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Magic Rules Changes

Scars of Mirrodin to Mirrodin Besieged

General

Scars of MirrodinMirrodin Besieged
103.3c.103.3c.

In an EDH game, each player sets his or her life total to 40.

In a Commander game, each player sets his or her life total to 40.

103.4d.103.4d.

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

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

104.3j.104.3j.

In an EDH game, a player that's been dealt 21 or more combat damage by the same general over the course of the game loses the game. (This is a state-based action. See rule 704. Also see rule 903.12.)

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

107.8.107.8.

The text box of a leveler card contains two level symbols, each of which is a keyword ability that represents a static ability. The level symbol includes either a range of numbers, indicated here as "N1-N2," or a single number followed by a plus sign, indicated here as "N3+." Any abilities printed within the same text box striation as a level symbol are part of its static ability. The same is true of the power/toughness box printed within that striation, indicated here as "[P/T]." See rule 701, "Leveler Cards."

The text box of a leveler card contains two level symbols, each of which is a keyword ability that represents a static ability. The level symbol includes either a range of numbers, indicated here as "N1-N2," or a single number followed by a plus sign, indicated here as "N3+." Any abilities printed within the same text box striation as a level symbol are part of its static ability. The same is true of the power/toughness box printed within that striation, indicated here as "[P/T]." See rule 710, "Leveler Cards."

114.6c.114.6c.

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.

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.

118.1c.118.1c.

In an EDH game, each player begins the game with a starting life total of 40 instead; see rule 903, "EDH."

In a Commander game, each player begins the game with a starting life total of 40 instead; see rule 903, "Commander."

120.7.120.7.

Some replacement 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 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.

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.

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.

204.1a.204.1a.

When an object's card type changes, the new card type(s) replaces any existing card types. Counters, effects, and damage marked on the object remain with it, even if they are meaningless to the new card type. Similarly, when one or more of an object's subtypes changes, the new subtype(s) replaces any existing subtypes from the appropriate set (creature types, land types, artifact types, enchantment types, planeswalker types, or spell types). If an object's card type is removed, the subtypes correlated with that card type will remain if they are also the subtypes of a card type the object currently has; otherwise, they are also removed for the entire time the object's card type is removed. Removing an object's subtype doesn't affect its card types at all.

Some effects set an object's card type. In such cases, the new card type(s) replaces any existing card types. Counters, effects, and damage marked on the object remain with it, even if they are meaningless to the new card type. Similarly, when an effect sets one or more of an object's subtypes, the new subtype(s) replaces any existing subtypes from the appropriate set (creature types, land types, artifact types, enchantment types, planeswalker types, or spell types). If an object's card type is removed, the subtypes correlated with that card type will remain if they are also the subtypes of a card type the object currently has; otherwise, they are also removed for the entire time the object's card type is removed. Removing an object's subtype doesn't affect its card types at all.

204.1b.204.1b.

Some effects change an object's card type, supertype, or subtype but specify that the object retains a prior card type, supertype, or subtype. In such cases, all the object's prior card types, supertypes, and subtypes are retained. This rule applies to effects that use the phrase "in addition to its types" or that state that something is "still a [card type]." Some effects state that an object becomes an "artifact creature"; these effects also allow the object to retain all of its prior card types and subtypes.

Example: An ability reads, "All lands are 1/1 creatures that are still lands." The affected lands now have two card types: creature and land. If there were any lands that were also artifacts before the ability's effect applied to them, those lands would become "artifact land creatures," not just "creatures," or "land creatures." The effect allows them to retain both the card type "artifact" and the card type "land." In addition, each land affected by the ability retains any land types and supertypes it had before the ability took effect.

Example: An ability reads, "All artifacts are 1/1 artifact creatures." If a permanent is both an artifact and an enchantment, it will become an "artifact enchantment creature."

Some effects change an object's card type, supertype, or subtype but specify that the object retains a prior card type, supertype, or subtype. In such cases, all the object's prior card types, supertypes, and subtypes are retained. This rule applies to effects that use the phrase "in addition to its types" or that state that something is "still a [type, supertype, or subtype]." Some effects state that an object becomes an "artifact creature"; these effects also allow the object to retain all of its prior card types and subtypes.

