Hyperlinked Magic: The Gathering Comprehensive Rules
These rules are effective as of November 8, 2024.
Download the official Magic rules at Magic.Wizards.com/en/rules.
Comprehensive Rules
1. Game Concepts
100.1. These Magic rules apply to any Magic game with two or more players, including two-player games and multiplayer games.
100.1a. A two-player game is a game that begins with only two players.
100.1b. A multiplayer game is a game that begins with more than two players. See section 8, "Multiplayer Rules."
100.2a. In constructed play (a way of playing in which each player creates their own deck ahead of time), each deck has a minimum deck size of 60 cards. A constructed deck may contain any number of basic land cards and no more than four of any card with a particular English name other than basic land cards. For the purposes of deck construction, cards with interchangeable names have the same English name (see rule 201.3).
100.2b. In limited play (a way of playing in which each player gets the same quantity of unopened Magic product such as booster packs and creates their own deck using only this product and basic land cards), each deck has a minimum deck size of 40 cards. A limited deck may contain as many duplicates of a card as are included with the product.
100.3. Some cards require coins or traditional dice. Some casual variants require additional items, such as specially designated cards, nontraditional Magic cards, and specialized dice.
100.4. Each player may also have a sideboard, which is a group of additional cards the player may use to modify their deck between games of a match.
100.4a. In constructed play, a sideboard may contain no more than fifteen cards. The four-card limit (see rule 100.2a) applies to the combined deck and sideboard.
100.5. If a deck must contain at least a certain number of cards, that number is referred to as a minimum deck size. There is no maximum deck size for non-Commander decks.
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 WPN.Wizards.com/en/resources/rules-documents). These rules may limit the use of some cards, including barring all cards from some older sets.
100.6a. Tournaments usually consist of a series of matches. A two-player match usually involves playing until one player has won two games. A multiplayer match usually consists of only one game.
100.7. Certain cards are intended for casual play and may have features and text that aren't covered by these rules. These include Mystery Booster playtest cards, promotional cards and cards in "Un-sets" that were printed with a silver border, and cards in the Unfinity (tm) expansion that have an acorn symbol at the bottom of the card.
101. The Magic Golden Rules
101.1. Whenever a card's text directly contradicts these rules, the card takes precedence. The card overrides only the rule that applies to that specific situation. The only exception is that a player can concede the game at any time (see rule 104.3a).
101.2. When a rule or effect allows or directs something to happen, and another effect states that it can't happen, the "can't" effect takes precedence. Example: If one effect reads "You may play an additional land this turn" and another reads "You can't play lands this turn," the effect that precludes you from playing lands wins.
101.2a. Adding abilities to objects and removing abilities from objects don't fall under this rule. (See rule 113.10.)
101.3. Any part of an instruction that's impossible to perform is ignored. (In many cases the card will specify consequences for this; if it doesn't, there's no effect.)
101.4. If multiple players would make choices and/or take actions at the same time, the active player (the player whose turn it is) makes any choices required, then the next player in turn order (usually the player seated to the active player's left) makes any choices required, followed by the remaining nonactive players in turn order. Then the actions happen simultaneously. This rule is often referred to as the "Active Player, Nonactive Player (APNAP) order" rule. Example: A card reads "Each player sacrifices a creature." First, the active player chooses a creature they control. Then each of the nonactive players, in turn order, chooses a creature they control. Then all creatures chosen this way are sacrificed simultaneously.
101.4a. If an effect has each player choose a card in a hidden zone, such as their hand or library, those cards may remain face down as they're chosen. However, each player must clearly indicate which face-down card they are choosing.
101.4b. A player knows the choices made by the previous players when making their choice, except as specified in 101.4a.
101.4c. If a player would make more than one choice at the same time, the player makes the choices in the order specified. If no order is specified, the player chooses the order.
101.4d. If a choice made by a nonactive player causes the active player, or a different nonactive player earlier in the turn order, to have to make a choice, APNAP order is restarted for all outstanding choices.
101.4e. If multiple players would make choices or take actions while starting the game, the starting player is considered the active player and each other player is considered a nonactive player.
102.1. A player is one of the people in the game. The active player is the player whose turn it is. The other players are nonactive players.
103. Starting the Game
103.1. At the start of a game, the players determine which one of them will choose who takes the first turn. In the first game of a match (including a single-game match), the players may use any mutually agreeable method (flipping a coin, rolling dice, etc.) to do so. In a match of several games, the loser of the previous game chooses who takes the first turn. If the previous game was a draw, the player who made the choice in that game makes the choice in this game. The player chosen to take the first turn is the starting player. The game's default turn order begins with the starting player and proceeds clockwise.
103.1b. In an Archenemy game, these methods aren't used to determine who takes the first turn. Rather, the archenemy takes the first turn.
103.1c. One card (Power Play) states that its controller is the starting player. This effect applies after this determination has happened and supersedes these methods.
103.2. Some games require additional steps that are taken after the starting player has been determined. Perform the actions listed in 103.2a-e in order, as applicable.
103.2d. In a constructed game, each player playing with sticker sheets reveals all of their sticker sheets and chooses three of them at random. In a limited game, each player chooses up to three sticker sheets from among those in the sealed product they opened and reveals them. In either case, that player has access to only the stickers on the chosen sheets during the game, and those sticker sheets remain revealed. (See rule 123, "Stickers.")
103.3a. In a game using one or more supplementary decks of nontraditional cards (see rule 100.2d), each supplementary deck's owner shuffles it so the cards are in a random order. Each player may then shuffle or cut their opponents' supplementary decks.
103.4a. In a Two-Headed Giant game, each team's starting life total is 30.
103.5. Each player draws a number of cards equal to their starting hand size, which is normally seven. (Some effects can modify a player's starting hand size.) A player who is dissatisfied with their initial hand may take a mulligan. First, the starting player declares whether they will take a mulligan. Then each other player in turn order does the same. Once each player has made a declaration, all players who decided to take mulligans do so at the same time. To take a mulligan, a player shuffles the cards in their hand back into their library, draws a new hand of cards equal to their starting hand size, then puts a number of those cards equal to the number of times that player has taken a mulligan on the bottom of their library in any order. Once a player chooses not to take a mulligan, the remaining cards become that player's opening hand, and that player may not take any further mulligans. This process is then repeated until no player takes a mulligan. A player can take mulligans until their opening hand would be zero cards, after which they may not take further mulligans.
103.5b. If an effect allows a player to perform an action "any time [that player] could mulligan," the player may perform that action at a time they would declare whether they will take a mulligan. This need not be in the first round of mulligans. Other players may have already made their mulligan declarations by the time the player has the option to perform this action. If the player performs the action, they then declare whether they will take a mulligan.
103.5c. In a multiplayer game and in any Brawl game, the first mulligan a player takes doesn't count toward the number of cards that player will put on the bottom of their library or the number of mulligans that player may take. Subsequent mulligans are counted toward these numbers as normal.
103.6. Some cards allow a player to take actions with them from their opening hand. Once the mulligan process (see rule 103.5) is complete, the starting player may take any such actions in any order. Then each other player in turn order may do the same.
103.6a. 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.
103.6b. If a card allows a player to reveal it from their 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.
103.6c. 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.
103.8. The starting player takes their first turn.
103.8a. In a two-player game, the player who plays first skips the draw step (see rule 504, "Draw Step") of their first turn.
103.8b. In a Two-Headed Giant game, the team who plays first skips the draw step of their first turn.
104. Ending the Game
104.1. A game ends immediately when a player wins, when the game is a draw, or when the game is restarted.
104.2. There are several ways to win the game.
104.2a. A player still in the game wins the game if that player's opponents have all left the game. This happens immediately and overrides all effects that would preclude that player from winning the game.
104.2b. An effect may state that a player wins the game.
104.2c. In a multiplayer game between teams, a team with at least one player still in the game wins the game if all other teams have left the game. Each player on the winning team wins the game, even if one or more of those players had previously lost that game.
104.2d. In an Emperor game, a team wins the game if its emperor wins the game. (See rule 809.5.)
104.3. There are several ways to lose the game.
104.3a. A player can concede the game at any time. A player who concedes leaves the game immediately. That player loses the game.
104.3e. An effect may state that a player loses the game.
104.3f. If a player would both win and lose the game simultaneously, that player loses the game.
104.3g. In a multiplayer game between teams, a team loses the game if all players on that team have lost the game.
104.3i. In an Emperor game, a team loses the game if its emperor loses the game. (See rule 809.5.)
104.3j. In a Commander game, a player who'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. See also rule 903.10.)
104.3k. In a tournament, a player may lose the game as a result of a penalty given by a judge. See rule 100.6.
104.4. There are several ways for the game to be a draw.
104.4a. If all the players remaining in a game lose simultaneously, the game is a draw.
104.4b. If a game that's not using the limited range of influence option (including a two-player game) somehow enters a "loop" of mandatory actions, repeating a sequence of events with no way to stop, the game is a draw. Loops that contain an optional action don't result in a draw.
104.4c. An effect may state that the game is a draw.
104.4d. In a multiplayer game between teams, the game is a draw if all remaining teams lose simultaneously.
104.4f. In a multiplayer game using the limited range of influence option, if the game somehow enters a "loop" of mandatory actions, repeating a sequence of events with no way to stop, the game is a draw for each player who controls an object that's involved in that loop, as well as for each player within the range of influence of any of those players. Only those players leave the game; the game continues for all other players.
104.4g. In a multiplayer game between teams, the game is a draw for a team if the game is a draw for all remaining players on that team.
104.4i. In a tournament, all players in the game may agree to an intentional draw. See rule 100.6.
104.5. If a player loses the game, that player leaves the game. If the game is a draw for a player, that player leaves the game. The multiplayer rules handle what happens when a player leaves the game; see rule 800.4.
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 724, "Restarting the Game."
105.1. There are five colors in the Magic game: white, blue, black, red, and green.
105.4. If a player is asked to choose a color, they must choose one of the five colors. "Multicolored" is not a color. Neither is "colorless."
105.5. If an effect refers to a color pair, it means exactly two of the five colors. There are ten color pairs: white and blue, white and black, blue and black, blue and red, black and red, black and green, red and green, red and white, green and white, and green and blue.
106.1. Mana is the primary resource in the game. Players spend mana to pay costs, usually when casting spells and activating abilities.
106.1a. There are five colors of mana: white, blue, black, red, and green.
106.1b. There are six types of mana: white, blue, black, red, green, and colorless.
106.3. Mana is produced by the effects of mana abilities (see rule 605). It may also be produced by the effects of spells, as well as by the effects of abilities that aren't mana abilities. A spell or ability that produces mana instructs a player to add that mana. If mana is produced by a spell, the source of that mana is that spell. If mana is produced by an ability, the source of that mana is the source of that ability (see rule 113.7).
106.4. When an effect instructs a player to add mana, that mana goes into a player's mana pool. From there, it can be used to pay costs immediately, or it can stay in the player's mana pool as unspent mana. Each player's mana pool empties at the end of each step and phase, and the player is said to lose this mana. Cards with abilities that produce mana or refer to unspent mana have received errata in the Oracle (tm) card reference to no longer explicitly refer to the mana pool.
106.4a. If any mana remains in a player's mana pool after mana is spent to pay a cost, that player announces what mana is still there.
106.5. If an ability would produce one or more mana of an undefined type, it produces no mana instead. Example: Meteor Crater has the ability "{T}: Choose a color of a permanent you control. Add one mana of that color." If you control no colored permanents, activating Meteor Crater's mana ability produces no mana.
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 {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 unspent mana you have." The player's mana pool now has {R}{R}{G}{G} in it, {R}{G} of which can be spent on anything.
106.7. Some abilities produce mana based on the type of mana another permanent or permanents "could produce." The type of mana a permanent could produce at any time includes any type of mana that an ability of that permanent would produce if the ability were to resolve at that time, taking into account any applicable replacement effects in any possible order. Ignore whether any costs of the ability could or could not be paid. If that permanent wouldn't produce any mana under these conditions, or no type of mana can be defined this way, there's no type of mana it could produce. Example: Exotic Orchard has the ability "{T}: Add one mana of any color that a land an opponent controls could produce." If your opponent controls no lands, activating Exotic Orchard's mana ability will produce no mana. The same is true if you and your opponent each control no lands other than Exotic Orchards. However, if you control a Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard, then each Exotic Orchard could produce {G}.
106.8. If an effect would add mana represented by a hybrid mana symbol to a player's mana pool, that player chooses one half of that symbol. If a colored half is chosen, one mana of that color is added to that player's mana pool. If a generic half is chosen, an amount of colorless mana represented by that half's number is added to that player's mana pool.
106.12b. A replacement effect that applies if a permanent "is tapped for mana" or tapped for mana of a specific type and/or amount modifies the mana production event while such an ability is resolving and producing mana or the specified type and/or amount of mana.
106.13. One card (Drain Power) causes one player to lose unspent mana and another to add "the mana lost this way." (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. Numbers and Symbols
107.1. The only numbers the Magic game uses are integers.
107.1a. You can't choose a fractional number, deal fractional damage, gain fractional life, and so on. If a spell or ability could generate a fractional number, the spell or ability will tell you whether to round up or down.
