Resources

Magic Rules Changes

Oath of the Gatewatch to Shadows over Innistrad

General

Oath of the GatewatchShadows over Innistrad
106.6.106.6.

Some spells or abilities that produce mana restrict how that mana can be spent, have an additional effect that affects the spell or ability that mana is spent on, or create a delayed triggered ability (see rule 603.7a) that triggers when that mana is spent. This doesn't affect the mana's type.

Example: A player's mana pool contains {1}{U} which can be spent only to pay cumulative upkeep costs. That player activates Doubling Cube's ability, which reads "{3}, {T}: Double the amount of each type of mana in your mana pool." The player's mana pool now has {2}{U}{U} in it, {1}{U} of which can be spent on anything.

Some spells or abilities that produce mana restrict how that mana can be spent, have an additional effect that affects the spell or ability that mana is spent on, or create a delayed triggered ability (see rule 603.7a) that triggers when that mana is spent. This doesn't affect the mana's type.

Example: A player's mana pool contains {R}{G} which can be spent only to cast creature spells. That player activates Doubling Cube's ability, which reads "{3}, {T}: Double the amount of each type of mana in your mana pool." The player's mana pool now has {R}{R}{G}{G} in it, {R}{G} of which can be spent on anything.

107.3h.107.3h.

All instances of X on an object have the same value at any given time.

Normally, all instances of X on an object have the same value at any given time. If an object gains an ability, the value of X within that ability is the value defined by that ability, or 0 if that ability doesn't define a value of X.

110.5c.110.5c.

A spell or ability that creates a creature token sets both its name and its creature type. If the spell or ability doesn't specify the name of the creature token, its name is the same as its creature type(s). A "Goblin Scout creature token," for example, is named "Goblin Scout" and has the creature subtypes Goblin and Scout. Once a token is on the battlefield, changing its name doesn't change its creature type, and vice versa.

A spell or ability that creates a token sets both its name and its subtype. If the spell or ability doesn't specify the name of the token, its name is the same as its subtype(s). A "Goblin Scout creature token," for example, is named "Goblin Scout" and has the creature subtypes Goblin and Scout. Once a token is on the battlefield, changing its name doesn't change its subtype, and vice versa.

112.6k.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: Reassembling Skeleton says "{1}{B}: Return Reassembling Skeleton from your graveyard to the battlefield tapped." A player may activate this ability only if Reassembling Skeleton 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. The same is true if the effect of that ability creates a delayed triggered ability whose effect moves the object out of a particular zone.

Example: Reassembling Skeleton says "{1}{B}: Return Reassembling Skeleton from your graveyard to the battlefield tapped." A player may activate this ability only if Reassembling Skeleton is in his or her graveyard.

117.3c.117.3c.

Activating mana abilities is not mandatory, even if paying a cost is.

Example: A player controls Lodestone Golem, which says "Nonartifact spells cost {1} more to cast." Another player removes the last time counter from a suspended sorcery card. That player must cast that spell if able, but doing so costs {1}. The player is forced to spend {1} if enough mana is in his or her mana pool, but the player isn't forced to activate a mana ability to produce that {1}. If he or she doesn't, the card simply remains exiled.

Activating mana abilities is not mandatory, even if paying a cost is.

Example: A player controls Lodestone Golem, which says "Nonartifact spells cost {1} more to cast." Another player removes the last time counter from a suspended sorcery card. That player must cast that spell if able, but doing so costs {1}. The player is forced to pay that cost if enough mana is in his or her mana pool, but the player isn't forced to activate a mana ability to produce that mana. If he or she doesn't, the card simply remains exiled.

118.9.118.9.

Some triggered abilities are written, "Whenever [a player] gains life, . . . ." Such abilities are treated as though they are written, "Whenever a source causes [a player] to gain life, . . . ." If a player gains 0 life, no life gain event has occurred, and these abilities won't trigger.

Example: A player controls Ajani's Pridemate, which reads "Whenever you gain life, you may put a +1/+1 counter on Ajani's Pridemate," and two creatures with lifelink. The creatures with lifelink deal combat damage simultaneously. Ajani's Pridemate's ability triggers twice.

Some triggered abilities are written, "Whenever [a player] gains life, . . . ." Such abilities are treated as though they are written, "Whenever a source causes [a player] to gain life, . . . ." If a player gains 0 life, no life gain event has occurred, and these abilities won't trigger.

401.5.120.8.