Example: An ability reads, "All lands are 1/1 creatures that are still lands." The affected lands now have two card types: creature and land. If there were any lands that were also artifacts before the ability's effect applied to them, those lands would become "artifact land creatures," not just "creatures," or "land creatures." The effect allows them to retain both the card type "artifact" and the card type "land." In addition, each land affected by the ability retains any land types and supertypes it had before the ability took effect.

Example: An ability reads, "All artifacts are 1/1 artifact creatures." If a permanent is both an artifact and an enchantment, it will become an "artifact enchantment creature."

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, Giant, Gnome, Goat, Goblin, Golem, Gorgon, Graveborn, 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, 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.

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) 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) and Mirrodin Besieged (tm) cards. These faction icons have no effect on game play.

305.7.305.7.

If an effect changes a land's subtype to one or more of the basic land types, the land no longer has its old land type. It loses all abilities generated from its rules text and its old land types, and it gains the appropriate mana ability for each new basic land type. Note that this doesn't remove any abilities that were granted to the land by other effects. Changing a land's subtype doesn't add or remove any card types (such as creature) or supertypes (such as basic, legendary, and snow) the land may have. If a land gains one or more land types in addition to its own, it keeps its land types and rules text, and it gains the new land types and mana abilities.

If an effect sets a land's subtype to one or more of the basic land types, the land no longer has its old land type. It loses all abilities generated from its rules text and its old land types, and it gains the appropriate mana ability for each new basic land type. Note that this doesn't remove any abilities that were granted to the land by other effects. Setting a land's subtype doesn't add or remove any card types (such as creature) or supertypes (such as basic, legendary, and snow) the land may have. If a land gains one or more land types in addition to its own, it keeps its land types and rules text, and it gains the new land types and mana abilities.

408.3.408.3.

In the Planar Magic, Vanguard, EDH, and Archenemy casual variants, nontraditional Magic cards and/or specially designated cards start the game in the command zone. Each variant has its own rules regarding such cards. See section 9, "Casual Variants."

In the Planar Magic, Vanguard, Commander, and Archenemy casual variants, nontraditional Magic cards and/or specially designated cards start the game in the command zone. Each variant has its own rules regarding such cards. See section 9, "Casual Variants."

508.1d.508.1d.

The active player checks each creature he or she controls to see whether it's affected by any requirements (effects that say a creature must attack, or that it must attack if some condition is met). If the number of requirements that are being obeyed is fewer than the maximum possible number of requirements that could be obeyed without disobeying any restrictions, the declaration of attackers is illegal. Tapped creatures and creatures that can't attack unless you pay a cost are exempt from effects that would require them to attack.

Example: A player controls two creatures: one that "attacks if able" and one with no abilities. An effect states "No more than one creature can attack each turn." The only legal attack is for just the creature that "attacks if able" to attack. It's illegal to attack with the other creature, attack with both, or attack with neither.

The active player checks each creature he or she controls to see whether it's affected by any requirements (effects that say a creature must attack, or that it must attack if some condition is met). If the number of requirements that are being obeyed is fewer than the maximum possible number of requirements that could be obeyed without disobeying any restrictions, the declaration of attackers is illegal. If a creature can't attack unless a player pays a cost, that player is not required to pay that cost, even if attacking with that creature would increase the number of requirements being obeyed.

Example: A player controls two creatures: one that "attacks if able" and one with no abilities. An effect states "No more than one creature can attack each turn." The only legal attack is for just the creature that "attacks if able" to attack. It's illegal to attack with the other creature, attack with both, or attack with neither.

509.1c.509.1c.

The defending player checks each creature he or she controls to see whether it's affected by any requirements (effects that say a creature must block, or that it must block if some condition is met). If the number of requirements that are being obeyed is fewer than the maximum possible number of requirements that could be obeyed without disobeying any restrictions, the declaration of blockers is illegal. Tapped creatures and creatures that can't block unless you pay a cost are exempt from effects that would require them to block.