107.1b. Most of the time, the Magic game uses only positive numbers and zero. You can't choose a negative number, deal negative damage, gain negative life, and so on. However, it's possible for a game value, such as a creature's power, to be less than zero. If a calculation or comparison needs to use a negative value, it does so. If a calculation that would determine the result of an effect yields a negative number, zero is used instead, unless that effect doubles or sets to a specific value a player's life total or the power and/or toughness of a creature or creature card. Example: If a 3/4 creature gets -5/-0, it's a -2/4 creature. It doesn't assign damage in combat. Its total power and toughness is 2. Giving it +3/+0 would raise its power to 1. Example: Viridian Joiner is a 1/2 creature with the ability "{T}: Add an amount of {G} equal to Viridian Joiner's power." An effect gives it -2/-0, then its ability is activated. The ability adds no mana to your mana pool. Example: Chameleon Colossus is a 4/4 creature with the ability "{2}{G}{G}: Chameleon Colossus gets +X/+X until end of turn, where X is its power." An effect gives it -6/-0, then its ability is activated. It remains a -2/4 creature. It doesn't become -4/2.
107.1c. If a rule or ability instructs a player to choose "any number," that player may choose any positive number or zero.
107.2. If anything needs to use a number that can't be determined, either as a result or in a calculation, it uses 0 instead.
107.3. Many objects use the letter X as a placeholder for a number that needs to be determined. Some objects have abilities that define the value of X; the rest let their controller choose the value of X.
107.3b. If a player is casting a spell that has an {X} in its mana cost, the value of X isn't defined by the text of that spell, and an effect lets that player cast that spell while paying neither its mana cost nor an alternative cost that includes X, then the only legal choice for X is 0. This doesn't apply to effects that only reduce a cost, even if they reduce it to zero. See rule 601, "Casting Spells."
107.3c. If a spell or activated ability has an {X}, [-X], or X in its cost and/or its text, and the value of X is defined by the text of that spell or ability, then that's the value of X while that spell or ability is on the stack. The controller of that spell or ability doesn't get to choose the value. Note that the value of X may change while that spell or ability is on the stack.
107.3d. If a cost associated with a special action, such as a suspend cost or a morph cost, has an {X} or an X in it, the value of X is chosen by the player taking the special action immediately before they pay that cost.
107.3g. If a card in any zone other than the stack has an {X} in its mana cost, the value of {X} is treated as 0, even if the value of X is defined somewhere within its text.
107.3h. If an effect instructs a player to pay an object's mana cost that includes {X}, the value of X is treated as 0 unless the object is a spell on the stack. In that case, the value of X is the value chosen or determined for it as the spell was cast.
107.3i. Normally, all instances of X on an object have the same value at any given time.
107.3j. 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. This is an exception to rule 107.3i. This may occur with ability-adding effects, text-changing effects, or copy effects.
107.3k. If an object's activated ability has an {X}, [-X], or X in its activation cost, the value of X for that ability is independent of any other values of X chosen for that object or for other instances of abilities of that object. This is an exception to rule 107.3i.
107.3m. If an object's enters-the-battlefield triggered ability or replacement effect refers to X, and the spell that became that object as it resolved had a value of X chosen for any of its costs, the value of X for that ability is the same as the value of X for that spell, although the value of X for that permanent is 0. This is an exception to rule 107.3i.
107.3n. If a delayed triggered ability created by a resolving spell or ability refers to X, X is not defined in the text of that triggered ability, and the spell or ability that created it had a value of X chosen for any of its costs, the value of X for the triggered ability is the same as the value of X for the spell of ability that created it.
107.3p. Some objects use the letter Y in addition to the letter X. Y follows the same rules as X.
107.4. The mana symbols are {W}, {U}, {B}, {R}, {G}, and {C}; the numerical symbols {0}, {1}, {2}, {3}, {4}, and so on; the variable symbol {X}; 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}, {2/G}, {C/W}, {C/U}, {C/B}, {C/R}, and {C/G}; the Phyrexian mana symbols {W/P}, {U/P}, {B/P}, {R/P}, and {G/P}; the hybrid Phyrexian symbols {W/U/P}, {W/B/P}, {U/B/P}, {U/R/P}, {B/R/P}, {B/G/P}, {R/G/P}, {R/W/P}, {G/W/P}, and {G/U/P}; and the snow mana symbol {S}.
107.4a. There are five primary colored mana symbols: {W} is white, {U} blue, {B} black, {R} red, and {G} green. These symbols are used to represent colored mana, and also to represent colored mana in costs. Colored mana in costs can be paid only with the appropriate color of mana. See rule 202, "Mana Cost and Color."
107.4b. Numerical symbols (such as {1}) and variable symbols (such as {X}) represent generic mana in costs. Generic mana in costs can be paid with any type of mana. For more information about {X}, see rule 107.3.
107.4c. The colorless mana symbol {C} is used to represent one colorless mana, and also to represent a cost that can be paid only with one colorless mana.
107.4d. The symbol {0} represents zero mana and is used as a placeholder for a cost that can be paid with no resources. (See rule 118.5.)
107.4e. A hybrid mana symbol is also a colored mana symbol, even if one of its components is colorless. Each one represents a cost that can be paid in one of two ways, as represented by the two halves of the symbol. A hybrid symbol such as {W/U} can be paid with either white or blue mana, and a monocolored hybrid symbol such as {2/B} can be paid with either one black mana or two mana of any type. A hybrid mana symbol is all of its component colors. Example: {G/W}{G/W} can be paid by spending {G}{G}, {G}{W}, or {W}{W}.
107.4f. Phyrexian mana symbols are colored mana symbols: {W/P} is white, {U/P} is blue, {B/P} is black, {R/P} is red, and {G/P} is green. A Phyrexian mana symbol represents a cost that can be paid either with one mana of its color or by paying 2 life. There are also ten hybrid Phyrexian mana symbols. A hybrid Phyrexian mana symbol represents a cost that can be paid with one mana of either of its component colors or by paying 2 life. A hybrid Phyrexian mana symbol is both of its component colors. Example: {W/P}{W/P} can be paid by spending {W}{W}, by spending {W} and paying 2 life, or by paying 4 life.
107.4h. When used in a cost, the snow mana symbol {S} represents a cost that can be paid with one mana of any type produced by a snow source (see rule 106.3). Effects that reduce the amount of generic mana you pay don't affect {S} costs. The {S} symbol can also be used to refer to mana of any type produced by a snow source spent to pay a cost. Snow is neither a color nor a type of mana.
107.7. Each activated ability of a planeswalker has a loyalty symbol in its cost. Positive loyalty symbols point upward and feature a plus sign followed by a number. Negative loyalty symbols point downward and feature a minus sign followed by a number or an X. Neutral loyalty symbols don't point in either direction and feature a 0. [+N] means "Put N loyalty counters on this permanent," [-N] means "Remove N loyalty counters from this permanent," and [0] means "Put zero loyalty counters on this permanent." Loyalty symbols may also appear in abilities that modify loyalty costs.
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 711, "Leveler Cards."
107.9. A tombstone icon appears to the left of the name of many Odyssey (tm) block cards with abilities that are relevant in a player's graveyard. The purpose of the icon is to make those cards stand out when they're in a graveyard. This icon has no effect on game play.
107.10. A type icon appears in the upper left corner of each card from the Future Sight (tm) set printed with an alternate "timeshifted" frame. If the card has a single card type, this icon indicates what it is: claw marks for creature, a flame for sorcery, a lightning bolt for instant, a sunrise for enchantment, a chalice for artifact, and a pair of mountain peaks for land. If the card has multiple card types, that's indicated by a black and white cross. This icon has no effect on game play.
107.11. The Planeswalker symbol is {PW}. It appears on one face of the planar die used in the Planechase casual variant. It has five tines at the top and tapers to a point at the bottom. See rule 901, "Planechase."
107.12. The chaos symbol is {CHAOS}. It appears on one face of the planar die used in the Planechase casual variant, as well as in abilities that refer to the results of rolling the planar die. It looks like a swirling vortex. See rule 901, "Planechase."
107.13. A color indicator is a circular symbol that appears to the left of the type line on some cards. The color of the symbol defines the card's color or colors. See rule 202, "Mana Cost and Color."
107.14. The energy symbol is {E}. It represents one energy counter. To pay {E}, a player removes one energy counter from themselves.
107.15. The text box of a Saga card contains chapter symbols, each of which is a keyword ability that represents a triggered ability. A chapter symbol includes a Roman numeral, indicated here as "rN". The text printed in the text box striation to the right of a chapter symbol is the effect of the triggered ability it represents. See rule 714, "Saga Cards."
107.15a. "{rN}--[Effect]" means "When one or more lore counters are put onto this Saga, if the number of lore counters on it was less than N and became at least N, [effect]."
107.15b. "{rN1}, {rN2}--[Effect]" is the same as "{rN1}--[Effect]" and "{rN2}--[Effect]."
107.17. The ticket symbol is {TK}. It represents one ticket counter.
107.17a. A ticket symbol with a number inside it represents a ticket cost. To pay that cost, a player removes that many ticket counters from themselves.
107.18. The pawprint symbol is {P}. This symbol is used to indicate the modes on some modal spells, and does not represent a cost, mana, counters, or any type of persistent resource. See rule 700.2i.
108.1. Use the Oracle card reference when determining a card's wording. A card's Oracle text can be found using the Gatherer card database at Gatherer.Wizards.com.
108.2. When a rule or text on a card refers to a "card," it means only a Magic card or an object represented by a Magic card.
108.2a. Most Magic games use only traditional Magic cards, which measure approximately 2.5 inches (6.3 cm) by 3.5 inches (8.8 cm). Traditional Magic cards are included in players' decks. Certain formats also use nontraditional Magic cards. Nontraditional Magic cards are not included in players' decks. They may be used in supplementary decks. Additionally, they may be oversized, have different card backs, or both.
108.2b. Tokens aren't considered cards--even a card-sized game supplement that represents a token isn't considered a card for rules purposes.
108.3. The owner of a card in the game is the player who started the game with it in their deck. If a card is brought into the game from outside the game rather than starting in a player's deck, its owner is the player who brought it into the game. If a card starts the game in the command zone, its owner is the player who put it into the command zone to start the game. Legal ownership of a card in the game is irrelevant to the game rules except for the rules for ante. (See rule 407.)
108.3b. Some spells and abilities allow a player to take cards they own from outside the game and bring them into the game. (See rule 400.11b.) If a card outside that game is involved in a Magic game, its owner is determined as described in rule 108.3. If a card outside that game is in the sideboard of a Magic game (see rule 100.4), its owner is considered to be the player who started the game with it in their sideboard. In all other cases, the owner of a card outside the game is its legal owner.
108.4a. If anything asks for the controller of a card that doesn't have one (because it's not a permanent or spell), use its owner instead.
108.6. For more information about cards, see section 2, "Parts of a Card."
109.2a. If a spell or ability uses a description of an object that includes the word "card" and the name of a zone, it means a card matching that description in the stated zone.
109.2b. If a spell or ability uses a description of an object that includes the word "spell," it means a spell matching that description on the stack.
109.2c. If a spell or ability uses a description of an object that includes the word "source," it means a source matching that description--a source of an ability, of damage, or of mana--in any zone. See rules 113.7 and 609.7.
109.4. Only objects on the stack or on the battlefield have a controller. Objects that are neither on the stack nor on the battlefield aren't controlled by any player. See rule 108.4. There are six exceptions to this rule:
109.4c. An emblem is controlled by the player who puts it into the command zone. See rule 114, "Emblems."
109.4f. In an Archenemy game, each scheme card is controlled by its owner. See rule 904.7.
110.5c. A permanent retains its status until a spell, ability, or turn-based action changes it, even if that status is not relevant to it. Example: Dimir Doppelganger says "{1}{U}{B}: Exile target creature card from a graveyard. Dimir Doppelganger becomes a copy of that card and gains this ability." It becomes a copy of Jushi Apprentice, a flip card. Through use of Jushi Apprentice's ability, this creature flips, making it a copy of Tomoya the Revealer with the Dimir Doppelganger ability. If this permanent then becomes a copy of Runeclaw Bear, it will retain its flipped status even though that has no relevance to Runeclaw Bear. If its copy ability is activated again, this time targeting a Nezumi Shortfang card (another flip card), this permanent's flipped status means it will have the characteristics of Stabwhisker the Odious (the flipped version of Nezumi Shortfang) with the Dimir Doppelganger ability.
110.5d. Only permanents have status. Cards not on the battlefield do not. Although an exiled card may be face down, this has no correlation to the face-down status of a permanent. Similarly, cards not on the battlefield are neither tapped nor untapped, regardless of their physical state.
111.1. Some effects put tokens onto the battlefield. A token is a marker used to represent any permanent that isn't represented by a card.