If a spell or ability causes a card to be drawn while another spell is being cast, the drawn card is kept face down until that spell becomes cast (see rule 601.2i). While face down, it's considered to have no characteristics. The same is true with relation to another ability being activated. If an effect allows or instructs a player to reveal the card as it's being drawn, it's revealed after the spell becomes cast or the ability becomes activated.

If a spell or ability causes a card to be drawn while another spell is being cast, the drawn card is kept face down until that spell becomes cast (see rule 601.2i). While face down, it's considered to have no characteristics. The same is true with relation to another ability being activated. If an effect allows or instructs a player to reveal the card as it's being drawn, it's revealed after the spell becomes cast or the ability becomes activated.

121.6.121.6.

Some spells and abilities refer to counters being "placed" on an object. This refers to putting counters on that object while it's on the battlefield and also to an object entering the battlefield with counters on it as a result of a replacement effect (see rule 614.1c).

Some spells and abilities refer to counters being "placed" on an object. This refers to putting counters on that object while it's on the battlefield and also to an object that's given counters as it enters the battlefield.

202.3a.202.3a.

The converted mana cost of an object with no mana cost is 0.

The converted mana cost of an object with no mana cost is 0, unless that object is the back face of a double-faced permanent.

202.3b.

The converted mana cost of a double-faced permanent's back face is calculated as though it had the mana cost of its front face. This is a change from previous rules. If a permanent is a copy of the back face of a double-faced card (even if the card representing that copy is itself a double-faced card), the converted mana cost of that permanent is 0.

Example: Huntmaster of the Fells is a double-faced card with mana cost {2}{R}{G}. Its converted mana cost is 4. After it transforms to its other face (Ravager of the Fells), its converted mana cost remains 4.

Example: A Clone enters the battlefield as a copy of Ravager of the Fells. Its converted mana cost is 0.

Example: Insectile Aberration is the back face of a double-faced card whose front face has mana cost {U}. It becomes a copy of Ravager of the Fells. Its converted mana cost becomes 0.

202.3b.202.3c.

When calculating the converted mana cost of an object with an {X} in its mana cost, X is treated as 0 while the object is not on the stack, and X is treated as the number chosen for it while the object is on the stack.

When calculating the converted mana cost of an object with an {X} in its mana cost, X is treated as 0 while the object is not on the stack, and X is treated as the number chosen for it while the object is on the stack.

202.3c.202.3d.

When calculating the converted mana cost of an object with a hybrid mana symbol in its mana cost, use the largest component of each hybrid symbol.

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

Example: The converted mana cost of a card with mana cost {2/B}{2/B}{2/B} is 6.

When calculating the converted mana cost of an object with a hybrid mana symbol in its mana cost, use the largest component of each hybrid symbol.

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

Example: The converted mana cost of a card with mana cost {2/B}{2/B}{2/B} is 6.

202.3d.202.3e.

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.

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.

205.3g.205.3g.

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

205.3j.205.3j.

Planeswalkers have their own unique set of subtypes; these subtypes are called planeswalker types. The planeswalker types are Ajani, Ashiok, Bolas, Chandra, Dack, Daretti, Domri, Elspeth, Freyalise, Garruk, Gideon, Jace, Karn, 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, Elspeth, Freyalise, Garruk, Gideon, Jace, Karn, 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.

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, 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, 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.

207.2c.207.2c.

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

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

400.7.400.7.

An object that moves from one zone to another becomes a new object with no memory of, or relation to, its previous existence. There are seven exceptions to this rule:

An object that moves from one zone to another becomes a new object with no memory of, or relation to, its previous existence. There are eight exceptions to this rule:

400.7g.

If an effect allows a nonland card to be cast, other parts of that effect can find the new object that card becomes after it moves to the stack as a result of being cast this way.

400.7g.400.7h.

A resolving spell or activated ability can perform actions on an object that moved from one zone to another while that spell was being cast or that ability was being activated, if that object moved to a public zone.

If an effect causes an object to move to a public zone, other parts of that effect can find that object. If the cost of a spell or ability causes an object to move to a public zone, that spell or ability's effects can find that object.

401.6.401.5.

Some effects tell a player to play with the top card of his or her library revealed, or say that a player may look at the top card of his or her library. If the top card of the player's library changes while a spell is being cast, the new top card won't be revealed and can't be looked at until the spell becomes cast (see rule 601.2i). The same is true with relation to an ability being activated.

Some effects tell a player to play with the top card of his or her library revealed, or say that a player may look at the top card of his or her library. If the top card of the player's library changes while a spell is being cast, the new top card won't be revealed and can't be looked at until the spell becomes cast (see rule 601.2i). The same is true with relation to an ability being activated.

401.7.401.6.