Example: A player controls one creature that "blocks if able" and another creature with no abilities. An effect states "Creatures can't be blocked except by two or more creatures." Having only the first creature block violates the restriction. Having neither creature block fulfills the restriction but not the requirement. Having both creatures block the same attacking creature fulfills both the restriction and the requirement, so that's the only option.

The defending player checks each creature he or she controls to see whether it's affected by any requirements (effects that say a creature must block, or that it must block if some condition is met). If the number of requirements that are being obeyed is fewer than the maximum possible number of requirements that could be obeyed without disobeying any restrictions, the declaration of blockers is illegal. If a creature can't block unless a player pays a cost, that player is not required to pay that cost, even if blocking with that creature would increase the number of requirements being obeyed.

Example: A player controls one creature that "blocks if able" and another creature with no abilities. An effect states "Creatures can't be blocked except by two or more creatures." Having only the first creature block violates the restriction. Having neither creature block fulfills the restriction but not the requirement. Having both creatures block the same attacking creature fulfills both the restriction and the requirement, so that's the only option.

613.7c.

After each effect is applied, the order of remaining effects is reevaluated and may change if an effect that has not yet been applied becomes dependent on or independent of one or more other effects that have not yet been applied.

614.5.614.5.

A replacement effect doesn't invoke itself repeatedly and gets only one opportunity for each event.

Example: A player controls two permanents, each with an ability that reads "If a creature you control would deal damage to a creature or player, it deals double that damage to that creature or player instead." A creature that normally deals 2 damage will deal 8 damage—not just 4, and not an infinite amount.

A replacement effect doesn't invoke itself repeatedly; it gets only one opportunity to affect an event or any modified events that may replace it.

Example: A player controls two permanents, each with an ability that reads "If a creature you control would deal damage to a creature or player, it deals double that damage to that creature or player instead." A creature that normally deals 2 damage will deal 8 damage—not just 4, and not an infinite amount.

701.15d.

If an effect would cause a player to shuffle one or more specific objects into a library, and a replacement or prevention effect causes all such objects to be moved to another zone instead, that library isn't shuffled.

Example: Black Sun's Zenith says, in part, "Shuffle Black Sun's Zenith into its owner's library." Black Sun's Zenith is in a graveyard, has gained flashback (due to Recoup, perhaps), and is cast from that graveyard. Black Sun's Zenith will be exiled, and its owner's library won't be shuffled.

701.15d.701.15e.

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

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

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

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

701.15e.701.15f.

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

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

701.15f.701.15g.

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

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

702.6a.702.6a.

Equip is an activated ability of Equipment cards. "Equip [cost]" means "[Cost]: Attach this Equipment to target creature you control. Activate this ability only any time you could cast a sorcery."

Equip is an activated ability of Equipment cards. "Equip [cost]" means "[Cost]: Attach this permanent to target creature you control. Activate this ability only any time you could cast a sorcery."

702.6c.702.6c.

If an Equipment has multiple instances of equip, any of its equip abilities may be used.

If a permanent has multiple instances of equip, any of its equip abilities may be activated.

702.88.

Battle Cry

702.88a.

Battle cry is a triggered ability. "Battle cry" means "Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn."

702.88b.

If a creature has multiple instances of battle cry, each triggers separately.

702.89.

Living Weapon

702.89a.

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

704.5u.704.5u.

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

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."

706.8d.

When applying a copy effect that doesn't copy a certain characteristic, retains an original value for a certain characteristic, or modifies the final value of a certain characteristic, any characteristic-defining ability (see rule 604.3) of the object being copied that defines that characteristic is not copied.

Example: Quicksilver Gargantuan is a creature that reads, "You may have Quicksilver Gargantuan enter the battlefield as a copy of any creature on the battlefield, except it's still 7/7." Quicksilver Gargantuan enters the battlefield as a copy of Tarmogoyf, which has a characteristic-defining ability that defines its power and toughness. Quicksilver Gargantuan does not have that ability. It will be 7/7.