111.4. A spell or ability that creates a token sets both its name and its subtype(s). If the spell or ability doesn't specify the name of the token, its name is the same as its subtype(s) plus the word "Token." Once a token is on the battlefield, changing its name doesn't change its subtype(s), and vice versa. Example: Dwarven Reinforcements is a sorcery that says, in part, "Create two 2/1 red Dwarf Berserker creature tokens." The tokens created as it resolves are each named Dwarf Berserker Token and each have the creature types Dwarf and Berserker. Example: Minsc, Beloved Ranger says, in part, "When Minsc, Beloved Ranger enters, create Boo, a legendary 1/1 red Hamster creature token with trample and haste." That token's subtype is Hamster, but because Minsc specifies that the token's name is Boo, neither "Hamster" nor "Token" are part of its name. Example: Spitting Image is a sorcery that says, in part, "Create a token that's a copy of target creature." All of that token's characteristics will match the copiable characteristics of the creature targeted by that spell. If Spitting Image targets Doomed Dissenter, a Human creature, the name of the token the spell creates will be Doomed Dissenter, not Human Token or Doomed Dissenter Token.
111.6. A token is subject to anything that affects permanents in general or that affects the token's card type or subtype. A token isn't a card (even if represented by a card that has a Magic back or that came from a Magic booster pack).
111.8. A token that has left the battlefield can't move to another zone or come back onto the battlefield. If such a token would change zones, it remains in its current zone instead. It ceases to exist the next time state-based actions are checked; see rule 704.
111.10. Some effects instruct a player to create a predefined token. These effects use the definition below to determine the characteristics the token is created with. The effect that creates a predefined token may also modify or add to the predefined characteristics.
112.1. A spell is a card on the stack. As the first step of being cast (see rule 601, "Casting Spells"), the card becomes a spell and is moved to the top of the stack from the zone it was in, which is usually its owner's hand. (See rule 405, "Stack.") A spell remains on the stack as a spell until it resolves (see rule 608, "Resolving Spells and Abilities"), is countered (see rule 701.5), or otherwise leaves the stack. For more information, see section 6, "Spells, Abilities, and Effects."
112.1a. A copy of a spell is also a spell, even if it has no card associated with it. See rule 707.10.
112.2a. Some effects instruct a player to create a copy of a card and say they may cast it. In that case, the owner of that copy is the player who is instructed to create it and given permission to cast it.
113.1. An ability can be one of three things:
113.1a. An ability can be a characteristic an object has that lets it affect the game. An object's abilities are defined by its rules text or by the effect that created it. Abilities can also be granted to objects by rules or effects. (Effects that grant abilities usually use the words "has," "have," "gains," or "gain.") Abilities generate effects. (See rule 609, "Effects.")
113.1b. An ability can be something that a player has that changes how the game affects the player. A player normally has no abilities unless granted to that player by effects.
113.2. Abilities can affect the objects they're on. They can also affect other objects and/or players.
113.2a. Abilities can be beneficial or detrimental. Example: "[This creature] can't block" is an ability.
113.2c. An object may have multiple abilities. If the object is represented by a card, then aside from certain defined abilities that may be strung together on a single line (see rule 702, "Keyword Abilities"), each paragraph break in a card's text marks a separate ability. If the object is not represented by a card, the effect that created it may have given it multiple abilities. An object may also be granted additional abilities by a spell or ability. If an object has multiple instances of the same ability, each instance functions independently. This may or may not produce more effects than a single instance; refer to the specific ability for more information.
113.3. There are four general categories of abilities:
113.3b. Activated abilities have a cost and an effect. They are written as "[Cost]: [Effect.] [Activation instructions (if any).]" A player may activate such an ability whenever they have priority. Doing so puts it on the stack, where it remains until it's countered, it resolves, or it otherwise leaves the stack. See rule 602, "Activating Activated Abilities."
113.3c. Triggered abilities have a trigger condition and an effect. They are written as "[Trigger condition], [effect]," and include (and usually begin with) the word "when," "whenever," or "at." Whenever the trigger event occurs, the ability is put on the stack the next time a player would receive priority and stays there until it's countered, it resolves, or it otherwise leaves the stack. See rule 603, "Handling Triggered Abilities."
113.6. Abilities of an instant or sorcery spell usually function only while that object is on the stack. Abilities of all other objects usually function only while that object is on the battlefield. The exceptions are as follows:
113.6b. An ability that states which zones it functions in functions only from those zones.
113.6c. An ability that states which zones it doesn't function in functions everywhere except for the specified zones, even outside the game and before the game begins.
113.6e. An object's ability that restricts or modifies how that particular object can be played or cast functions in any zone from which it could be played or cast and also on the stack. An object's ability that grants it another ability that restricts or modifies how that particular object can be played or cast functions only on the stack.
113.6f. An object's ability that restricts or modifies what zones that particular object can be played or cast from functions everywhere, even outside the game.
113.6g. An object's ability that states it can't be countered or can't be copied functions on the stack.
113.6i. An object's ability that states counters can't be put on that object functions as that object is entering the battlefield in addition to functioning while that object is on the battlefield.
113.6j. 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.
113.6n. 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 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 WPN.Wizards.com/en/resources/rules-documents.
113.7a. Once activated or triggered, an ability exists on the stack independently of its source. Destruction or removal of the source after that time won't affect the ability. Note that some abilities cause a source to do something (for example, "Prodigal Pyromancer deals 1 damage to any target") rather than the ability doing anything directly. In these cases, any activated or triggered ability that references information about the source for use while announcing an activated ability or putting a triggered ability on the stack checks that information when the ability is put onto the stack. Otherwise, it will check that information when it resolves. In both instances, if the source is no longer in the zone it's expected to be in at that time, its last known information is used. The source can still perform the action even though it no longer exists.
113.10. Effects can add or remove abilities of objects. An effect that adds an ability will state that the object "gains" or "has" that ability, or similar. An effect that removes an ability will state that the object "loses" that ability.
113.10a. An effect that adds an activated ability may include activation instructions for that ability. These instructions become part of the ability that's added to the object.
113.10b. Effects that remove an ability remove all instances of it.
113.10c. If two or more effects add and remove the same ability, in general the most recent one prevails. See rule 613 for more information about the interaction of continuous effects.
113.12. An effect that sets an object's characteristic, or simply states a quality of that object, is different from an ability granted by an effect. When an object "gains" or "has" an ability, that ability can be removed by another effect. If an effect defines a characteristic of the object ("[permanent] is [characteristic value]"), it's not granting an ability. (See rule 604.3.) Similarly, if an effect states a quality of that object ("[creature] can't be blocked," for example), it's neither granting an ability nor setting a characteristic. Example: Muraganda Petroglyphs reads, "Creatures with no abilities get +2/+2." A Runeclaw Bear (a creature with no abilities) enchanted by an Aura that says "Enchanted creature has flying" would not get +2/+2. A Runeclaw Bear enchanted by an Aura that says "Enchanted creature is red" or "Enchanted creature can't be blocked" would get +2/+2.
115.1. Some spells and abilities require their controller to choose one or more targets for them. The targets are object(s) and/or player(s) the spell or ability will affect. These targets are declared as part of the process of putting the spell or ability on the stack. The targets can't be changed except by another spell or ability that explicitly says it can do so.
115.1a. An instant or sorcery spell is targeted if its spell ability identifies something it will affect by using the phrase "target [something]," where the "something" is a phrase that describes an object and/or player. The target(s) are chosen as the spell is cast; see rule 601.2c. (If an activated or triggered ability of an instant or sorcery uses the word target, that ability is targeted, but the spell is not.) Example: A sorcery card has the ability "When you cycle this card, target creature gets -1/-1 until end of turn." This triggered ability is targeted, but that doesn't make the card it's on targeted.
115.1c. An activated ability is targeted if it identifies something it will affect by using the phrase "target [something]," where the "something" is a phrase that describes an object and/or player. The target(s) are chosen as the ability is activated; see rule 602.2b.
115.1d. A triggered ability is targeted if it identifies something it will affect by using the phrase "target [something]," where the "something" is a phrase that describes an object and/or player. The target(s) are chosen as the ability is put on the stack; see rule 603.3d.
115.3. 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 or player 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 115.7).
115.6. A spell or ability that requires targets may allow zero targets to be chosen. Such a spell or ability is still said to require targets, but that spell or ability is targeted only if one or more targets have been chosen for it.
115.7a. If an effect allows a player to "change the target(s)" of a spell or ability, each target can be changed only to another legal target. If a target can't be changed to another legal target, the original target is unchanged, even if the original target is itself illegal by then. If all the targets aren't changed to other legal targets, none of them are changed.
115.7b. If an effect allows a player to "change a target" of a spell or ability, the process described in rule 115.7a is followed, except that only one of those targets may be changed (rather than all of them or none of them).
115.7c. If an effect allows a player to "change any targets" of a spell or ability, the process described in rule 115.7a is followed, except that any number of those targets may be changed (rather than all of them or none of them).
115.7d. 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.
115.7e. 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 legal. Example: Arc Trail is a sorcery that reads "Arc Trail deals 2 damage to any target and 1 damage to another target." 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.
115.7f. A spell or ability may "divide" or "distribute" an effect (such as damage or counters) among one or more targets. When changing targets or choosing new targets for that spell or ability, the original division can't be changed.
115.9. Some objects check what another spell or ability is targeting. Depending on the wording, these may check the current state of the targets, the state of the targets at the time they were selected, or both.
115.9a. An object that looks for a "[spell or ability] with [a number of] targets" checks the number of times any object or player was chosen as the target of that spell or ability when it was put on the stack, not the number of its targets that are currently legal. If the same object or player became a target more than once, each of those instances is counted separately.
115.9b. An object that looks for a "[spell or ability] that targets [something]" checks the current state of that spell or ability's targets. If an object it targets is still in the zone it's expected to be in or a player it targets is still in the game, that target's current information is used, even if it's not currently legal for that spell or ability. If an object it targets is no longer in the zone it's expected to be in or a player it targets is no longer in the game, that target is ignored; its last known information is not used.
115.9c. An object that looks for a "[spell or ability] that targets only [something]" checks the number of different objects or players that were chosen as targets of that spell or ability when it was put on the stack (as modified by effects that changed those targets), not the number of those objects or players that are currently legal targets. If that number is one (even if the spell or ability targets that object or player multiple times), the current state of that spell or ability's target is checked as described in rule 115.9b.
115.10b. In particular, the word "you" in an object's text doesn't indicate a target.
116.2a. Playing a land is a special action. To play a land, a player puts that land onto the battlefield from the zone it was in (usually that player's hand). By default, a player can take this action only once during each of their turns. A player can take this action any time they have priority and the stack is empty during a main phase of their turn. See rule 305, "Lands."
116.2c. Some effects allow a player to take an action at a later time, usually to end a continuous effect or to stop a delayed triggered ability from triggering. Doing so is a special action. A player can take such an action any time they have priority, unless that effect specifies another timing restriction, for as long as the effect allows it.
116.2d. Some effects from static abilities allow a player to take an action to ignore the effect from that ability for a duration. Doing so is a special action. A player can take such an action any time they have priority.
116.2e. One card (Circling Vultures) has the ability "You may discard Circling Vultures any time you could cast an instant." Doing so is a special action. A player can take such an action any time they have priority.
116.2f. A player who has a card with suspend in their hand may exile that card. This is a special action. A player can take this action any time they have priority, but only if they could begin to cast that card by putting it onto the stack. See rule 702.62, "Suspend."
116.2g. A player who has chosen a companion may pay {3} to put that card from outside the game into their hand. This is a special action. A player can take this action any time they have priority and the stack is empty during a main phase of their turn, but only if they haven't done so yet this game. (See rule 702.139, "Companion.")
116.2i. In a Planechase game, rolling the planar die is a special action. A player can take this action any time they have priority and the stack is empty during a main phase of their turn. Taking this action costs a player an amount of mana equal to the number of times they have previously taken this action on that turn. Note that this number won't be equal to the number of times the player has rolled the planar die that turn if an effect has caused the player to roll the planar die that turn. See rule 901, "Planechase."
116.2k. A player who has a card with plot in their hand may exile that card. This is a special action. A player can take this action any time they have priority during their own turn while the stack is empty. See rule 702.170, "Plot."
117.1d. A player may activate a mana ability whenever they have priority, whenever they are casting a spell or activating an ability that requires a mana payment, or whenever a rule or effect asks for a mana payment (even in the middle of casting or resolving a spell or activating or resolving an ability).
117.2. Other kinds of abilities and actions are automatically generated or performed by the game rules, or are performed by players without receiving priority.
117.2a. Triggered abilities can trigger at any time, including while a spell is being cast, an ability is being activated, or a spell or ability is resolving. (See rule 603, "Handling Triggered Abilities.") However, nothing actually happens at the time an ability triggers. Each time a player would receive priority, each ability that has triggered but hasn't yet been put on the stack is put on the stack. See rule 117.5.
117.2d. State-based actions happen automatically when certain conditions are met. See rule 704. They're dealt with before a player would receive priority. See rule 117.5.
117.3. Which player has priority is determined by the following rules:
117.3d. If a player has priority and chooses not to take any actions, that player passes. If any mana is in that player's mana pool, they announce what mana is there. Then the next player in turn order receives priority.
118.1. A cost is an action or payment necessary to take another action or to stop another action from taking place. To pay a cost, a player carries out the instructions specified by the spell, ability, or effect that contains that cost.
118.3a. Paying mana is done by removing the indicated mana from a player's mana pool. (Players can always pay 0 mana.) If excess mana remains in that player's mana pool after making that payment, the player announces what mana is still there.
118.3b. Paying life is done by subtracting the indicated amount of life from a player's life total. (Players can always pay 0 life.)
