammasu, Leech, Leviathan, Lhurgoyf, Licid, Lizard, Manticore, Masticore, Mercenary, Merfolk, Metathran, Minion, Minotaur, Monger, Mongoose, Monk, Moonfolk, Mutant, Myr, Mystic, Nautilus, Nephilim, Nightmare, Nightstalker, Ninja, Noggle, Nomad, Octopus, Ogre, Ooze, Orb, Orc, Orgg, Ouphe, Ox, Oyster, Pegasus, Pentavite, Pest, Phelddagrif, Phoenix, Pincher, Pirate, Plant, Praetor, Prism, Rabbit, Rat, Rebel, Reflection, Rhino, Rigger, Rogue, Salamander, Samurai, Sand, Saproling, Satyr, Scarecrow, 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, Whale, Wizard, Wolf, Wolverine, Wombat, Worm, Wraith, Wurm, Yeti, Zombie, and Zubera.

204.4g.204.4g.

Any scheme card with the supertype "ongoing" is exempt from the state-based action for schemes (see rule 704.5v).

Any scheme card with the supertype "ongoing" is exempt from the state-based action for schemes (see rule 704.5w).

205.4.205.4.

Players may include cards from any printing in their constructed decks if those cards appear in sets allowed in that format (or those cards are specifically allowed by the Magic Tournament Rules). See the Magic Tournament Rules for the current definitions of the constructed formats (http://www.wizards.com/Magic/TCG/Events.aspx?x=dci/doccenter/home).

Players may include cards from any printing in their constructed decks if those cards appear in sets allowed in that format (or those cards are specifically allowed by the Magic Tournament Rules). See the Magic Tournament Rules for the current definitions of the constructed formats (www.wizards.com/wpn/Events/Rules.aspx).

205.5.205.5.

The full list of expansions and expansion symbols can be found in the Magic Products section of the Wizards of the Coast website (http://www.wizards.com/Magic/TCG/Article.aspx?x=mtg/tcg/products/allproducts).

The full list of expansions and expansion symbols can be found in the Magic Products section of the Wizards of the Coast website (www.wizards.com/Magic/TCG/Article.aspx?x=mtg/tcg/products/allproducts).

206.3.206.3.

A guild icon appears in the text box of many Ravnica(r) block cards. These cards either have the specified guild's exclusive mechanic or somehow relate to the two colors associated with that guild. Guild icons have no effect on game play. Similarly, a faction icon appears in the text box of most Scars of Mirrodin (tm) and Mirrodin Besieged (tm) cards. These faction icons have no effect on game play.

A guild icon appears in the text box of many Ravnica(r) block cards. These cards either have the specified guild's exclusive mechanic or somehow relate to the two colors associated with that guild. Guild icons have no effect on game play. Similarly, a faction icon appears in the text box of most Scars of Mirrodin (tm) block cards. These faction icons have no effect on game play.

301.7.

If a non-Equipment permanent has an ability that refers to the "equipped creature," that phrase doesn't refer to any creature. Similarly, a non-Fortification permanent that has an ability that refers to the "fortified land" doesn't refer to any land.

303.4i.

If a non-Aura permanent has an ability that refers to the "enchanted [object or player]" that phrase doesn't refer to any object or player.

309.6.309.6.

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

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

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, its owner looks at it to see if it has any abilities that would affect the move. Then any appropriate replacement effects, whether they come from that object or from elsewhere, are applied to that event. If any effects or rules try to do two or more contradictory or mutually exclusive things to a particular object, that object's controller—or its owner if it has no controller—chooses which effect to apply, and what that effect does. (Note that multiple instances of the same thing may be mutually exclusive; for example, two simultaneous "destroy" effects.) Then the event moves the object.

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.

404.2.404.2.

Each graveyard is kept in a single face-up pile. A player can examine the cards in any graveyard at any time but normally can't change their order. Additional rules applying to DCI-sanctioned tournaments may allow a player to change the order of cards in his or her graveyard.

Each graveyard is kept in a single face-up pile. A player can examine the cards in any graveyard at any time but normally can't change their order. Additional rules applying to sanctioned tournaments may allow a player to change the order of cards in his or her graveyard.

407.1.407.1.

Earlier versions of the Magic rules included an ante rule as a way of playing "for keeps." Playing Magic games for ante is now considered an optional variation on the game, and it's allowed only where it's not forbidden by law or by other rules. Playing for ante is strictly forbidden under the Magic: The Gathering Tournament Rules (http://www.wizards.com/Magic/TCG/Events.aspx?x=dci/doccenter/home).

Earlier versions of the Magic rules included an ante rule as a way of playing "for keeps." Playing Magic games for ante is now considered an optional variation on the game, and it's allowed only where it's not forbidden by law or by other rules. Playing for ante is strictly forbidden under the Magic: The Gathering Tournament Rules (www.wizards.com/WPN/Events/Rules.aspx).

506.3c.506.3c.

If an effect would put a creature onto the battlefield blocking but the creature it would block isn't attacking either the first creature's controller or a planeswalker that player controls, that creature does enter the battlefield, but it's never considered to be a blocking creature.

