Resources

Magic Rules Changes

Planechase (2012 Edition) to Magic 2013

General

Planechase (2012 Edition)Magic 2013
120.7.120.7.

Some replacement effects and prevention effects result in multiple card draws. In such a case, any parts of the original event that haven't been replaced by the effect occur first, then the card draws happen one at a time.

Some replacement effects and prevention effects result in one or more card draws. In such a case, if there are any parts of the original event that haven't been replaced, those parts occur first, then the card draws happen one at a time.

507.1.507.1.

First, if the game being played is a multiplayer game in which the active player's opponent's don't all automatically become defending players, the active player chooses one of his or her opponents. That player becomes the defending player. This turn-based action doesn't use the stack. (See rule 506.2.)

First, if the game being played is a multiplayer game in which the active player's opponents don't all automatically become defending players, the active player chooses one of his or her opponents. That player becomes the defending player. This turn-based action doesn't use the stack. (See rule 506.2.)

614.13.614.13.

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.

An effect that modifies how a permanent enters the battlefield may cause other objects to change zones.

614.13a.

When applying an effect that modifies how a permanent enters the battlefield, you can't make a choice that would cause that permanent to go to a different zone and 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, you can't choose to exile Sutured Ghoul itself.

614.13b.

The same object can't be chosen to change zones more than once when applying replacement effects that modify how a single permanent enters the battlefield.

Example: Jund (a plane card) says, "Whenever a player casts a black, red, or green creature spell, it gains devour 5." A player controls Runeclaw Bear and casts Thunder-Thrash Elder, a red creature spell with devour 3. As Thunder-Thrash Elder enters the battlefield, its controller can choose to sacrifice Runeclaw Bear when applying the devour 3 effect or when applying the devour 5 effect, but not both. Thunder-Thrash Elder will enter the battlefield with zero, three, or five +1/+1 counters, depending on this choice.

615.11.615.11.

Some effects state that damage "can't be prevented." If unpreventable damage would be dealt, any applicable prevention effects are still applied to it. Those effects won't prevent any damage, but any additional effects they have will take place.

Some effects state that damage "can't be prevented." If unpreventable damage would be dealt, any applicable prevention effects are still applied to it. Those effects won't prevent any damage, but any additional effects they have will take place. Existing damage prevention shields won't be reduced by damage that can't be prevented.

701.8g.701.8g.

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

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

701.21d.701.21d.

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

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

703.4e.703.4e.

Immediately after the beginning of combat step begins, if the game being played is a multiplayer game in which the active player's opponent's don't all automatically become defending players, the active player chooses one of his or her opponents. That player becomes the defending player. See rule 507.1.

Immediately after the beginning of combat step begins, if the game being played is a multiplayer game in which the active player's opponents don't all automatically become defending players, the active player chooses one of his or her opponents. That player becomes the defending player. See rule 507.1.

708.2a.708.2a.

If a player casts a split card, that player chooses which half of that split card he or she is casting before putting it onto the stack. Only the half that is being cast is considered to be put onto the stack.

If a player casts a split card, that player chooses which half of that split card he or she is casting before putting it onto the stack. Only the half that is being cast is considered to be put onto the stack. Only that half is evaluated to see if it can be cast.