118.3c. Activating mana abilities is not mandatory, even if paying a cost is.
118.4. Some costs include an {X} or an X. See rule 107.3.
118.5. Some costs are represented by {0}, or are reduced to {0}. The action necessary for a player to pay such a cost is the player's acknowledgment that they are paying it. Even though such a cost requires no resources, it's not automatically paid.
118.5a. A spell whose mana cost is {0} must still be cast the same way as one with a cost greater than zero; it won't cast itself automatically. The same is true for an activated ability whose cost is {0}.
118.6. Some objects have no mana cost. This represents an unpayable cost. An ability can also have an unpayable cost if its cost is based on the mana cost of an object with no mana cost. Attempting to cast a spell or activate an ability that has an unpayable cost is a legal action. However, attempting to pay an unpayable cost is an illegal action.
118.6a. If an unpayable cost is increased by an effect or an additional cost is imposed, the cost is still unpayable. If an alternative cost is applied to an unpayable cost, including an effect that allows a player to cast a spell without paying its mana cost, the alternative cost may be paid.
118.7. What a player actually needs to do to pay a cost may be changed or reduced by effects. If the mana component of a cost is reduced to nothing by cost reduction effects, it's considered to be {0}. Paying a cost changed or reduced by an effect counts as paying the original cost.
118.7a. Effects that reduce a cost by an amount of generic mana affect only the generic mana component of that cost. They can't affect the colored or colorless mana components of that cost.
118.7b. If a cost is reduced by an amount of colored or colorless mana, but the cost doesn't require mana of that type, the cost is reduced by that amount of generic mana.
118.7c. If a cost is reduced by an amount of colored mana that exceeds its mana component of that color, the cost's mana component of that color is reduced to nothing and the cost's generic mana component is reduced by the difference.
118.7d. If a cost is reduced by an amount of colorless mana that exceeds its colorless mana component, the cost's colorless mana component is reduced to nothing and the cost's generic mana component is reduced by the difference.
118.7e. If a cost is reduced by an amount of mana represented by a hybrid mana symbol, the player paying that cost chooses one half of that symbol at the time the cost reduction is applied (see rule 601.2f). If a colored half is chosen, the cost is reduced by one mana of that color. If a generic half is chosen, the cost is reduced by an amount of generic mana equal to that half's number.
118.7f. 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.
118.7g. If a cost is reduced by an amount of mana represented by one or more snow mana symbols, the cost is reduced by that much generic mana.
118.8a. Any number of additional costs may be applied to a spell as it's being cast or to an ability as it's being activated. The controller of the spell or ability announces their intentions to pay any or all of those costs as described in rule 601.2b.
118.8c. If an effect instructs a player to cast a spell "if able," and that spell has a mandatory additional cost that includes actions involving cards with a stated quality in a hidden zone, the player isn't required to cast that spell, even if those cards are present in that zone.
118.9a. Only one alternative cost can be applied to any one spell as it's being cast. The controller of the spell announces their intentions to pay that cost as described in rule 601.2b.
118.11. The actions performed when paying a cost may be modified by effects. Even if they are, meaning the actions that are performed don't match the actions that are called for, the cost has still been paid. Example: A player controls Psychic Vortex, an enchantment with a cumulative upkeep cost of "Draw a card," and Obstinate Familiar, a creature that says "If you would draw a card, you may skip that draw instead." The player may decide to pay Psychic Vortex's cumulative upkeep cost and then draw no cards instead of drawing the appropriate amount. The cumulative upkeep cost has still been paid.
118.12a. Some spells, activated abilities, and triggered abilities read, "[Do something] unless [a player does something else]." This means the same thing as "[A player may do something else]. If [that player doesn't], [do something]."
118.12b. Some effects offer a player a choice to search a zone and take additional actions with the cards found in that zone, followed by an "If [a player] does" clause. This clause checks whether the player chose to search, not whether the player took any of the additional actions.
118.13b. If a cost paid during the resolution of a spell or ability contains a mana symbol that can be paid in multiple ways, the player paying that cost chooses how to pay for that symbol immediately before they pay that cost.
118.13c. If the cost associated with a special action contains a mana symbol that can be paid in multiple ways, the player taking the special action chooses how to pay for that symbol immediately before they pay that cost.
119.2. Damage dealt to a player normally causes that player to lose that much life. See rule 120.3.
119.3. If an effect causes a player to gain life or lose life, that player's life total is adjusted accordingly.
119.4. If a cost or effect allows a player to pay an amount of life greater than 0, the player may do so only if their life total is greater than or equal to the amount of the payment. If a player pays life, the payment is subtracted from their life total; in other words, the player loses that much life.
119.4a. If a cost or effect allows a player to pay an amount of life greater than 0 in a Two-Headed Giant game, the player may do so only if their team's life total is greater than or equal to the total amount of life both team members are paying for that cost or effect. If a player pays life, the payment is subtracted from their team's life total.
119.5. If an effect sets a player's life total to a specific number, the player gains or loses the necessary amount of life to end up with the new total.
119.7. If an effect says that a player can't gain life, that player can't make an exchange such that the player's life total would become higher; in that case, the exchange won't happen. Similarly, if an effect redistributes life totals, a player can't receive a new life total such that the player's life total would become higher. In addition, a cost that involves having that player gain life can't be paid, and a replacement effect that would replace a life gain event affecting that player won't do anything.
119.9. 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.
119.10. Some replacement effects are written, "If [a player] would gain life, . . . ." Such abilities are treated as though they are written, "If a source would cause [a player] to gain life, . . . ." If a player gains 0 life, no life gain event would occur, and these effects won't apply.
120.3. Damage may have one or more of the following results, depending on whether the recipient of the damage is a player or permanent, the characteristics of the damage's source, and the characteristics of the damage's recipient (if it's a permanent).
120.3a. Damage dealt to a player by a source without infect causes that player to lose that much life.
120.3e. Damage dealt to a creature by a source with neither wither nor infect causes that much damage to be marked on that creature.
120.3f. Damage dealt by a source with lifelink causes that source's controller to gain that much life, in addition to the damage's other results.
120.4. Damage is processed in a four-part sequence.
120.4a. First, if an effect that's causing damage to be dealt states that excess damage that would be dealt to a permanent is dealt to another permanent or player instead, the damage event is modified accordingly. If the first permanent is a creature, the excess damage is the amount of damage in excess of what would be lethal damage, taking into account damage already marked on the creature and damage from other sources that would be dealt at the same time. (See rule 120.6.) Any amount of damage greater than 1 is excess damage if the source dealing that damage to a creature has deathtouch. (See rule 702.2.) If the first permanent is a planeswalker, the excess damage is the amount of damage in excess of that planeswalker's loyalty, taking into account damage from other sources that would be dealt at the same time. If the first permanent is a battle, the excess damage is the amount of damage in excess of that battle's defense, taking into account damage from other sources that would be dealt at the same time. If the first permanent has multiple card types from among the list of creature, planeswalker, and battle, the excess damage is the greatest of the calculated amounts for each of the card types it has.
120.4c. Third, damage that's been dealt is processed into its results, as modified by replacement effects that interact with those results (such as life loss or counters).
120.8. If a source would deal 0 damage, it does not deal damage at all. That means abilities that trigger on damage being dealt won't trigger. It also means that replacement effects that would increase the damage dealt by that source, or would have that source deal that damage to a different object or player, have no event to replace, so they have no effect.
120.9. If an ability triggers on damage being dealt by a specific source or sources, and the effect refers to the "damage dealt," it refers only to the damage dealt by the specified sources and not to any damage dealt at the same time by other sources.
120.10. Some triggered abilities check whether a permanent has been dealt excess damage. These abilities check after the permanent has been dealt damage by one or more sources. If those sources together dealt an amount of damage to a creature greater than lethal damage, excess damage equal to the difference was dealt to that creature. If those sources together dealt an amount of damage to a planeswalker greater than that planeswalker's loyalty before the damage was dealt, excess damage equal to the difference was dealt to that planeswalker. If those sources together dealt an amount of damage to a battle greater than that battle's defense before the damage was dealt, excess damage equal to the difference was dealt to that battle. If a permanent has multiple card types from among the list of creature, planeswalker, and battle, the excess damage dealt to that permanent is the greatest of the calculated amounts for each of the card types it has.
121. Drawing a Card
121.2. Cards may only be drawn one at a time. If a player is instructed to draw multiple cards, that player performs that many individual card draws.
121.2a. An instruction to draw multiple cards can be modified by replacement effects that refer to the number of cards drawn. This modification occurs before considering any of the individual card draws. See rule 616.1g.
121.2b. Some effects say that a player can't draw more than one card each turn. Such an effect applies to individual card draws. Instructions to draw multiple cards may still be partially carried out. However, if an effect offers the player a choice to draw multiple cards, the affected player can't choose to do so. Similarly, the player can't pay a cost that includes drawing multiple cards.
121.2c. If more than one player is instructed to draw cards, the active player performs all of their draws first, then each other player in turn order does the same.
121.2d. If more than one player is instructed to draw cards in a game that's using the shared team turns option (such as a Two-Headed Giant game), first each player on the active team, in whatever order that team likes, performs their draws, then each player on each nonactive team in turn order does the same.
121.3. If there are no cards in a player's library and an effect offers that player the choice to draw a card, that player can choose to do so. However, if an effect says that a player can't draw cards and another effect offers that player the choice to draw a card, that player can't choose to do so.
121.3a. The same principles apply if the player who's making the choice is not the player who would draw the card. If the latter player has no cards in their library, the choice can be taken. If an effect says that the latter player can't draw a card, the choice can't be taken.
121.6a. An effect that replaces a card draw is applied even if no cards could be drawn because there are no cards in the affected player's library.
121.6b. If an effect replaces a draw within a sequence of card draws, the replacement effect is completed before resuming the sequence.
121.6c. Some effects perform additional actions on a card after it's drawn. If the draw is replaced, the additional action is not performed on any cards that are drawn as a result of that replacement effect or any subsequent replacement effects.
121.7. 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.
121.8. 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) or until the casting process is reversed (see rule 730, "Handling Illegal Actions"). 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. While face down, the drawn card is considered to have no characteristics and can't be used to pay any part of the cost of the spell or ability that would require the card to have specific characteristics.
121.9. If an effect gives a player the option to reveal a card as they draw it, that player may look at that card as they draw it before choosing whether to reveal it.
122.1f. If a player has ten or more poison counters, that player loses the game as a state-based action. See rule 704. A player is "poisoned" if they have one or more poison counters. (See rule 810 for additional rules for Two-Headed Giant games.)
122.2. 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.
122.3. 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.
122.4. 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.
122.5. If an effect says to "move" a counter, it means to remove that counter from the object it's currently on and put it onto a second object. If either of these actions isn't possible, it's not possible to move a counter, and no counter is removed from or put onto anything. This may occur if the first and second objects are the same object; if the first object doesn't have the appropriate kind of counter on it; if the second object can't have counters put onto it; or if either object is no longer in the correct zone.
122.7. An ability that triggers "When/Whenever the Nth [kind] counter" is put on an object triggers when one or more counters of the appropriate kind are put on the object such that the object had fewer than N counters on it before the counters were put on it and N or more counters on it after.
123.2. Stickers are found in boosters of the Unfinity expansion on numbered inserts. Each insert has a predetermined combination of stickers. Any rule that refers to a sticker sheet refers to the specific combination of stickers found on one of those inserts. Sticker sheets are not cards and have no characteristics. Each sticker sheet can be found at Gatherer.Wizards.com.
123.2a. In constructed play, a player who chooses to play with stickers must start the game with at least ten sticker sheets selected before play begins, and each of their sticker sheets must be unique. There is no maximum number of sticker sheets a player may start the game with. Each player playing with sticker sheets reveals all of their sticker sheets and chooses three of them at random. See rule 103, "Starting the Game."
123.2b. In limited play, each player chooses up to three sticker sheets from among those in the sealed products they opened and reveals them. See rule 103, "Starting the Game."
123.2c. Each player has access to only the stickers on the chosen sheets during the game, and those sticker sheets remain revealed.
123.3. If an effect instructs a player to put a sticker on an object, that player chooses a sticker that is not currently on any objects they own from among the stickers they have access to and puts it on that object.
123.3a. Each sticker a player has access to is discrete and is distinct from each other sticker they have access to. Two stickers are never considered to be the same sticker, even if they have the same text or information on them.
123.3b. A player can't put a sticker on an object that they don't own. If an effect would cause them to do so, that part of the effect does nothing.
123.3c. A sticker may have a ticket cost represented by a number inside a ticket symbol (see rule 107.17a). In order to put a sticker with a ticket cost on an object, the player who owns that object must pay that much {TK}. If they don't have that much {TK}, they can't put that sticker on an object.
123.3d. If a sticker that is already on an object is moved to another object, that sticker's ticket cost does not need to be paid again.
123.4. Some rules and effects refer to a "stickered" object. An object is "stickered" if it currently has any kind of sticker on it. An object without any stickers on it is not a stickered object, even if it previously had stickers on it.
123.6a. For the purposes of rules and effects related to name stickers, a "word" in an object's name is any series of non-space characters that are separated from other non-space characters by one or more spaces. Hyphenated words and words with punctuation are considered to be one word. Blank lines, such as the one in "Wolf in ________ Clothing," are not considered words in a card's name.