If an effect would put a creature onto the battlefield attacking either a player not in the game or a planeswalker no longer on the battlefield or no longer a planeswalker, that creature does enter the battlefield, but it's never considered to be an attacking creature.

506.3d.

If an effect would put a creature onto the battlefield blocking but the creature it would block isn't attacking either the first creature's controller or a planeswalker that player controls, that creature does enter the battlefield, but it's never considered to be a blocking creature.

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 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.

508.1.508.1.

First, the active player declares attackers. This turn-based action doesn't use the stack. To declare attackers, the active player follows the steps below, in order. If at any point during the declaration of attackers, the active player is unable to comply with any of the steps listed below, the declaration is illegal; the game returns to the moment before the declaration (see rule 715, "Handling Illegal Actions").

First, the active player declares attackers. This turn-based action doesn't use the stack. To declare attackers, the active player follows the steps below, in order. If at any point during the declaration of attackers, the active player is unable to comply with any of the steps listed below, the declaration is illegal; the game returns to the moment before the declaration (see rule 716, "Handling Illegal Actions").

508.4a.

If the effect that put 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.

509.1.509.1.

First, the defending player declares blockers. This turn-based action doesn't use the stack. To declare blockers, the defending player follows the steps below, in order. If at any point during the declaration of blockers, the defending player is unable to comply with any of the steps listed below, the declaration is illegal; the game returns to the moment before the declaration (see rule 715, "Handling Illegal Actions").

First, the defending player declares blockers. This turn-based action doesn't use the stack. To declare blockers, the defending player follows the steps below, in order. If at any point during the declaration of blockers, the defending player is unable to comply with any of the steps listed below, the declaration is illegal; the game returns to the moment before the declaration (see rule 716, "Handling Illegal Actions").

510.1f.510.1f.

Once a player has assigned combat damage from each attacking or blocking creature he or she controls, the total damage assignment is checked to see if it complies with the above rules. If it doesn't, the combat damage assignment is illegal; the game returns to the moment before that player began to assign combat damage. (See rule 715, "Handling Illegal Actions").

Once a player has assigned combat damage from each attacking or blocking creature he or she controls, the total damage assignment is checked to see if it complies with the above rules. If it doesn't, the combat damage assignment is illegal; the game returns to the moment before that player began to assign combat damage. (See rule 716, "Handling Illegal Actions").

601.2.601.2.

To cast a spell is to take it from where it is (usually the hand), put it on the stack, and pay its costs, so that it will eventually resolve and have its effect. Casting a spell follows the steps listed below, in order. If, at any point during the casting of a spell, a player is unable to comply with any of the steps listed below, the casting of the spell is illegal; the game returns to the moment before that spell started to be cast (see rule 715, "Handling Illegal Actions"). Announcements and payments can't be altered after they've been made.

To cast a spell is to take it from where it is (usually the hand), put it on the stack, and pay its costs, so that it will eventually resolve and have its effect. Casting a spell follows the steps listed below, in order. If, at any point during the casting of a spell, a player is unable to comply with any of the steps listed below, the casting of the spell is illegal; the game returns to the moment before that spell started to be cast (see rule 716, "Handling Illegal Actions"). Announcements and payments can't be altered after they've been made.

602.2.602.2.

To activate an ability is to put it onto the stack and pay its costs, so that it will eventually resolve and have its effect. Only an object's controller (or its owner, if it doesn't have a controller) can activate its activated ability unless the object specifically says otherwise. Activating an ability follows the steps listed below, in order. If, at any point during the activation of an ability, a player is unable to comply with any of those steps, the activation is illegal; the game returns to the moment before that ability started to be activated (see rule 715, "Handling Illegal Actions"). Announcements and payments can't be altered after they've been made.

To activate an ability is to put it onto the stack and pay its costs, so that it will eventually resolve and have its effect. Only an object's controller (or its owner, if it doesn't have a controller) can activate its activated ability unless the object specifically says otherwise. Activating an ability follows the steps listed below, in order. If, at any point during the activation of an ability, a player is unable to comply with any of those steps, the activation is illegal; the game returns to the moment before that ability started to be activated (see rule 716, "Handling Illegal Actions"). Announcements and payments can't be altered after they've been made.

607.2d.607.2d.

If an object has an ability printed on it that causes a player to "choose a [value]" or "name a card" and an ability printed on it that refers to "the chosen [value]," "the last chosen [value]," or "the named card," these abilities are linked. The second ability refers only to a choice made as a result of the first ability.

If an object has an ability printed on it that causes a player to "choose a [value]" or "name a card" and an ability printed on it that refers to "the chosen [value]," "the last chosen [value]," or "the named card," those abilities are linked. The second ability refers only to a choice made as a result of the first ability.

607.2e.

If an object has an ability printed on it that causes a player to choose from between two or more words that otherwise have no rules meaning and an ability printed on it that refers to a choice involving one or more of those words, those abilities are linked. The second can refer only to a choice made as a result of the first ability.

607.2e.607.2f.

If an object has an ability printed on it that causes a player to pay a cost as it enters the battlefield and an ability printed on it that refers to the cost paid "as [this object] entered the battlefield," these abilities are linked. The second ability refers only to a cost paid as a result of the first ability.