712.1a.712.1a.

Exile every object on the stack, including the object that's resolving. Remove all creatures and planeswalkers (including those that are phased out) from combat. All objects not on the battlefield that aren't represented by cards will cease to exist the next time state-based actions are checked (see rule 704, "State-Based Actions").

Exile every object on the stack, including the object that's resolving. Remove all creatures and planeswalkers (including those that are phased out) from combat. All objects not on the battlefield or in the command zone that aren't represented by cards will cease to exist the next time state-based actions are checked (see rule 704, "State-Based Actions").

713.2.713.2.

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-c. 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 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."

713.2c.713.2c.

As a subgame of an EDH game starts, each player moves his or her general 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.

713.5c.713.5c.

At the end of a subgame of an EDH game, each player moves his or her general 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.

800.4d.800.4d.

If combat damage would be dealt to a player who has left the game, that damage simply isn't dealt.

If combat damage would be assigned to a player who has left the game, that damage simply isn't assigned.

903.903.

EDH

Commander

903.1.903.1.

In the EDH variant, each deck is led by a legendary creature designated as that deck's general. The EDH variant uses all the normal rules for a Magic game, with the following additions.

In the Commander variant, each deck is led by a legendary creature designated as that deck's commander. The Commander variant uses all the normal rules for a Magic game, with the following additions.

903.2.903.2.

An EDH game may be a two-player game or a multiplayer game. The default multiplayer setup is the Free-for-All variant with the attack multiple players option and without the limited range of influence option. See rule 806, "Free-for-All Variant."

A Commander game may be a two-player game or a multiplayer game. The default multiplayer setup is the Free-for-All variant with the attack multiple players option and without the limited range of influence option. See rule 806, "Free-for-All Variant."

903.3.903.3.

Each deck has a legendary creature card designated as its general. This designation is not a characteristic of the object represented by the card; rather, it is an attribute of the card itself. The card retains this designation even when it changes zones.

Example: A general that's been turned face down (due to Ixidron's effect, for example) is still a general. A general that's copying another card (due to Cytoshape's effect, for example) is still a general. A permanent that's copying a general (such as a Body Double, for example, copying a general in a player's graveyard) is not a general.

Each deck has a legendary creature card designated as its commander. This designation is not a characteristic of the object represented by the card; rather, it is an attribute of the card itself. The card retains this designation even when it changes zones.

Example: A commander that's been turned face down (due to Ixidron's effect, for example) is still a commander. A commander that's copying another card (due to Cytoshape's effect, for example) is still a commander. A permanent that's copying a commander (such as a Body Double, for example, copying a commander in a player's graveyard) is not a commander.

903.4.

The color identity of a deck's commander is the color or colors of any mana symbols in that card's mana cost or rules text, plus any colors defined by the its characteristic-defining abilities (see rule 604.3).

Example: Bosh, Iron Golem is a legendary artifact creature with mana cost {8} and the ability "{3}{R}, Sacrifice an artifact: Bosh, Iron Golem deals damage equal to the sacrificed artifact's converted mana cost to target creature or player." Bosh's color identity is red.

903.4a.

Color identity is established before the game begins.

903.4b.

Reminder text is ignored when determining a commander's color identity. See rule 206.2.

903.4.903.5.

Each EDH deck is subject to the following deck construction rules.

Each Commander deck is subject to the following deck construction rules.

903.4a.903.5a.

Each deck must contain exactly 100 cards, including its general.

Each deck must contain exactly 100 cards, including its commander.

903.4b.903.5b.

Other than basic lands, each card in an EDH deck must have a different English name.

Other than basic lands, each card in a Commander deck must have a different English name.

903.4c.903.5c.

A card may be included in an EDH deck only if each mana symbol contained within its mana cost or rules text is colorless or is a color or colors that's in the general's mana cost.

Example: A deck has a white-blue general. Each mana symbol in each card in that deck must be white, blue, white-blue hybrid, or colorless.