123.6b. As a name sticker is placed on an object, that object's controller chooses a position in that object's name for the word in the name sticker to be added, then announces that object's new name. That word can be added at the beginning of the object's name or after any number of the other words that are currently in its name. The new name can be further modified by other name stickers. If that object has no name, its name becomes the word added by the name sticker. Name stickers never modify or remove any of the other words in that name. Example: As a player puts a name sticker with the word "Dark" printed on it onto a creature named Bear Cub, that creature's controller chooses whether its new name is "Dark Bear Cub," "Bear Dark Cub," or "Bear Cub Dark." They then announce the new name to all players.
123.6c. The text that a name sticker is modifying may change due to other effects and/or a permanent's face-down status (see rule 708, "Face-Down Spells and Permanents"). To determine the name of an object with one or more name stickers, start with the object's copiable values, then apply each name sticker's effect and each other text-changing effect in timestamp order. The position of each name sticker will continue to be after the number of words that were before it in the object's name when it was placed. If there are fewer words in the object's current name, the word on that sticker is added at the end of its name instead. The position and timestamp order of each name sticker on an object is remembered as the object that sticker is on moves from one public zone to another, and it continues to apply to the new object it becomes in that zone (see rule 123.5). This is an exception to rule 400.7. Example: Fae of Wishes, an adventurer card, is in exile with a name sticker on it adding the word "Mana" after its second word, so its name is "Fae of Mana Wishes." An effect allows that player to cast Granted, its Adventure, from exile. The name of that spell on the stack is "Granted Mana." After that card is exiled as the Adventure resolves, the sticker's position (after the second word) is remembered, so the name of the exiled card is once again "Fae of Mana Wishes." Example: A player owns a creature named It That Betrays on the battlefield. Using name stickers, they add the word "Eldrazi" to its name after the third word, such that its new name is "It That Betrays Eldrazi." Later, that creature becomes a copy of a creature named Seeker of the Way. The name sticker continues to apply after the third word, so its new name is "Seeker of the Eldrazi Way." Example: A creature with a name sticker on it becomes enchanted by Witness Protection, an Aura that changes the creature's name to "Legitimate Businessperson." Since Witness Protection is also a text-changing effect, and it has a later timestamp than the name sticker, the word on that name sticker is not part of the creature's name. Its name is "Legitimate Businessperson."
123.6d. Some effects refer to the number of one or more specific letters on a name sticker. A lowercase letter and its uppercase equivalent are the same letter.
123.6e. Some effects refer to the number of "unique vowels" on a name sticker. These count the number of different vowels that appear on that sticker, even if one or more of them appear more than once. The vowels are A, E, I, O, U, and Y. A lowercase letter and its uppercase equivalent are the same letter.
123.7a. If an effect refers to an ability of an ability sticker, it refers to the ability that sticker grants to the object it is on, even if the object it is on doesn't currently have that ability due to another effect.
123.8a. An effect that refers to the power and/or toughness of a sticker refers only to the printed power and/or toughness values on a power and toughness sticker. It does not refer to any printed value on any other stickers.
123.9. An art sticker on a permanent has no effect on game play other than to act as a marker that other spells and abilities can identify.
2. Parts of a Card
200.2. Some parts of a card are also characteristics of the object that has them. See rule 109.3.
201.1. The name of a card is printed on its upper left corner.
201.2. A card's name is always considered to be the English version of its name, regardless of printed language.
201.2a. Two or more objects have the same name if they have at least one name in common, even if one or more of those objects have additional names. An object with no name doesn't have the same name as any other object, including another object with no name.
201.2b. Some spells and abilities refer to two or more objects with different names. Those objects have different names only if each of them has at least one name and no two objects in that group have a name in common. Example: A player controls Liliana's Contract, which says, in part, "At the beginning of your upkeep, if you control four or more Demons with different names, you win the game." That player controls three Demons with different names and a face-down creature with no name, with an effect making it a Demon. Because the four creatures include one with no name, those four creatures don't count as four Demons with different names. The ability of Liliana's Contract won't trigger.
201.2c. Some spells or abilities check if one object has a different name than a second object or group of objects. The first object has a different name than those objects if the first object has at least one name and has no names in common with any of the other objects, even if one or more of the other objects have no names. If the first object has no name, it does not have a different name than any of the other objects, even if those other objects themselves have names.
201.3. Some cards with different English names are treated as though they had the same English name. Pairs of cards with this property have names that are interchangeable.
201.3a. For the purposes of all rules, abilities, and effects that refer to a card's name, objects with interchangeable names have the same name. (See rules 201.2a-b.)
201.3b. For the purposes of deck construction and format legality, cards with interchangeable names have the same name.
201.3c. If a card has later printings with interchangeable names, the later printings will have an interchangeable names indicator in the bottom left-hand corner referring to the original printing's three-letter set code and collector number (see rule 213.1d).
201.4a. If a player is instructed to choose a card name with certain characteristics, the player must choose the name of a card whose Oracle text matches those characteristics. (See rule 108.1.) Example: Dispossess reads, in part, "Choose an artifact card name." The player can choose the name of any artifact card, even one that's not legal in the format of the current game. The player can't choose Island, even if an Island on the battlefield has been turned into artifact by some effect.
201.4b. If a player wants to choose the name of a split card, the player must choose the name of one of its halves, but not both. (See rule 709.) If a player is instructed to choose a card name with certain characteristics, use only that half's characteristics to determine if this name can be chosen.
201.4d. If a player wants to choose the name of the back face of a double-faced card, the player may do so. (See rule 712.) If a player is instructed to choose a card name with certain characteristics, use only the characteristics of the back face to determine if this name can be chosen.
201.4e. If a player wants to choose the name of the combined back face of a meld pair, the player may do so. (See rule 713.) If a player is instructed to choose a card name with certain characteristics, use only the characteristics of the combined back face to determine if this name can be chosen.
201.4g. Some cards have interchangeable names (see rule 201.3). For all game purposes, these cards have the same name. If a player chooses the name of a card which has interchangeable names, the name of each of those cards has been chosen.
201.5. Text that refers to the object it's on by name means just that particular object and not any other objects with that name, regardless of any name changes caused by game effects.
201.5a. If an ability's effect grants another ability to an object, and that second ability refers to that first ability's source by name, the name refers only to the specific object which is that first ability's source. The second ability does not refer to any other object with the same name as the first ability's source. However, if the second ability also moved the first ability's source to a different public zone, the name refers to the object the source became in its new zone. This is also true if the second ability is copied onto a new object. Example: Gutter Grime has an ability that reads "Whenever a nontoken creature you control dies, put a slime counter on Gutter Grime, then create a green Ooze creature token with 'This creature's power and toughness are each equal to the number of slime counters on Gutter Grime.'" The ability granted to the token only looks at the Gutter Grime that created the token, not at any other Gutter Grime on the battlefield. A copy of that token would also have an ability that referred only to the Gutter Grime that created the original token.
201.5b. If an ability of an object refers to that object by name, and an object with a different name gains that ability, each instance of the first name in the gained ability that refers to the first object by name should be treated as the second name. Example: Quicksilver Elemental says, in part, "{U}: Quicksilver Elemental gains all activated abilities of target creature until end of turn." If it gains an ability that says "{G}: Regenerate Cudgel Troll," activating that ability will regenerate Quicksilver Elemental, not the Cudgel Troll it gained the ability from. Example: Glacial Ray is an instant with splice onto Arcane that says "Glacial Ray deals 2 damage to any target." If it's spliced onto a Kodama's Reach, that Kodama's Reach deals 2 damage to the target. Example: Dimir Doppelganger says "{1}{U}{B}: Exile target creature card from a graveyard. Dimir Doppelganger becomes a copy of that card and gains this ability." Dimir Doppelganger's ability is activated targeting a Runeclaw Bear card. The Doppelganger becomes a copy of Runeclaw Bear and gains an ability that should be treated as saying "{1}{U}{B}: Exile target creature card from a graveyard. Runeclaw Bear becomes a copy of that card and gains this ability."
201.5c. Text printed on some cards refers to that card by a shortened version of its name. Instances of a card's shortened name used in this manner are treated as though they used the card's full name.
202.1. A card's mana cost is indicated by mana symbols near the top of the card. (See rule 107.4.) On most cards, these symbols are printed in the upper right corner. Some cards from the Future Sight set have alternate frames in which the mana symbols appear to the left of the illustration.
202.2a. The five colors are white, blue, black, red, and green. The white mana symbol is represented by {W}, blue by {U}, black by {B}, red by {R}, and green by {G}. Example: An object with a mana cost of {2}{W} is white, an object with a mana cost of {2} is colorless, and one with a mana cost of {2}{W}{B} is both white and black.
202.3. The mana value of an object is a number equal to the total amount of mana in its mana cost, regardless of color. Example: A mana cost of {3}{U}{U} translates to a mana value of 5.
202.3c. The mana value of a melded permanent is calculated as though it had the combined mana cost of the front faces of each card that represents it. If a permanent is a copy of a melded permanent (even if that copy is represented by two other meld cards), the mana value of the copy is 0.
202.3e. When calculating the mana value 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.
202.3f. When calculating the mana value of an object with a hybrid mana symbol in its mana cost, use the largest component of each hybrid symbol. Example: The mana value of a card with mana cost {1}{W/U}{W/U} is 3. Example: The mana value of a card with mana cost {2/B}{2/B}{2/B} is 6.
203.1. The illustration is printed on the upper half of a card and has no effect on game play. For example, a creature doesn't have the flying ability unless stated in its rules text, even if it's depicted as flying.
204.1. The color indicator is printed to the left of the type line directly below the illustration. It consists of a circular symbol filled in with one or more colors. A color indicator is usually found on nonland cards without a mana cost.
205.1. The type line is printed directly below the illustration. It contains the card's card type(s). It also contains the card's subtype(s) and supertype(s), if applicable.
205.2b. Some objects have more than one card type (for example, an artifact creature). Such objects satisfy the criteria for any effect that applies to any of their card types.
205.3a. A card can have one or more subtypes printed on its type line.
205.3b. Subtypes of each card type except creature and plane are always single words and are listed after a long dash. Each word after the dash is a separate subtype. Subtypes of creature cards are one or two words and are listed after a long dash. Each word or two-word phrase, as listed in rule 205.3m, is a separate subtype. Objects other than planes may have multiple subtypes. Subtypes of planes are also listed after a long dash, but may be multiple words; all words after the dash are, collectively, a single subtype. Example: "Basic Land -- Mountain" means the card is a land with the subtype Mountain. "Creature -- Goblin Wizard" means the card is a creature with the subtypes Goblin and Wizard. "Artifact -- Equipment" means the card is an artifact with the subtype Equipment.
205.3d. An object can't gain a subtype that doesn't correspond to one of that object's types.
205.3e. If an effect instructs a player to choose a subtype, that player must choose one, and only one, existing subtype, and the subtype must be for the appropriate card type. For example, the player can't choose a land type if an instruction requires choosing a creature type. Example: When choosing a creature type, "Merfolk" or "Wizard" is acceptable, but "Merfolk Wizard" is not. Words like "artifact," "opponent," "Swamp," or "truck" can't be chosen because they aren't creature types.
205.3f. Many cards were printed with subtypes that are now obsolete. Many cards have retroactively received subtypes. Use the Oracle card reference to determine what a card's subtypes are. (See rule 108.1.)
205.3j. Planeswalkers have their own unique set of subtypes; these subtypes are called planeswalker types. The planeswalker types are Ajani, Aminatou, Angrath, Arlinn, Ashiok, Bahamut, Basri, Bolas, Calix, Chandra, Comet, Dack, Dakkon, Daretti, Davriel, Dihada, Domri, Dovin, Ellywick, Elminster, Elspeth, Estrid, Freyalise, Garruk, Gideon, Grist, Guff, Huatli, Jace, Jared, Jaya, Jeska, Kaito, Karn, Kasmina, Kaya, Kiora, Koth, Liliana, Lolth, Lukka, Minsc, Mordenkainen, Nahiri, Narset, Niko, Nissa, Nixilis, Oko, Ral, Rowan, Saheeli, Samut, Sarkhan, Serra, Sivitri, Sorin, Szat, Tamiyo, Tasha, Teferi, Teyo, Tezzeret, Tibalt, Tyvar, Ugin, Urza, Venser, Vivien, Vraska, Vronos, Will, Windgrace, Wrenn, Xenagos, Yanggu, Yanling, and Zariel.