If an object has an ability printed on it that causes a player to pay a cost as it enters the battlefield and an ability printed on it that refers to the cost paid "as [this object] entered the battlefield," these abilities are linked. The second ability refers only to a cost paid as a result of the first ability.

607.2f.607.2g.

If an object has both a static ability and a triggered ability printed on it in the same paragraph, those abilities are linked. The triggered ability refers only to actions taken as a result of the static ability. See rule 603.10.

If an object has both a static ability and a triggered ability printed on it in the same paragraph, those abilities are linked. The triggered ability refers only to actions taken as a result of the static ability. See rule 603.10.

607.2g.607.2h.

If an object has a kicker ability printed on it and an ability printed on it that refers to whether that object was kicked, those abilities are linked. The second refers only to whether the intent to pay the kicker cost listed in the first was declared as the object was cast as a spell. If a kicker ability lists multiple costs, it will have multiple abilities linked to it. Each of those abilities will specify which kicker cost it refers to. See rule 702.30, "Kicker."

If an object has a kicker ability printed on it and an ability printed on it that refers to whether that object was kicked, those abilities are linked. The second refers only to whether the intent to pay the kicker cost listed in the first was declared as the object was cast as a spell. If a kicker ability lists multiple costs, it will have multiple abilities linked to it. Each of those abilities will specify which kicker cost it refers to. See rule 702.30, "Kicker."

607.2h.607.2i.

If an object has an ability printed on it that causes a player to pay a variable additional cost as it's cast and an ability printed on it that refers to the cost paid "as [this object] was cast," these abilities are linked. The second refers only to the value chosen for the cost listed in the first as the object was cast as a spell. See rule 601.2b.

If an object has an ability printed on it that causes a player to pay a variable additional cost as it's cast and an ability printed on it that refers to the cost paid "as [this object] was cast," these abilities are linked. The second refers only to the value chosen for the cost listed in the first as the object was cast as a spell. See rule 601.2b.

607.2i.607.2j.

The two abilities represented by the champion keyword are linked abilities. See rule 702.69, "Champion."

The two abilities represented by the champion keyword are linked abilities. See rule 702.69, "Champion."

608.2d.608.2d.

If an effect of a spell or ability offers any choices other than choices already made as part of casting the spell, activating the ability, or otherwise putting the spell or ability on the stack, the player announces these while applying the effect. The player can't choose an option that's illegal or impossible, with the exception that having an empty library doesn't make drawing a card an impossible action (see rule 120.3). If an effect divides or distributes something, such as damage or counters, as a player chooses among any number of untargeted players and/or objects, the player chooses the amount and division such that at least one player or object is chosen if able, and each chosen player or object receives at least one of whatever is being divided. (Note that if an effect divides or distributes something, such as damage or counters, as a player chooses among some number of target objects and/or players, the amount and division were determined as the spell or ability was put onto the stack rather than at this time; see rule 601.2d.)

Example: A spell's instruction reads, "You may sacrifice a creature. If you don't, you lose 4 life." A player who controls no creatures can't choose the sacrifice option.

If an effect of a spell or ability offers any choices other than choices already made as part of casting the spell, activating the ability, or otherwise putting the spell or ability on the stack, the player announces these while applying the effect. The player can't choose an option that's illegal or impossible, with the exception that having library with no cards in it doesn't make drawing a card an impossible action (see rule 120.3). If an effect divides or distributes something, such as damage or counters, as a player chooses among any number of untargeted players and/or objects, the player chooses the amount and division such that at least one player or object is chosen if able, and each chosen player or object receives at least one of whatever is being divided. (Note that if an effect divides or distributes something, such as damage or counters, as a player chooses among some number of target objects and/or players, the amount and division were determined as the spell or ability was put onto the stack rather than at this time; see rule 601.2d.)

Example: A spell's instruction reads, "You may sacrifice a creature. If you don't, you lose 4 life." A player who controls no creatures can't choose the sacrifice option.

614.13.

An effect that modifies how a permanent enters the battlefield may cause other objects to change zones. Such an effect can't cause the permanent itself to not enter the battlefield.

Example: Sutured Ghoul says, in part, "As Sutured Ghoul enters the battlefield, exile any number of creature cards from your graveyard." If Sutured Ghoul enters the battlefield from your graveyard, Sutured Ghoul itself can't be exiled by this replacement effect.

614.13.614.14.

An object may have one ability printed on it that generates a replacement effect which causes one or more cards to be exiled, and another ability that refers either to "the exiled cards" or to cards "exiled with [this object]." These abilities are linked: the second refers only to cards in the exile zone that were put there as a direct result of the replacement event caused by the first. If another object gains a pair of linked abilities, the abilities will be similarly linked on that object. They can't be linked to any other ability, regardless of what other abilities the object may currently have or may have had in the past. See rule 607, "Linked Abilities."