If an effect causes a player to play with the top card of his or her library revealed, and that particular card stops being revealed for any length of time before being revealed again, it becomes a new object.

If an effect causes a player to play with the top card of his or her library revealed, and that particular card stops being revealed for any length of time before being revealed again, it becomes a new object.

401.8.401.7.

If an effect causes a player to put a card into a library "Nth from the top," and that library has fewer than N cards in it, the player puts that card on the bottom of that library.

If an effect causes a player to put a card into a library "Nth from the top," and that library has fewer than N cards in it, the player puts that card on the bottom of that library.

510.2.510.2.

Second, all combat damage that's been assigned is dealt simultaneously. This turn-based action doesn't use the stack. No player has the chance to cast spells or activate abilities between the time combat damage is assigned and the time it's dealt. This is a change from previous rules.

Example: Squadron Hawk (a 1/1 creature with flying) and Goblin Piker (a 2/1 creature) are attacking. Mogg Fanatic (a 1/1 creature with the ability "Sacrifice Mogg Fanatic: Mogg Fanatic deals 1 damage to target creature or player") blocks the Goblin Piker. The defending player sacrifices Mogg Fanatic during the declare blockers step to deal 1 damage to the Squadron Hawk. The Hawk is destroyed. The Piker deals and is dealt no combat damage this turn. If the defending player instead left Mogg Fanatic on the battlefield, the Fanatic and the Piker would have dealt lethal damage to one another, but the Squadron Hawk couldn't have been dealt damage.

Second, all combat damage that's been assigned is dealt simultaneously. This turn-based action doesn't use the stack. No player has the chance to cast spells or activate abilities between the time combat damage is assigned and the time it's dealt.

Example: Squadron Hawk (a 1/1 creature with flying) and Goblin Piker (a 2/1 creature) are attacking. Mogg Fanatic (a 1/1 creature with the ability "Sacrifice Mogg Fanatic: Mogg Fanatic deals 1 damage to target creature or player") blocks the Goblin Piker. The defending player sacrifices Mogg Fanatic during the declare blockers step to deal 1 damage to the Squadron Hawk. The Hawk is destroyed. The Piker deals and is dealt no combat damage this turn. If the defending player instead left Mogg Fanatic on the battlefield, the Fanatic and the Piker would have dealt lethal damage to one another, but the Squadron Hawk couldn't have been dealt damage.

701.25b.701.25a.

To transform a permanent, turn it over so that its other face is up.

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.")

701.25c.701.25b.

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.

701.25a.701.25c.

Only permanents represented by double-faced cards can transform. (See rule 711, "Double-Faced Cards.") If a spell or ability instructs a player to transform any 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.

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.

701.25d.701.25e.

Some triggered abilities trigger when an object "transforms into" an object identified by name. Such an ability triggers only if that object didn't have the specified name immediately before the transform instruction and does have the specified name immediately after the transform instruction.

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.

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.

701.33.

Investigate

701.33a.

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

702.15e.

If multiple sources with lifelink deal damage at the same time, they cause separate life gain events (see rule 118.9).

Example: A player controls Ajani's Pridemate, which reads "Whenever you gain life, you may put a +1/+1 counter on Ajani's Pridemate," and two creatures with lifelink. The creatures with lifelink deal combat damage simultaneously. Ajani's Pridemate's ability triggers twice.

702.15e.702.15f.

Multiple instances of lifelink on the same object are redundant.

Multiple instances of lifelink on the same object are redundant.

702.34a.702.34a.

Madness is a keyword that represents two abilities. The first is a static ability that functions while the card with madness is in a player's hand. The second is a triggered ability that functions when the first ability is applied. "Madness [cost]" means "If a player would discard this card, that player discards it, but may exile it instead of putting it into his or her graveyard" and "When this card is exiled this way, its owner may cast it by paying [cost] rather than paying its mana cost. If that player doesn't, he or she puts this card into his or her graveyard."

Madness is a keyword that represents two abilities. The first is a static ability that functions while the card with madness is in a player's hand. The second is a triggered ability that functions when the first ability is applied. "Madness [cost]" means "If a player would discard this card, that player discards it, but exiles it instead of putting it into his or her graveyard" and "When this card is exiled this way, its owner may cast it by paying [cost] rather than paying its mana cost. If that player doesn't, he or she puts this card into his or her graveyard."

702.117.

Skulk

702.117a.

Skulk is an evasion ability.

702.117b.

A creature with skulk can't be blocked by creatures with greater power. (See rule 509, "Declare Blockers Step.")

702.117c.

Multiple instances of skulk on the same creature are redundant.