205.3m. Creatures and kindreds share their lists of subtypes; these subtypes are called creature types. One creature type is two words long: Time Lord. All other creature types are one word long: Advisor, Aetherborn, Alien, Ally, Angel, Antelope, Ape, Archer, Archon, Armadillo, Army, Artificer, Assassin, Assembly-Worker, Astartes, Atog, Aurochs, Avatar, Azra, Badger, Balloon, Barbarian, Bard, Basilisk, Bat, Bear, Beast, Beaver, Beeble, Beholder, Berserker, Bird, Blinkmoth, Boar, Bringer, Brushwagg, Camarid, Camel, Capybara, Caribou, Carrier, Cat, Centaur, Child, Chimera, Citizen, Cleric, Clown, Cockatrice, Construct, Coward, Coyote, Crab, Crocodile, C'tan, Custodes, Cyberman, Cyclops, Dalek, Dauthi, Demigod, Demon, Deserter, Detective, Devil, Dinosaur, Djinn, Doctor, Dog, Dragon, Drake, Dreadnought, Drone, Druid, Dryad, Dwarf, Efreet, Egg, Elder, Eldrazi, Elemental, Elephant, Elf, Elk, Employee, Eye, Faerie, Ferret, Fish, Flagbearer, Fox, Fractal, Frog, Fungus, Gamer, Gargoyle, Germ, Giant, Gith, Glimmer, Gnoll, Gnome, Goat, Goblin, God, Golem, Gorgon, Graveborn, Gremlin, Griffin, Guest, Hag, Halfling, Hamster, Harpy, Hellion, Hippo, Hippogriff, Homarid, Homunculus, Horror, Horse, Human, Hydra, Hyena, Illusion, Imp, Incarnation, Inkling, Inquisitor, Insect, Jackal, Jellyfish, Juggernaut, Kavu, Kirin, Kithkin, Knight, Kobold, Kor, Kraken, Llama, Lamia, Lammasu, Leech, Leviathan, Lhurgoyf, Licid, Lizard, Manticore, Masticore, Mercenary, Merfolk, Metathran, Minion, Minotaur, Mite, Mole, Monger, Mongoose, Monk, Monkey, Moonfolk, Mount, Mouse, Mutant, Myr, Mystic, Nautilus, Necron, Nephilim, Nightmare, Nightstalker, Ninja, Noble, Noggle, Nomad, Nymph, Octopus, Ogre, Ooze, Orb, Orc, Orgg, Otter, Ouphe, Ox, Oyster, Pangolin, Peasant, Pegasus, Pentavite, Performer, Pest, Phelddagrif, Phoenix, Phyrexian, Pilot, Pincher, Pirate, Plant, Porcupine, Possum, Praetor, Primarch, Prism, Processor, Rabbit, Raccoon, Ranger, Rat, Rebel, Reflection, Rhino, Rigger, Robot, Rogue, Sable, Salamander, Samurai, Sand, Saproling, Satyr, Scarecrow, Scientist, Scion, Scorpion, Scout, Sculpture, Serf, Serpent, Servo, Shade, Shaman, Shapeshifter, Shark, Sheep, Siren, Skeleton, Skunk, Slith, Sliver, Sloth, Slug, Snail, Snake, Soldier, Soltari, Spawn, Specter, Spellshaper, Sphinx, Spider, Spike, Spirit, Splinter, Sponge, Squid, Squirrel, Starfish, Surrakar, Survivor, Synth, Tentacle, Tetravite, Thalakos, Thopter, Thrull, Tiefling, Toy, Treefolk, Trilobite, Triskelavite, Troll, Turtle, Tyranid, Unicorn, Vampire, Varmint, Vedalken, Volver, Wall, Walrus, Warlock, Warrior, Weasel, Weird, Werewolf, Whale, Wizard, Wolf, Wolverine, Wombat, Worm, Wraith, Wurm, Yeti, Zombie, and Zubera.
205.3n. Planes have their own unique set of subtypes; these subtypes are called planar types. The planar types are The Abyss, Alara, Alfava Metraxis, Amonkhet, Androzani Minor, Antausia, Apalapucia, Arcavios, Arkhos, Azgol, Belenon, Bolas's Meditation Realm, Capenna, Cridhe, The Dalek Asylum, Darillium, Dominaria, Earth, Echoir, Eldraine, Equilor, Ergamon, Fabacin, Fiora, Gallifrey, Gargantikar, Gobakhan, Horsehead Nebula, Ikoria, Innistrad, Iquatana, Ir, Ixalan, Kaladesh, Kaldheim, Kamigawa, Kandoka, Karsus, Kephalai, Kinshala, Kolbahan, Kylem, Kyneth, The Library, Lorwyn, Luvion, Mars, Mercadia, Mirrodin, Moag, Mongseng, Moon, Muraganda, Necros, New Earth, New Phyrexia, Outside Mutter's Spiral, Phyrexia, Pyrulea, Rabiah, Rath, Ravnica, Regatha, Segovia, Serra's Realm, Shadowmoor, Shandalar, Shenmeng, Skaro, Spacecraft, Tarkir, Theros, Time, Trenzalore, Ulgrotha, Unknown Planet, Valla, Vryn, Wildfire, Xerex, Zendikar, and Zhalfir.
206.1. The expansion symbol indicates which Magic set a card is from. It's a small icon normally printed below the right edge of the illustration. It has no effect on game play.
206.2. The color of the expansion symbol indicates the rarity of the card within its set. A red-orange symbol indicates the card is mythic rare. A gold symbol indicates the card is rare. A silver symbol indicates the card is uncommon. A black or white symbol indicates the card is common or is a basic land. A purple symbol signifies a special rarity; to date, only the Time Spiral (tm) "timeshifted" cards, which were rarer than that set's rare cards, have had purple expansion symbols. (Prior to the Exodus (tm) set, all expansion symbols were black, regardless of rarity. Also, prior to the Sixth Edition core set, with the exception of the Simplified Chinese Fifth Edition core set, Magic core sets didn't have expansion symbols at all.)
206.3. Previously, a spell or ability that affected cards from a particular set checked for that set's expansion symbol. These cards have received errata in the Oracle card reference to say they affect cards "with a name originally printed" in a particular set.
206.3a. One card (City in a Bottle) refers to permanents and cards with a name originally printed in the Arabian Nights (tm) expansion. Those names are Abu Ja'far, Aladdin, Aladdin's Lamp, Aladdin's Ring, Ali Baba, Ali from Cairo, Army of Allah, Bazaar of Baghdad, Bird Maiden, Bottle of Suleiman, Brass Man, Camel, City in a Bottle, City of Brass, Cuombajj Witches, Cyclone, Dancing Scimitar, Dandan, Desert, Desert Nomads, Desert Twister, Diamond Valley, Drop of Honey, Ebony Horse, Elephant Graveyard, El-Hajjaj, Erg Raiders, Erhnam Djinn, Eye for an Eye, Fishliver Oil, Flying Carpet, Flying Men, Ghazban Ogre, Giant Tortoise, Guardian Beast, Hasran Ogress, Hurr Jackal, Ifh-Biff Efreet, Island Fish Jasconius, Island of Wak-Wak, Jandor's Ring, Jandor's Saddlebags, Jeweled Bird, Jihad, Junun Efreet, Juzam Djinn, Khabal Ghoul, King Suleiman, Kird Ape, Library of Alexandria, Magnetic Mountain, Merchant Ship, Metamorphosis, Mijae Djinn, Moorish Cavalry, Nafs Asp, Oasis, Old Man of the Sea, Oubliette, Piety, Pyramids, Repentant Blacksmith, Ring of Ma'ruf, Rukh Egg, Sandals of Abdallah, Sandstorm, Serendib Djinn, Serendib Efreet, Shahrazad, Sindbad, Singing Tree, Sorceress Queen, Stone-Throwing Devils, Unstable Mutation, War Elephant, Wyluli Wolf, and Ydwen Efreet.
206.3b. One card (Golgothian Sylex) refers to permanents with a name originally printed in the Antiquities (tm) expansion. Those names are Amulet of Kroog, Argivian Archaeologist, Argivian Blacksmith, Argothian Pixies, Argothian Treefolk, Armageddon Clock, Artifact Blast, Artifact Possession, Artifact Ward, Ashnod's Altar, Ashnod's Battle Gear, Ashnod's Transmogrant, Atog, Battering Ram, Bronze Tablet, Candelabra of Tawnos, Circle of Protection: Artifacts, Citanul Druid, Clay Statue, Clockwork Avian, Colossus of Sardia, Coral Helm, Crumble, Cursed Rack, Damping Field, Detonate, Drafna's Restoration, Dragon Engine, Dwarven Weaponsmith, Energy Flux, Feldon's Cane, Gaea's Avenger, Gate to Phyrexia, Goblin Artisans, Golgothian Sylex, Grapeshot Catapult, Haunting Wind, Hurkyl's Recall, Ivory Tower, Jalum Tome, Martyrs of Korlis, Mightstone, Millstone, Mishra's Factory, Mishra's War Machine, Mishra's Workshop, Obelisk of Undoing, Onulet, Orcish Mechanics, Ornithopter, Phyrexian Gremlins, Power Artifact, Powerleech, Priest of Yawgmoth, Primal Clay, The Rack, Rakalite, Reconstruction, Reverse Polarity, Rocket Launcher, Sage of Lat-Nam, Shapeshifter, Shatterstorm, Staff of Zegon, Strip Mine, Su-Chi, Tablet of Epityr, Tawnos's Coffin, Tawnos's Wand, Tawnos's Weaponry, Tetravus, Titania's Song, Transmute Artifact, Triskelion, Urza's Avenger, Urza's Chalice, Urza's Mine, Urza's Miter, Urza's Power Plant, Urza's Tower, Wall of Spears, Weakstone, Xenic Poltergeist, Yawgmoth Demon, and Yotian Soldier.
206.3c. One card (Apocalypse Chime) refers to permanents with a name originally printed in the Homelands (tm) expansion. Those names are Abbey Gargoyles; Abbey Matron; Aether Storm; Aliban's Tower; Ambush; Ambush Party; Anaba Ancestor; Anaba Bodyguard; Anaba Shaman; Anaba Spirit Crafter; An-Havva Constable; An-Havva Inn; An-Havva Township; An-Zerrin Ruins; Apocalypse Chime; Autumn Willow; Aysen Abbey; Aysen Bureaucrats; Aysen Crusader; Aysen Highway; Baki's Curse; Baron Sengir; Beast Walkers; Black Carriage; Broken Visage; Carapace; Castle Sengir; Cemetery Gate; Chain Stasis; Chandler; Clockwork Gnomes; Clockwork Steed; Clockwork Swarm; Coral Reef; Dark Maze; Daughter of Autumn; Death Speakers; Didgeridoo; Drudge Spell; Dry Spell; Dwarven Pony; Dwarven Sea Clan; Dwarven Trader; Ebony Rhino; Eron the Relentless; Evaporate; Faerie Noble; Feast of the Unicorn; Feroz's Ban; Folk of An-Havva; Forget; Funeral March; Ghost Hounds; Giant Albatross; Giant Oyster; Grandmother Sengir; Greater Werewolf; Hazduhr the Abbot; Headstone; Heart Wolf; Hungry Mist; Ihsan's Shade; Irini Sengir; Ironclaw Curse; Jinx; Joven; Joven's Ferrets; Joven's Tools; Koskun Falls; Koskun Keep; Labyrinth Minotaur; Leaping Lizard; Leeches; Mammoth Harness; Marjhan; Memory Lapse; Merchant Scroll; Mesa Falcon; Mystic Decree; Narwhal; Orcish Mine; Primal Order; Prophecy; Rashka the Slayer; Reef Pirates; Renewal; Retribution; Reveka, Wizard Savant; Root Spider; Roots; Roterothopter; Rysorian Badger; Samite Alchemist; Sea Sprite; Sea Troll; Sengir Autocrat; Sengir Bats; Serra Aviary; Serra Bestiary; Serra Inquisitors; Serra Paladin; Serrated Arrows; Shrink; Soraya the Falconer; Spectral Bears; Timmerian Fiends; Torture; Trade Caravan; Truce; Veldrane of Sengir; Wall of Kelp; Willow Faerie; Willow Priestess; Winter Sky; and Wizards' School.
207.1. The text box is printed on the lower half of the card. It usually contains rules text defining the card's abilities.
207.2. The text box may also contain italicized text that has no game function.
207.2a. Reminder text is italicized text within parentheses that summarizes a rule that applies to that card. It usually appears on the same line as the ability it's relevant to, but it may appear on its own line if it applies to an aspect of the card other than an ability.
207.2b. Flavor text is italicized text that, like the illustration, adds artistic appeal to the game. It usually appears below the rules text.
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 adamant, addendum, alliance, battalion, bloodrush, celebration, channel, chroma, cohort, constellation, converge, council's dilemma, coven, delirium, descend 4, descend 8, domain, eerie, eminence, enrage, fateful hour, fathomless descent, ferocious, formidable, grandeur, hellbent, heroic, imprint, inspired, join forces, kinship, landfall, lieutenant, magecraft, metalcraft, morbid, pack tactics, paradox, parley, radiance, raid, rally, revolt, secret council, spell mastery, strive, survival, sweep, tempting offer, threshold, undergrowth, valiant, and will of the council.
207.2d. Similar to ability words, flavor words appear in italics at the beginning of some abilities. Flavor words provide a flavorful description of abilities, but they have no special rules meaning and are not listed in the Comprehensive Rules. While an ability word ties together several abilities with similar functionality, each flavor word is tailored to the specific ability it appears with.
207.3. Some cards have decorative icons in the background of their text boxes. For example, a guild icon appears in the text box of many cards associated with the guilds of Ravnica, and a faction icon appears in the text box of most Scars of Mirrodin (tm) block cards. Similarly, many promotional cards include decorative icons. These icons have no effect on game play.
207.4. The chaos symbol appears in the text box of each plane card to the left of a triggered ability that triggers whenever chaos ensues. The symbol itself has no special rules meaning. See rule 901, "Planechase."