An object may have one ability printed on it that generates a replacement effect which causes one or more cards to be exiled, and another ability that refers either to "the exiled cards" or to cards "exiled with [this object]." These abilities are linked: the second refers only to cards in the exile zone that were put there as a direct result of the replacement event caused by the first. If another object gains a pair of linked abilities, the abilities will be similarly linked on that object. They can't be linked to any other ability, regardless of what other abilities the object may currently have or may have had in the past. See rule 607, "Linked Abilities."

614.14.614.15.

Some replacement effects are not continuous effects. Rather, they are an effect of a resolving spell or ability that replace part or all of that spell or ability's own effect(s). Such effects are called self-replacement effects. When applying replacement effects to an event, self-replacement effects are applied before other replacement effects.

Some replacement effects are not continuous effects. Rather, they are an effect of a resolving spell or ability that replace part or all of that spell or ability's own effect(s). Such effects are called self-replacement effects. When applying replacement effects to an event, self-replacement effects are applied before other replacement effects.

616.1a.616.1a.

If any of the replacement and/or prevention effects are self-replacement effects (see rule 614.14), one of them must be chosen. If not, proceed to rule 616.1b.

If any of the replacement and/or prevention effects are self-replacement effects (see rule 614.15), one of them must be chosen. If not, proceed to rule 616.1b.

701.7c.701.7c.

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 715, "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 716, "Handling Illegal Actions").

701.23c.

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."

704.5b.704.5b.

If a player attempted to draw a card from an empty library since the last time state-based actions were checked, he or she loses the game.

If a player attempted to draw a card from a library with no cards in it since the last time state-based actions were checked, he or she loses the game.

704.5c.704.5c.

If a player has ten or more poison counters, he or she loses the game.

If a player has ten or more poison counters, he or she loses the game. Ignore this rule in Two-Headed Giant games; see rule 704.5u instead.

704.5u.

In a Two-Headed Giant game, if a team has fifteen or more poison counters, that team loses the game. See rule 810, "Two-Headed Giant Variant."

704.5u.704.5v.

In a Commander game, a player that's been dealt 21 or more combat damage by the same commander over the course of the game loses the game. See rule 903, "Commander."

In a Commander game, a player that's been dealt 21 or more combat damage by the same commander over the course of the game loses the game. See rule 903, "Commander."

704.5v.704.5w.

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

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

713.

Restarting the Game

713.1.

One card (Karn Liberated) restarts the game. A game that is restarted immediately ends. No players in that game win, lose, or draw that game. All players in that game when it ended then start a new game following the procedures set forth in rule 103, "Starting the Game," with the following exception:

713.1a.

The starting player in the new game is the player who controlled the spell or ability that restarted the game.

713.2.

All Magic cards involved in the game that was restarted when it ended, including phased-out permanents and nontraditional Magic cards, are involved in the new game, even if those cards were not originally involved in the restarted game.

Example: A player casts Living Wish, bringing a creature card into the game from outside the game. Then that game is restarted. The creature card will be part of that player's library when the new game begins.

713.3.

Because each player draws seven cards when the new game begins, any player with fewer than seven cards in his or her library will lose the game when state-based actions are checked during the upkeep step of the first turn, regardless of any mulligans that player takes. (See rule 704, "State-Based Actions.")

713.4.

The effect that restarts the game finishes resolving just before the first turn's untap step. If the spell or ability that generated that effect has additional instructions, those instructions are followed at this time. No player has priority, and any triggered abilities that trigger as a result will go on the stack the next time a player receives priority, usually during the first turn's upkeep step.

713.5.

Effects may exempt certain cards from the procedure that restarts the game. These cards are not in their owner's deck as the new game begins.

713.5a.

In a Commander game, a commander that has been exempted from the procedure that restarts the game won't begin the new game in the command zone. However, it remains that deck's commander for the new game. See rule 903, "Commander."

713.6.

If a Magic subgame (see rule 714) is restarted, the main game is unaffected. Main-game effects that refer to the winner or loser of the subgame now refer to the winner or loser of the restarted subgame.

713.7.

If a multiplayer game using the limited range of influence option (see rule 801) is restarted, all players in the game are involved, regardless of the range of influence of the player who controls the ability that restarted the game.

713.714.

Subgames

Subgames

713.1.714.1.

One card (Shahrazad) allows players to play a Magic subgame.

One card (Shahrazad) allows players to play a Magic subgame.

713.1a.714.1a.

A "subgame" is a completely separate Magic game created by an effect. Essentially, it's a game within a game. The "main game" is the game in which the spell or ability that created the subgame was cast or activated. The main game is temporarily discontinued while the subgame is in progress. It resumes when the subgame ends.

A "subgame" is a completely separate Magic game created by an effect. Essentially, it's a game within a game. The "main game" is the game in which the spell or ability that created the subgame was cast or activated. The main game is temporarily discontinued while the subgame is in progress. It resumes when the subgame ends.

713.1b.714.1b.

No effects or definitions created in either the main game or the subgame have any meaning in the other, except as defined by the effect that created the subgame. For example, the effect may say that something happens in the main game to the winner or loser of the subgame.

No effects or definitions created in either the main game or the subgame have any meaning in the other, except as defined by the effect that created the subgame. For example, the effect may say that something happens in the main game to the winner or loser of the subgame.

713.2.714.2.