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 permanent 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 701.25, "Transform.")

711.1a.711.1a.

A double-faced card's front face includes its mana cost. Its back face has no mana cost.

A double-faced card's front face is marked by a front-face symbol in its upper left corner. On cards in the Innistrad block and Shadows over Innistrad set, the front-face symbol is a sun. On Magic Origins double-faced cards, the front-face symbol is a modified Planeswalker icon.

711.1b.711.1b.

Each face of a double-faced card has an icon in its upper left corner (for example, a sun or a stylized Planeswalker symbol). These icons have no effect on game play.

A double-faced card's back face is marked by a back-face symbol in its upper left corner. On cards in the Innistrad block and Shadows over Innistrad set, the back-face symbol is a crescent moon. On Magic Origins double-faced cards, the back-face symbol is a full Planeswalker icon.

711.4b.711.4b.

While a double-faced permanent's back face is up, it has only the characteristics of its back face. The back face doesn't have a mana cost; it has the colors in its color indicator (see rule 202.2e), if any.

While a double-faced permanent's back face is up, it has only the characteristics of its back face. However, its converted mana cost is calculated using the mana cost of its front face. This is a change from previous rules. If a permanent is copying the back face of a double-faced card (even if the card representing that copy is itself a double-faced card), the converted mana cost of that permanent is 0.

711.5.711.5.

Except for determining whether or not a permanent can transform, a spell, ability, effect, or rule that needs information about a double-faced permanent sees only the information given by the face that's currently up.

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 701.25, "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.

711.6.

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.

711.6.711.7.

If a double-faced card is cast as a spell, it's put on the stack with its front face up. See rule 601, "Casting Spells."

If a double-faced card is cast as a spell, it's put on the stack with its front face up. See rule 601, "Casting Spells."

711.7.711.8.

A double-faced card enters the battlefield with its front face up by default. If a spell or ability puts it onto the battlefield "transformed," it enters the battlefield with its back face up.

A double-faced card enters the battlefield with its front face up by default. If a spell or ability puts it onto the battlefield "transformed," it enters the battlefield with its back face up.

711.8a.

If a player is instructed to put a card that isn't a double-faced card onto the battlefield transformed, that card stays in its current zone. This is a change from previous rules.

711.8.711.9.

If an effect allows a player to cast a double-faced card as a face-down creature spell, or if a double-faced card enters the battlefield face down, it will have the characteristics given to it by the rule or effect that caused it to be face down. That card remains hidden, using either a face-down checklist card or opaque sleeves. See rule 707, "Face-Down Spells and Permanents."

If an effect allows a player to cast a double-faced card as a face-down creature spell, or if a double-faced card enters the battlefield face down, it will have the characteristics given to it by the rule or effect that caused it to be face down. That card remains hidden, using either a face-down checklist card or opaque sleeves. See rule 707, "Face-Down Spells and Permanents."

711.8a.711.9a.

While face down, a double-faced permanent can't transform. If it is turned face up, it will have its front face up.

While face down, a double-faced permanent can't transform. If it is turned face up, it will have its front face up.

711.9.711.10.

Double-faced permanents can't be turned face down. If a spell or ability tries to turn a double-faced permanent face down, nothing happens.

Double-faced permanents can't be turned face down. If a spell or ability tries to turn a double-faced permanent face down, nothing happens.

711.10.711.11.

A double-faced card that is exiled face down remains hidden, using either a face-down checklist card or opaque sleeves. See rule 711.3.

A double-faced card that is exiled face down remains hidden, using either a face-down checklist card or opaque sleeves. See rule 711.3.

711.11.711.12.

When a double-faced permanent transforms, it doesn't become a new object. Any effects that applied to that permanent will continue to apply to it after it transforms.

Example: An effect gives Village Ironsmith (the front face of a double-faced card) +2/+2 until end of turn and then Village Ironsmith transforms into Ironfang. Ironfang will continue to get +2/+2 until end of turn.

When a double-faced permanent transforms, it doesn't become a new object. Any effects that applied to that permanent will continue to apply to it after it transforms.

Example: An effect gives Village Ironsmith (the front face of a double-faced card) +2/+2 until end of turn and then Village Ironsmith transforms into Ironfang. Ironfang will continue to get +2/+2 until end of turn.

711.12.711.13.

If an effect instructs a player to name a card, the player may name either face of a double-faced card but not both.

If an effect instructs a player to name a card, the player may name either face of a double-faced card but not both.

Investigate

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

Skulk

A keyword ability that restricts how a creature may be blocked. See rule 702.117, "Skulk."