207.5. One card (Cryptic Spires) has a set of symbols below the text box that represent each color and an ability that instructs a player to circle two of those colors as they create their deck. To circle a color, the player circles (or otherwise clearly indicates) that color's symbol. The mana symbol of each circled color is considered part of that card's printed rules text (see rule 613.1) and affects that card's color identity (see rule 903.4).
208.1. A creature card has two numbers separated by a slash printed in its lower right corner. The first number is its power (the amount of damage it deals in combat); the second is its toughness (the amount of damage needed to destroy it). For example, 2/3 means the object has power 2 and toughness 3. Power and toughness can be modified or set to particular values by effects.
208.2. Rather than a fixed number, some creature cards have power and/or toughness that includes a star (*).
208.2a. The card may have a characteristic-defining ability that sets its power and/or toughness according to some stated condition. (See rule 604.3.) Such an ability is worded "[This creature's] [power or toughness] is equal to . . ." or "[This creature's] power and toughness are each equal to . . ." This ability functions everywhere, even outside the game. If the ability needs to use a number that can't be determined, including inside a calculation, use 0 instead of that number. Example: Lost Order of Jarkeld has power and toughness each equal to 1+*. It has the abilities "As Lost Order of Jarkeld enters, choose an opponent" and "Lost Order of Jarkeld's power and toughness are each equal to 1 plus the number of creatures the chosen player controls." While Lost Order of Jarkeld isn't on the battlefield, there won't be a chosen player. Its power and toughness will each be equal to 1 plus 0, so it's 1/1.
208.5. If a creature somehow has no value for its power, its power is 0. The same is true for toughness.
210.1. Each battle card has a defense number printed in its lower right corner. This indicates its defense while it's not on the battlefield, and it also indicates that the battle enters the battlefield with that many defense counters on it (see rule 310.4b).
211.1. Each vanguard card has a hand modifier printed in its lower left corner. This is a number preceded by a plus sign, a number preceded by a minus sign, or a zero. This modifier is applied as the starting hand size and the maximum hand size of the vanguard card's owner are determined. See rule 103.5.
212.1. Each vanguard card has a life modifier printed in its lower right corner. This is a number preceded by a plus sign, a number preceded by a minus sign, or a zero. This modifier is applied as the starting life total of the vanguard card's owner is determined. See rule 103.4.
213. Information Below the Text Box
213.1. Each card features text printed below the text box that has no effect on game play. Not all card sets were printed with all of the information listed below on each card.
213.1a. Most card sets feature collector numbers. This information is printed in the form [card number]/[total cards in the set] or simply [card number]. Some cards, such as unique cards in Planeswalker Decks(r), have card numbers that exceed the listed total number of cards.
213.1b. A card's rarity is indicated with a single letter following the collector number.
213.1c. Some promotional cards include information to indicate the specific promotion the card is associated with.
213.1d. Some cards with interchangeable names include information about a specific version of a card with that interchangeable name. See rule 201.3.
213.1e. The three-character code representing the set in which a card is printed and the two-character code representing the language in which a card is printed are separated by a bullet point. If a card is premium, these codes are instead separated by a star.
213.1f. The illustration credit for a card follows the paintbrush icon or, on older cards, the abbreviation "Illus."
213.1g. Legal text (the fine print at the bottom or bottom-right of the card) lists the trademark and copyright information.
300.2. Some objects have more than one card type (for example, an artifact creature). Such objects combine the aspects of each of those card types, and are subject to spells and abilities that affect either or all of those card types.
300.2a. An object that's both a land and another card type (for example, an artifact land) can only be played as a land. It can't be cast as a spell.
300.2b. Each kindred card has another card type. Casting and resolving a kindred card follow the rules for casting and resolving a card of the other card type.
301.5. Some artifacts have the subtype "Equipment." An Equipment can be attached to a creature. It can't legally be attached to anything that isn't a creature.
301.7b. If a Vehicle becomes a creature, it immediately has its printed power and toughness. Other effects, including the effect that makes it a creature, may modify these values or set them to different values.
302.4c. To determine a creature's power and toughness, start with the numbers printed in its lower right corner, then apply any applicable continuous effects. (See rule 613, "Interaction of Continuous Effects.")
302.6. A creature's activated ability with the tap symbol or the untap symbol in its activation cost can't be activated unless the creature has been under its controller's control continuously since their most recent turn began. A creature can't attack unless it has been under its controller's control continuously since their most recent turn began. This rule is informally called the "summoning sickness" rule.
303.4b. The object or player an Aura is attached to is called enchanted. The Aura is attached to, or "enchants," that object or player.
303.4c. If an Aura is enchanting an illegal object or player as defined by its enchant ability and other applicable effects, the object it was attached to no longer exists, or the player it was attached to has left the game, the Aura is put into its owner's graveyard. (This is a state-based action. See rule 704.)
303.4i. If an effect attempts to put an Aura onto the battlefield attached to either an object or player it can't legally enchant or an object or player that is undefined, the Aura remains in its current zone, unless that zone is the stack. In that case, the Aura is put into its owner's graveyard instead of entering the battlefield. If the Aura is a token, it isn't created.
303.4k. If an effect allows an Aura that's being turned face up to become attached to an object or player, the Aura's controller considers the characteristics of that Aura as it would exist if it were face up to determine what it may be attached to, and they must choose a legal object or player according to the Aura's enchant ability and any other applicable effects.
303.7a. If a permanent has more than one Role controlled by the same player attached to it, each of those Roles except the one with the most recent timestamp is put into its owner's graveyard. This is a state-based action. See rule 704.
304.5. If text states that a player may do something "any time they could cast an instant" or "only as an instant," it means only that the player must have priority. The player doesn't need to have an instant card they could cast. Effects that would preclude that player from casting an instant spell don't affect the player's capability to perform that action (unless the action is actually casting an instant spell).
305.2a. To determine whether a player can play a land, compare the number of lands the player can play this turn with the number of lands they have already played this turn (including lands played as special actions and lands played during the resolution of spells and abilities). If the number of lands the player can play is greater, the play is legal.
305.2b. A player can't play a land, for any reason, if the number of lands the player can play this turn is equal to or less than the number of lands they have already played this turn. Ignore any part of an effect that instructs a player to do so.
305.3. A player can't play a land, for any reason, if it isn't their turn. Ignore any part of an effect that instructs a player to do so.
305.4. Effects may also allow players to "put" lands onto the battlefield. This isn't the same as "playing a land" and doesn't count as a land played during the current turn.
305.9. If an object is both a land and another card type, it can be played only as a land. It can't be cast as a spell.
306.5a. The loyalty of a planeswalker card not on the battlefield is equal to the number printed in its lower right corner.
307.5. If a spell, ability, or effect states that a player can do something only "any time they could cast a sorcery" or "only as a sorcery," it means only that the player must have priority, it must be during the main phase of their turn, and the stack must be empty. The player doesn't need to have a sorcery card they could cast. Effects that would preclude that player from casting a sorcery spell don't affect the player's capability to perform that action (unless the action is actually casting a sorcery spell).
307.5a. Similarly, if an effect checks to see if a spell was cast "any time a sorcery couldn't have been cast," it's checking only whether the spell's controller cast it without having priority, during a phase other than their main phase, or while another object was on the stack.
308.1. Each kindred card has another card type. Casting and resolving a kindred card follows the rules for casting and resolving a card of the other card type.
308.3. Some older kindred cards were printed with the "tribal" card type. Cards printed with that type have received errata in the Oracle card reference.
309.2b. A dungeon card that's brought into the game is put into the command zone until it leaves the game.
309.4. Each dungeon card has a series of rooms connected to one another with arrows. A player uses a venture marker placed on the dungeon card they own to indicate which room they are currently in.
309.4b. Each room has a name. These names are considered flavor text and do not affect game play.
309.5a. If a player ventures into the dungeon while they own a dungeon card in the command zone and their venture marker isn't on that dungeon's bottommost room, they move their venture marker from the room it is on to the next room, following the direction of an arrow pointing away from the room their venture marker is on. If there are multiple arrows pointing away from the room the player's venture marker is on, they choose one of them to follow.
310.4a. The defense of a battle card not on the battlefield is equal to the number printed in its lower right corner.
310.11. All currently existing battles have the subtype Siege. Sieges are subject to special rules.
311.2. Plane cards remain in the command zone throughout the game, both while they're part of a planar deck and while they're face up. They're not permanents. They can't be cast. If a plane card would leave the command zone, it remains in the command zone.
311.3. Plane subtypes are listed after a long dash, and may be multiple words: "Plane -- Serra's Realm." All words after the dash are, collectively, a single subtype. Planar subtypes are called planar types. A plane can have only one subtype. See rule 205.3n for the complete list of planar types.
311.5. The controller of a face-up plane card is the player designated as the planar controller. Normally, the planar controller is whoever the active player is. However, if the current planar controller would leave the game, instead the next player in turn order that wouldn't leave the game becomes the planar controller, then the old planar controller leaves the game. The new planar controller retains that designation until they leave the game or a different player becomes the active player, whichever comes first.
311.7. Each plane card has a triggered ability that triggers "Whenever chaos ensues." These are called chaos abilities. Each one is indicated by a chaos symbol to the left of the ability, though the symbol itself has no special rules meaning. This ability triggers if the chaos symbol is rolled on the planar die (see rule 901.9b), if a resolving spell or ability says that chaos ensues, or if a resolving spell or ability states that chaos ensues for a particular object. In the last case, the chaos ability can trigger even if that plane card is still in the planar deck but revealed. A chaos ability is controlled by the current planar controller.
312. Phenomena
312.4. The controller of a face-up phenomenon card is the player designated as the planar controller. Normally, the planar controller is whoever the active player is. However, if the current planar controller would leave the game, instead the next player in turn order that wouldn't leave the game becomes the planar controller, then the old planar controller leaves the game. The new planar controller retains that designation until they leave the game or a different player becomes the active player, whichever comes first.
313.6. Each vanguard card has a hand modifier printed in its lower left corner. This is a number preceded by a plus sign, a number preceded by a minus sign, or a zero. This modifier is applied to the starting hand size and maximum hand size of the vanguard card's owner (normally seven). The resulting number is both how many cards that player draws at the beginning of the game and their maximum hand size. See rule 103.5.
313.7. Each vanguard card has a life modifier printed in its lower right corner. This is a number preceded by a plus sign, a number preceded by a minus sign, or a zero. This modifier is applied as the starting life total of the vanguard card's owner (normally 20) to is determined. See rule 103.4.
314.7. If an ability of a scheme card includes the text "this scheme," it means the scheme card in the command zone that's the source of that ability. This is an exception to rule 109.2.
315.3. Conspiracy cards remain in the command zone throughout the game. They're not permanents. They can't be cast or included in a deck. If a conspiracy card would leave the command zone, it remains in the command zone. Conspiracy cards that aren't in the game can't be brought into the game.
315.5a. Abilities of conspiracy cards may affect the start-of-game procedure.
400.3. If an object would go to any library, graveyard, or hand other than its owner's, it goes to its owner's corresponding zone.
400.5. The order of objects in a library, in a graveyard, or on the stack can't be changed except when effects or rules allow it. The same is true for objects arranged in face-down piles in other zones. Other objects in other zones can be arranged however their owners wish, although who controls those objects, whether they're tapped or flipped, and what other objects are attached to them must remain clear to all players.
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 and its owner will be able to look at it in that zone, its owner looks at it to see if it has any abilities that would affect the move. If the object is moving to the battlefield, each other player who will be able to look at it in that zone does so. Then any appropriate replacement effects, whether they come from that object or from elsewhere, are applied to that event. If any effects or rules try to do two or more contradictory or mutually exclusive things to a particular object, that object's controller--or its owner if it has no controller--chooses which effect to apply, and what that effect does. (Note that multiple instances of the same thing may be mutually exclusive; for example, two simultaneous "destroy" effects.) Then the event moves the object. Example: Exquisite Archangel has an ability which reads "If you would lose the game, instead exile Exquisite Archangel and your life total becomes equal to your starting life total." A spell deals 5 damage to a player with 5 life and 5 damage to an Exquisite Archangel under that player's control. As state-based actions are performed, that player's life total becomes equal to their starting life total, and that player chooses whether Exquisite Archangel moves to its owner's graveyard or to exile.
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. This rule has the following exceptions.
400.7d. An ability of a permanent can reference information about the spell that became that permanent as it resolved, including what costs were paid to cast that spell or what mana was spent to pay those costs.
400.7e. Abilities that trigger when an object moves from one zone to another (for example, "When Rancor is put into a graveyard from the battlefield") can find the new object that it became in the zone it moved to when the ability triggered, if that zone is a public zone.
400.7g. If an effect grants a nonland card an ability that allows it to be cast, that ability will continue to apply to the new object that card became after it moved to the stack as a result of being cast this way.
400.7h. 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.
400.7i. If an effect allows a land card to be played, other parts of that effect can find the new object that land card becomes after it moves to the battlefield as a result of being played this way.
400.8. If an object in the exile zone is exiled, it doesn't change zones, but it becomes a new object that has just been exiled.
400.11b. Some effects bring cards into a game from outside the game. Those cards remain in the game until the game ends, their owner leaves the game, or a rule or effect removes them from the game, whichever comes first.