As the subgame starts, an entirely new set of game zones is created. Each player takes all the cards in his or her main-game library, moves them to his or her subgame library, and shuffles them. No other cards in a main-game zone are moved to their corresponding subgame zone, except as specified in rules 713.2a-d. Randomly determine which player goes first. The subgame proceeds like a normal game, following all other rules in rule 103, "Starting the Game."

As the subgame starts, an entirely new set of game zones is created. Each player takes all the cards in his or her main-game library, moves them to his or her subgame library, and shuffles them. No other cards in a main-game zone are moved to their corresponding subgame zone, except as specified in rules 714.2a-d. Randomly determine which player goes first. The subgame proceeds like a normal game, following all other rules in rule 103, "Starting the Game."

713.2a.714.2a.

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

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

713.2b.714.2b.

As a subgame of a Vanguard game starts, each player moves his or her vanguard card from the main-game command zone to the subgame command zone.

As a subgame of a Vanguard game starts, each player moves his or her vanguard card from the main-game command zone to the subgame command zone.

713.2c.714.2c.

As a subgame of a Commander game starts, each player moves his or her commander from the main-game command zone (if it's there) to the subgame command zone.

As a subgame of a Commander game starts, each player moves his or her commander from the main-game command zone (if it's there) to the subgame command zone.

713.2d.714.2d.

As a subgame of an Archenemy game starts, the archenemy moves his or her scheme deck from the main-game command zone to the subgame command zone and shuffles it. (Face-up scheme cards remain in the main-game command zone.)

As a subgame of an Archenemy game starts, the archenemy moves his or her scheme deck from the main-game command zone to the subgame command zone and shuffles it. (Face-up scheme cards remain in the main-game command zone.)

713.3.714.3.

Any rules regarding the size of a player's deck are ignored for the subgame. However, because each player draws seven cards when a game begins, any player with fewer than seven cards in his or her deck will lose the subgame when state-based actions are checked during the upkeep step of the first turn, regardless of any mulligans that player takes. (See rule 704, "State-Based Actions.")

Because each player draws seven cards when a game begins, any player with fewer than seven cards in his or her deck will lose the subgame when state-based actions are checked during the upkeep step of the first turn, regardless of any mulligans that player takes. (See rule 704, "State-Based Actions.")

713.4.714.4.

All objects in the main game and all cards outside the main game are considered outside the subgame (except those specifically brought into the subgame). All players not currently in the subgame are considered outside the subgame.

All objects in the main game and all cards outside the main game are considered outside the subgame (except those specifically brought into the subgame). All players not currently in the subgame are considered outside the subgame.

713.4a.714.4a.

Some effects can bring cards into a game from outside of it. If a card is brought into a subgame from a main game, abilities in the main game that trigger on objects leaving a main-game zone will trigger, but they won't be put onto the stack until the main game resumes.

Some effects can bring cards into a game from outside of it. If a card is brought into a subgame from a main game, abilities in the main game that trigger on objects leaving a main-game zone will trigger, but they won't be put onto the stack until the main game resumes.

713.5.714.5.

At the end of a subgame, each player takes all cards he or she owns that are in the subgame other than those in the subgame command zone, puts them into his or her main-game library, then shuffles them. This includes cards in the subgame's exile zone. Except as specified in rules 713.5a-c, all other objects in the subgame cease to exist, as do the zones created for the subgame. The main game continues from the point at which it was discontinued: First, the spell or ability that created the subgame finishes resolving, even if it was created by a spell card that's no longer on the stack. Then, if any main-game abilities triggered while the subgame was in progress due to cards being removed from the main game, those abilities are put onto the stack.

Example: If a card was brought into the subgame either from the main game or from outside the main game, that card will be put into its owner's main-game library when the subgame ends.

At the end of a subgame, each player takes all cards he or she owns that are in the subgame other than those in the subgame command zone, puts them into his or her main-game library, then shuffles them. This includes cards in the subgame's exile zone. Except as specified in rules 714.5a-c, all other objects in the subgame cease to exist, as do the zones created for the subgame. The main game continues from the point at which it was discontinued: First, the spell or ability that created the subgame finishes resolving, even if it was created by a spell card that's no longer on the stack. Then, if any main-game abilities triggered while the subgame was in progress due to cards being removed from the main game, those abilities are put onto the stack.

Example: If a card was brought into the subgame either from the main game or from outside the main game, that card will be put into its owner's main-game library when the subgame ends.

713.5a.714.5a.

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

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

713.5b.714.5b.

At the end of a subgame of a Vanguard game, each player moves his or her vanguard card from the subgame command zone to the main-game command zone.

At the end of a subgame of a Vanguard game, each player moves his or her vanguard card from the subgame command zone to the main-game command zone.

713.5c.714.5c.

At the end of a subgame of a Commander game, each player moves his or her commander from the subgame command zone (if it's there) to the main-game command zone.

At the end of a subgame of a Commander game, each player moves his or her commander from the subgame command zone (if it's there) to the main-game command zone.

713.6.714.6.

A subgame can be created within a subgame. The existing subgame becomes the main game in relation to the new subgame.