A card can't be included in a Commander deck if it has any colors that aren't part of the commander's color identity or if it has any mana symbols in its mana cost or rules text that aren't of a color in the commander's color identity.

Example: Wort, the Raidmother is a legendary creature with mana cost {4}{(R/G){R/G}. Wort's color identity is red and green. Each card in a Wort Commander deck must be only red, only green, both red and green, or have no color. Each mana symbol in the mana cost or rules text of a card in this deck must be only red, only green, both red and green, or have no color.

903.4d.903.5d.

A basic land card may be included in an EDH deck only if it could produce a color of mana that's in the general's mana cost.

Example: A deck has a white-blue general. It may include basic Plains and basic Islands, but not basic Swamps, basic Mountains, or basic Forests.

A card with a basic land type may be included in a Commander deck only if each color of mana it could produce is included in the commander's color identity.

Example: Wort, the Raidmother's color identity is red and green. A Wort Commander deck may include land cards with the basic land types Mountain and/or Forest. It can't include any land cards with the basic land types Plains, Island, or Swamp.

903.5.903.6.

At the start of the game, each player puts his or her general face up next to his or her library. The generals 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 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.

903.6.903.7.

Once the starting player has been determined, each player sets his or her life total to 40 and draws a hand of seven cards.

Once the starting player has been determined, each player sets his or her life total to 40 and draws a hand of seven cards.

903.7.903.8.

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

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

903.8.903.9.

If mana would be added to a player's mana pool of a color that isn't in the mana cost of his or her deck's general, that amount of colorless mana is added to that player's mana pool instead.

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

903.9.903.10.

A player may cast a general he or she owns from the command zone. Doing so costs that player an additional {2} for each previous time he or she cast that general from the command zone that game.

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

903.10.903.11.

If a general would be put into its owner's graveyard from anywhere, that player may put it into the command zone instead.

If a commander would be put into its owner's graveyard from anywhere, that player may put it into the command zone instead.

903.11.903.12.

If a general would be put into the exile zone from anywhere, its owner may put it into the command zone instead.

If a commander would be put into the exile zone from anywhere, its owner may put it into the command zone instead.

903.12.903.13.

The EDH 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 winning and losing the game also apply. (See rule 104.)

903.12a.903.13a.

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

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

Active Player, Nonactive Player OrderActive Player, Nonactive Player Order

A system that determines the order by which players make choices if multiple players are instructed to make choices at the same time. See rule 101.4. This rule is modified for games using the shared team turns option; see rule 805.6..

A system that determines the order by which players make choices if multiple players are instructed to make choices at the same time. See rule 101.4. This rule is modified for games using the shared team turns option; see rule 805.6.

Battle Cry

A keyword ability that makes other attacking creatures better in combat. See rule 702.88, "Battle Cry."

Color Identity

A set of colors that determines what cards may be included in a deck for the Commander casual variant. See rule 903.4.

CommandCommand

A zone for certain specialized objects that have an overarching effect on the game, yet are not permanents and cannot be destroyed.. See rule 408, "Command."

A zone for certain specialized objects that have an overarching effect on the game, yet are not permanents and cannot be destroyed. See rule 408, "Command."

Commander

1. A casual variant in which each deck is led by a legendary creature. See rule 903, "Commander." 2. A designation given to one legendary creature card in each player's deck in the Commander casual variant.

EDH

A casual variant in which each deck is led by a legendary general. See rule 903, "EDH."

EDH (Obsolete)

An older name for the Commander casual variant. See rule 903, "Commander."

GeneralGeneral

1. Any player in the Emperor multiplayer variant who isn't an emperor. See rule 809, "Emperor Variant." 2. A designation given to a card in the EDH casual variant. See rule 903, "EDH."

Any player in the Emperor multiplayer variant who isn't an emperor. See rule 809, "Emperor Variant."

Living Weapon

A keyword ability that causes a creature token to be put onto the battlefield along with the Equipment with the ability. See rule 702.89, "Living Weapon."

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 903.12 (for an additional rule for EDH games).

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).

Poisoned

Having one or more poison counters. See rule 121, "Counters."