A subgame can be created within a subgame. The existing subgame becomes the main game in relation to the new subgame.

714.715.

Taking Shortcuts

Taking Shortcuts

714.1.715.1.

When playing a game, players typically make use of mutually understood shortcuts rather than explicitly identifying each game choice (either taking an action or passing priority) a player makes.

When playing a game, players typically make use of mutually understood shortcuts rather than explicitly identifying each game choice (either taking an action or passing priority) a player makes.

714.1a.715.1a.

The rules for taking shortcuts are largely unformalized. As long as each player in the game understands the intent of each other player, any shortcut system they use is acceptable.

The rules for taking shortcuts are largely unformalized. As long as each player in the game understands the intent of each other player, any shortcut system they use is acceptable.

714.1b.715.1b.

Occasionally the game gets into a state in which a set of actions could be repeated indefinitely (thus creating a "loop"). In that case, the shortcut rules can be used to determine how many times those actions are repeated without having to actually perform them, and how the loop is broken.

Occasionally the game gets into a state in which a set of actions could be repeated indefinitely (thus creating a "loop"). In that case, the shortcut rules can be used to determine how many times those actions are repeated without having to actually perform them, and how the loop is broken.

714.2.715.2.

Taking a shortcut follows the following procedure.

Taking a shortcut follows the following procedure.

714.2a.715.2a.

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}: 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.

714.2b.715.2b.

Each other player, in turn order starting after the player who suggested the shortcut, may either accept the proposed sequence, or shorten it by naming a place where he or she will make a game choice that's different than what's been proposed. (The player doesn't need to specify at this time what the new choice will be.) This place becomes the new ending point of the proposed sequence.

Example: The active player draws a card during her draw step, then says, "Go." The nonactive player is holding Into the Fray (an instant that says "Target creature attacks this turn if able") and says, "I'd like to cast a spell during your beginning of combat step." The current proposed shortcut is that all players pass priority at all opportunities during the turn until the nonactive player has priority during the beginning of combat step.

Each other player, in turn order starting after the player who suggested the shortcut, may either accept the proposed sequence, or shorten it by naming a place where he or she will make a game choice that's different than what's been proposed. (The player doesn't need to specify at this time what the new choice will be.) This place becomes the new ending point of the proposed sequence.

Example: The active player draws a card during her draw step, then says, "Go." The nonactive player is holding Into the Fray (an instant that says "Target creature attacks this turn if able") and says, "I'd like to cast a spell during your beginning of combat step." The current proposed shortcut is that all players pass priority at all opportunities during the turn until the nonactive player has priority during the beginning of combat step.

714.2c.715.2c.

Once the last player has either accepted or shortened the shortcut proposal, the shortcut is taken. The game advances to the last proposed ending point, with all game choices contained in the shortcut proposal having been taken. If the shortcut was shortened from the original proposal, the player who now has priority must make a different game choice than what was originally proposed for that player.

Once the last player has either accepted or shortened the shortcut proposal, the shortcut is taken. The game advances to the last proposed ending point, with all game choices contained in the shortcut proposal having been taken. If the shortcut was shortened from the original proposal, the player who now has priority must make a different game choice than what was originally proposed for that player.

714.3.715.3.

Sometimes a loop can be fragmented, meaning that each player involved in the loop performs an independent action that results in the same game state being reached multiple times. If that happens, the active player (or, if the active player is not involved in the loop, the first player in turn order who is involved) must then make a different game choice so the loop does not continue.

Example: In a two-player game, the active player controls a creature with the ability "{0}: [This creature] gains flying," the nonactive player controls a permanent with the ability "{0}: Target creature loses flying," and nothing in the game cares how many times an ability has been activated. Say the active player activates his creature's ability, it resolves, then the nonactive player activates her permanent's ability targeting that creature, and it resolves. This returns the game to a game state it was at before. The active player must make a different game choice (in other words, anything other than activating that creature's ability again). The creature doesn't have flying. Note that the nonactive player could have prevented the fragmented loop simply by not activating her permanent's ability, in which case the creature would have had flying. The nonactive player always has the final choice and is therefore able to determine whether the creature has flying.

Sometimes a loop can be fragmented, meaning that each player involved in the loop performs an independent action that results in the same game state being reached multiple times. If that happens, the active player (or, if the active player is not involved in the loop, the first player in turn order who is involved) must then make a different game choice so the loop does not continue.

Example: In a two-player game, the active player controls a creature with the ability "{0}: [This creature] gains flying," the nonactive player controls a permanent with the ability "{0}: Target creature loses flying," and nothing in the game cares how many times an ability has been activated. Say the active player activates his creature's ability, it resolves, then the nonactive player activates her permanent's ability targeting that creature, and it resolves. This returns the game to a game state it was at before. The active player must make a different game choice (in other words, anything other than activating that creature's ability again). The creature doesn't have flying. Note that the nonactive player could have prevented the fragmented loop simply by not activating her permanent's ability, in which case the creature would have had flying. The nonactive player always has the final choice and is therefore able to determine whether the creature has flying.

714.4.715.4.

If a loop contains only mandatory actions, the game is a draw. (See rules 104.4b and 104.4f.)

If a loop contains only mandatory actions, the game is a draw. (See rules 104.4b and 104.4f.)

714.5.715.5.

No player can be forced to perform an action that would end a loop other than actions called for by objects involved in the loop.

Example: A player controls Seal of Cleansing, an enchantment that reads, "Sacrifice Seal of Cleansing: Destroy target artifact or enchantment." A mandatory loop that involves an artifact begins. The player is not forced to sacrifice Seal of Cleansing to destroy the artifact and end the loop.

No player can be forced to perform an action that would end a loop other than actions called for by objects involved in the loop.

Example: A player controls Seal of Cleansing, an enchantment that reads, "Sacrifice Seal of Cleansing: Destroy target artifact or enchantment." A mandatory loop that involves an artifact begins. The player is not forced to sacrifice Seal of Cleansing to destroy the artifact and end the loop.

714.6.715.6.

If a loop contains an effect that says "[A] unless [B]," where [A] and [B] are each actions, no player can be forced to perform [B] to break the loop. If no player chooses to perform [B], the loop will continue as though [A] were mandatory.

If a loop contains an effect that says "[A] unless [B]," where [A] and [B] are each actions, no player can be forced to perform [B] to break the loop. If no player chooses to perform [B], the loop will continue as though [A] were mandatory.

715.716.

Handling Illegal Actions

Handling Illegal Actions

715.1.716.1.

If a player realizes that he or she can't legally take an action after starting to do so, the entire action is reversed and any payments already made are canceled. No abilities trigger and no effects apply as a result of an undone action. If the action was casting a spell, the spell returns to the zone it came from. The player may also reverse any legal mana abilities activated while making the illegal play, unless mana from them or from any triggered mana abilities they triggered was spent on another mana ability that wasn't reversed. Players may not reverse actions that moved cards to a library, moved cards from a library to any zone other than the stack, or caused a library to be shuffled.

If a player realizes that he or she can't legally take an action after starting to do so, the entire action is reversed and any payments already made are canceled. No abilities trigger and no effects apply as a result of an undone action. If the action was casting a spell, the spell returns to the zone it came from. The player may also reverse any legal mana abilities activated while making the illegal play, unless mana from them or from any triggered mana abilities they triggered was spent on another mana ability that wasn't reversed. Players may not reverse actions that moved cards to a library, moved cards from a library to any zone other than the stack, or caused a library to be shuffled.

715.2.716.2.

When reversing illegal spells and abilities, the player who had priority retains it and may take another action or pass. The player may redo the reversed action in a legal way or take any other action allowed by the rules.

When reversing illegal spells and abilities, the player who had priority retains it and may take another action or pass. The player may redo the reversed action in a legal way or take any other action allowed by the rules.

800.3.800.3.

Many multiplayer Magic tournaments have additional rules not included here, including rules for deck construction. See the most current Magic: The Gathering Tournament Rules for more information. They can be found at http://www.wizards.com/Magic/TCG/Events.aspx?x=dci/doccenter/home.

Many multiplayer Magic tournaments have additional rules not included here, including rules for deck construction. See the most current Magic: The Gathering Tournament Rules for more information. They can be found at www.wizards.com/WPN/Events/Rules.aspx.

801.11.801.11.

If a spell or ability requires information from the game, it gets only information from within its controller's range of influence. It doesn't see objects or events outside its controller's range of influence.

Example: In a six-player game where each player has range of influence 1, Alex controls Coat of Arms, which reads, "Each creature gets +1/+1 for each other creature on the battlefield that shares at least one creature type with it." Coat of Arms will boost Alex's creatures based only on what creatures are controlled by Alex, the player to Alex's left, and the player to Alex's right. It won't take other creatures into account.

Example: In the same game, Rob is sitting to the right of Alex. Coat of Arms will boost Rob's creatures based only on what creatures are controlled by Rob and Alex. They are the only two players within range of both Rob and the controller of Coat of Arms.

If a spell or ability requires information from the game, it gets only information from within its controller's range of influence. It doesn't see objects or events outside its controller's range of influence.

Example: In a six-player game where each player has range of influence 1, Alex controls Coat of Arms, which reads, "Each creature gets +1/+1 for each other creature on the battlefield that shares at least one creature type with it." Coat of Arms will boost Alex's creatures based only on what creatures are controlled by Alex, the player to Alex's left, and the player to Alex's right. It won't take other creatures into account.

Example: In the same game, Rob is sitting to the right of Alex. Coat of Arms will boost Rob's creatures based on what creatures are controlled by players within Alex's range of influence, including the player sitting to Alex's left, who's out of Rob's range of influence.

801.19.

Effects that restart the game (see rule 713) are exempt from the limited range of influence option. All players in the game will be involved in the new game.

801.19.801.20.

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

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

809.5.809.5.

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

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

810.5.810.5.

With the exception of life total, a team's resources (cards in hand, mana, and so on) are not shared in the Two-Headed Giant variant. Teammates may review each other's hands and discuss strategies at any time. Teammates can't manipulate each other's cards or permanents.

With the exception of life total and poison counters, a team's resources (cards in hand, mana, and so on) are not shared in the Two-Headed Giant variant. Teammates may review each other's hands and discuss strategies at any time. Teammates can't manipulate each other's cards or permanents.

810.8d.

If a team has fifteen or more poison counters, that team loses the game. (This is a state-based action. See rule 704.)

810.10.

Effects that cause players to get poison counters happen to each player individually. The poison counters are shared by the team.

810.10a.

If an effect needs to know how many poison counters an individual player has, that effect uses the number of poison counters that player's team has.

810.10b.

If an effect says that a player loses poison counters, that player's team loses that many poison counters.

810.10c.

A player is "poisoned" if his or her team has one or more poison counters.

810.10.810.11.

The Two-Headed Giant variant can also be played with equally sized teams of more than two players. Each team's starting life total is equal to 15 times the number of players on the team. (These variants are unofficially called Three-Headed Giant, Four-Headed Giant, and so on.)

The Two-Headed Giant variant can also be played with equally sized teams of more than two players. For each player a team has beyond the second, that team's starting life total is increased by 15 and the number of poison counters required for the team to lose is increased by five. (These variants are called Three-Headed Giant, Four-Headed Giant, and so on.)

901.3a.901.3a.

A planar die is a six-sided die. One face has the planeswalker symbol {P}. One face has the chaos symbol {C}. The other faces are blank.

A planar die is a six-sided die. One face has the planeswalker symbol {PW}. One face has the chaos symbol {C}. The other faces are blank.

901.7a.901.7a.

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

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

901.8c.901.8c.

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

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

903.6.903.6.

At the start of the game, each player puts his or her commander face up next to his or her library. The commanders start the game in the command zone. Then each player shuffles the remaining 99 cards of his or her deck so that the cards are in a random order. Those cards become the player's library.

At the start of the game, each player puts his or her commander from his or her deck face up into the command zone. Then each player shuffles the remaining 99 cards of his or her deck so that the cards are in a random order. Those cards become the player's library.

903.13.903.13.

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

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

ConcedeConcede

To quit the game. Conceding a game immediately causes that player to leave that game and lose that game. See rule 104, "Winning and Losing."

To quit the game. Conceding a game immediately causes that player to leave that game and lose that game. See rule 104, "Ending the Game."

Illegal ActionIllegal Action

An action that violates the rules of the game and/or requirements or restrictions created by effects. See rule 715, "Handling Illegal Actions."

An action that violates the rules of the game and/or requirements or restrictions created by effects. See rule 716, "Handling Illegal Actions."

LoopLoop

A set of actions that could be repeated indefinitely. See rule 714, "Taking Shortcuts."

A set of actions that could be repeated indefinitely. See rule 715, "Taking Shortcuts."

Lose the GameLose the Game

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

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

Main GameMain Game

The game in which a spell (or ability) that created a subgame was cast (or activated). See rule 713, "Subgames."

The game in which a spell (or ability) that created a subgame was cast (or activated). See rule 714, "Subgames."

MoveMove

To remove a counter from one object and put it on a different object. See rule 121.4. Some older cards used "move" with respect to Auras; those cards have received errata in the Oracle card reference and now use the word "attach."

To remove a counter from one object and put it on a different object. See rule 121.5. Some older cards used "move" with respect to Auras; those cards have received errata in the Oracle card reference and now use the word "attach."

Phyrexian Mana Symbol

A mana symbol that represents a cost that can be paid either by spending colored mana or by paying life. See rule 107.4.

Phyrexian Symbol

A symbol used in rules text to represent any of the five Phyrexian mana symbols. See rule 107.4g.

Planeswalker SymbolPlaneswalker Symbol

The planeswalker symbol {P} appears on the planar die in the Planar Magic casual variant. See rule 107.11.

The planeswalker symbol {PW} appears on the planar die in the Planar Magic casual variant. See rule 107.11.

Restart the Game

To immediately end the current game and restart it. See rule 104, "Ending the Game."

ShortcutShortcut

A mutually understood way for the game to advance forward a number of game choices (either taking an action or passing priority) without players needing to explicitly identify each such choice. See rule 714, "Taking Shortcuts."

A mutually understood way for the game to advance forward a number of game choices (either taking an action or passing priority) without players needing to explicitly identify each such choice. See rule 715, "Taking Shortcuts."

Snow Mana SymbolSnow Mana Symbol

The snow mana symbol {S} represents a cost that can be paid with one mana produced by a snow permanent. See rule 107.4f.

The snow mana symbol {S} represents a cost that can be paid with one mana produced by a snow permanent. See rule 107.4g.

SubgameSubgame

A completely separate Magic game created by an effect. See rule 713, "Subgames."

A completely separate Magic game created by an effect. See rule 714, "Subgames."

Tournament RulesTournament Rules

Additional rules that apply to games played in a DCI-sanctioned tournament. See rule 100.6.

Additional rules that apply to games played in a sanctioned tournament. See rule 100.6.

Win the GameWin the Game

There are several ways to win the game. See rule 104, "Winning and Losing," and rules 810.8 (for additional rules for Two-Headed Giant games) and rule 809.5 (for additional rules for Emperor games).

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