400.12. Some effects instruct a player to do something to a zone (such as "Shuffle your hand into your library"). That action is performed on all cards in that zone. The zone itself is not affected.
401.2. Each library must be kept in a single face-down pile. Players can't look at or change the order of cards in a library.
401.3. Any player may count the number of cards remaining in any player's library at any time.
401.4. If an effect puts two or more cards in a specific position in a library at the same time, the owner of those cards may arrange them in any order. That library's owner doesn't reveal the order in which the cards go into the library.
401.5. Some effects tell a player to play with the top card of their library revealed, or say that a player may look at the top card of their 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. If the top card of the player's library changes while a player is taking a special action (see rule 116, "Special Actions"), the new card won't be revealed and can't be looked at until the player has finished taking that special action.
401.6. If an effect causes a player to play with the top card of their library revealed, and that particular card stops being revealed for any length of time before being revealed again, it becomes a new object.
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.
402.1. The hand is where a player holds cards that have been drawn. Cards can be put into a player's hand by other effects as well. At the beginning of the game, each player draws a number of cards equal to that player's starting hand size, normally seven. (See rule 103, "Starting the Game.")
402.3. A player may arrange their hand in any convenient fashion and look at it at any time. A player can't look at the cards in another player's hand but may count those cards at any time.
403.2. A spell or ability affects and checks only the battlefield unless it specifically mentions a player or another zone.
403.4. Whenever a permanent enters the battlefield, it becomes a new object and has no relationship to any previous permanent represented by the same card, except for the cases listed in rule 400.7. (This is also true for any objects entering any zone.)
403.5. Previously, the battlefield was called the "in-play zone." Cards that were printed with text that contains the phrases "in play," "from play," "into play," or the like are referring to the battlefield. Cards that were printed with that text have received errata in the Oracle card reference.
404.1. A player's graveyard is their discard pile. Any object that's countered, discarded, destroyed, or sacrificed is put on top of its owner's graveyard, as is any instant or sorcery spell that's finished resolving. Each player's graveyard starts out empty.
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 sanctioned tournaments may allow a player to change the order of cards in their graveyard.
404.3. If an effect or rule puts two or more cards into the same graveyard at the same time, the owner of those cards may arrange them in any order.
405.1. When a spell is cast, the physical card is put on the stack (see rule 601.2a). When an ability is activated or triggers, it goes on top of the stack without any card associated with it (see rules 602.2a and 603.3).
405.2. The stack keeps track of the order that spells and/or abilities were added to it. Each time an object is put on the stack, it's put on top of all objects already there.
405.3. If an effect puts two or more objects on the stack at the same time, those controlled by the active player are put on lowest, followed by each other player's objects in APNAP order (see rule 101.4). If a player controls more than one of these objects, that player chooses their relative order on the stack.
405.6. Some things that happen during the game don't use the stack.
405.6e. Turn-based actions don't use the stack; they happen automatically when certain steps or phases begin. They're dealt with before a player would receive priority (see rule 117.3a). Turn-based actions also happen automatically when each step and phase ends; no player receives priority afterward. See rule 703.
405.6f. State-based actions don't use the stack; they happen automatically when certain conditions are met. See rule 704. They are dealt with before a player would receive priority. See rule 117.5.
405.6g. A player may concede the game at any time. That player leaves the game immediately. See rule 104.3a.
405.6h. If a player leaves a multiplayer game, objects may leave the game, cease to exist, change control, or be exiled as a result. These actions happen immediately. See rule 800.4a.
406.2. To exile an object is to put it into the exile zone from whatever zone it's currently in. An exiled card is a card that's been put into the exile zone.
406.3. Exiled cards are, by default, kept face up and may be examined by any player at any time. Cards "exiled face down" can't be examined by any player except when instructions allow it. However, if a player is instructed to look at a card and then exile it face down, or once a player is allowed to look at a card exiled face down, that player may continue to look at that card until it leaves the exile zone or is part of a pile of cards that are shuffled, even if the instruction allowing the player to do so no longer applies.
406.3a. A card exiled face down has no characteristics, but the spell or ability that exiled it may allow it to be played from exile. Unless that card is being cast face down (see rule 708.4), the card is turned face up just before the player announces that they are playing the card (see rule 601.2).
406.3b. Some spells and abilities allow a player to cast spells with certain qualities from among face-down cards in exile. A player may cast such a spell only if they are allowed to look at the face-down card in exile and if the resulting spell has the specified qualities.
406.4. Face-down cards in exile should be kept in separate piles based on when they were exiled and how they were exiled. If a player is instructed to choose an exiled card, the player may choose a specific face-down card only if the player is allowed to look at that card. Otherwise, they may choose a pile of face-down exiled cards, and then a card is chosen at random from within that pile. If choosing such a card is part of casting a spell or activating an ability, the chosen card isn't revealed until after that cost is fully paid. (See rule 601.2i.)
406.5. Exiled cards that might return to the battlefield or any other zone should be kept in separate piles to keep track of their respective ways of returning. Exiled cards that may have an impact on the game due to their own abilities (such as cards with haunt) or the abilities of the cards that exiled them should likewise be kept in separate piles.
406.6. An object may have one ability printed on it that 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 that have been exiled due to the first. See rule 607, "Linked Abilities."
406.7. If an object in the exile zone becomes exiled, it doesn't change zones, but it becomes a new object that has just been exiled.
406.8. Previously, the exile zone was called the "removed-from-the-game zone." Cards that were printed with text that "removes [an object] from the game" exiles that object. The same is true for cards printed with text that "sets [an object] aside." Cards that were printed with that text have received errata in the Oracle card reference.
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 (WPN.Wizards.com/en/resources/rules-documents).
407.2. When playing for ante, each player puts one random card from their deck into the ante zone after determining which player goes first but before players draw any cards. Cards in the ante zone may be examined by any player at any time. At the end of the game, the winner becomes the owner of all the cards in the ante zone.
407.3. A few cards have the text "Remove [this card] from your deck before playing if you're not playing for ante." These are the only cards that can add or remove cards from the ante zone or change a card's owner. When not playing for ante, players can't include these cards in their decks or sideboards, and these cards can't be brought into the game from outside the game.
407.4. To ante an object is to put that object into the ante zone from whichever zone it's currently in. The owner of an object is the only person who can ante that object.
408.1. The command zone is a game area reserved for certain specialized objects that have an overarching effect on the game, yet are not permanents and cannot be destroyed.
5. Turn Structure
500.1. A turn consists of five phases, in this order: beginning, precombat main, combat, postcombat main, and ending. Each of these phases takes place every turn, even if nothing happens during the phase. The beginning, combat, and ending phases are further broken down into steps, which proceed in order.
500.3. A step in which no players receive priority ends when all specified actions that take place during that step are completed. The only such steps are the untap step (see rule 502) and certain cleanup steps (see rule 514).
500.5. When a phase or step ends, any effects scheduled to last "until end of" that phase or step expire. When a phase or step begins, any effects scheduled to last "until" that phase or step expire. Effects that last "until end of combat" expire at the end of the combat phase, not at the beginning of the end of combat step. Effects that last "until end of turn" are subject to special rules; see rule 514.2.
500.6. When a phase or step begins, any abilities that trigger "at the beginning of" that phase or step trigger. They are put on the stack the next time a player would receive priority. (See rule 117, "Timing and Priority.")
500.7. Some effects can give a player extra turns. They do this by adding the turns directly after the specified turn. If a player is given multiple extra turns, the extra turns are added one at a time. If multiple players are given extra turns, the extra turns are added one at a time, in APNAP order (see rule 101.4). The most recently created turn will be taken first.
500.8. Some effects can add phases to a turn. They do this by adding the phases directly after the specified phase. If multiple extra phases are created after the same phase, the most recently created phase will occur first.
500.9. Some effects can add steps to a phase. They do this by adding the steps directly after a specified step or directly before a specified step. If multiple extra steps are created after the same step, the most recently created step will occur first.
500.10. Some effects add a step after a particular phase. In that case, that effect first creates the phase which normally contains that step directly after the specified phase. Any other steps that phase would normally have are skipped (see rule 500.11). Example: Obeka, Splitter of Seconds says, in part, "Whenever Obeka, Splitter of Seconds deals combat damage to a player, you get that many additional upkeep steps after this phase." After that ability resolves, its controller adds that many beginning phases after this phase. Those new beginning phases have only an upkeep step. The untap steps and draw steps of those phases are skipped.
500.10a. If an effect that says "you get" an additional step or phase would add a step or phase to a turn other than its controller's, no steps or phases are added.
500.11. Some effects can cause a step, phase, or turn to be skipped. To skip a step, phase, or turn is to proceed past it as though it didn't exist. See rule 614.10.
500.12. No game events can occur between steps, phases, or turns.
501.1. The beginning phase consists of three steps, in this order: untap, upkeep, and draw.
502.2. Second, if it's day and the previous turn's active player didn't cast any spells during that turn, it becomes night. If it's night and the previous turn's active player cast two or more spells during that turn, it becomes day. If it's neither day nor night, this check doesn't happen and it remains neither. This turn-based action doesn't use the stack. See rule 728, "Day and Night."
503.1a. Any abilities that triggered during the untap step and any abilities that triggered at the beginning of the upkeep are put onto the stack before the active player gets priority; the order in which they triggered doesn't matter. (See rule 603, "Handling Triggered Abilities.")
503.2. If a spell states that it may be cast only "after [a player's] upkeep step," and the turn has multiple upkeep steps, that spell may be cast any time after the first upkeep step ends.
505.1b. In card text, phrases such as "first main phase," "second main phase," and so on count the number of main phases that have occurred only in the current turn unless that text specifies otherwise.
506.3a. If an effect would put a noncreature permanent onto the battlefield attacking or blocking, the permanent does enter the battlefield but it's never considered to be an attacking or blocking permanent.
506.3f. If a resolving spell or ability would cause a battle to become an attacking or blocking creature, that part of the effect does nothing.
506.4a. Once a creature has been declared as an attacking or blocking creature, spells or abilities that would have kept that creature from attacking or blocking don't remove the creature from combat.
506.4b. Tapping or untapping a creature that's already been declared as an attacker or blocker doesn't remove it from combat and doesn't prevent its combat damage.
506.4d. A permanent that's both a blocking creature and a planeswalker that's being attacked is removed from combat if it stops being both a creature and a planeswalker. If it stops being one of those card types but continues to be the other, it continues to be either a blocking creature or a planeswalker that's being attacked, whichever is appropriate.
506.6. Some abilities check to see whether or not a creature "had to attack" during a particular combat phase. A creature had to attack if one or more effects were requiring that creature to attack at the time attackers were declared in that combat. A creature did not "have to attack" if there were no such effects that required it to attack, even if there were no other legal attacks that could have been declared. (See rule 508.)
506.7. Some spells state that they may be cast "only [before/after] [a particular point in the combat phase]," in which that point may be "attackers are declared," "blockers are declared," "the combat damage step," "the end of combat step," "the combat phase," or "combat."
506.7a. A spell that states it may be cast "only before (or after) attackers are declared" is referring to the turn-based action of declaring attackers. It may be cast only before (or after) the declare attackers step begins, regardless of whether any attackers are actually declared. (See rule 508.)
506.7b. A spell that states it may be cast "only before (or after) blockers are declared" is referring to the turn-based action of declaring blockers. It may be cast only before (or after) the declare blockers step begins, regardless of whether any blockers are actually declared. (See rule 509.)
506.7c. Some spells state that they may be cast only "during combat" or "during a certain player's combat phase" in addition to the criteria described in rule 506.7. If a turn has multiple combat phases, such spells may be cast at an appropriate time during any of them.
506.7d. Some spells state that they may be cast "only before (or after) [a particular point in the combat phase]," but don't meet the additional criteria described in rule 506.7c. If a turn has multiple combat phases, such spells may be cast that turn only before (or after) the stated point of the first combat phase.
506.7e. 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 508.8), then the spell may be cast only before the declare attackers step ends. If the stated point doesn't exist because the relevant combat phase has been skipped, then the spell may be cast only before the precombat main phase ends.
506.7g. Rules 506.7 and 506.7a-f apply to abilities that state that they may be activated only at certain times with respect to combat just as they apply to spells that state that they may be cast only at certain times with respect to combat.
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 730, "Handling Illegal Actions").
508.1a. The active player chooses which creatures that they control, if any, will attack. The chosen creatures must be untapped, they can't also be battles, and each one must either have haste or have been controlled by the active player continuously since the turn began.
508.1c. The active player checks each creature they control to see whether it's affected by any restrictions (effects that say a creature can't attack, or that it can't attack unless some condition is met). If any restrictions are being disobeyed, the declaration of attackers is illegal. Example: A player controls two creatures, each with a restriction that states "[This creature] can't attack alone." It's legal to declare both as attackers.
508.1d. The active player checks each creature they control to see whether it's affected by any requirements (effects that say a creature attacks if able, or that it attacks 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. If a requirement that says a creature attacks if able during a certain turn refers to a turn with multiple combat phases, the creature attacks if able during each declare attackers step in that turn. 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.
508.1e. If any of the chosen creatures have banding or a "bands with other" ability, the active player announces which creatures, if any, are banded with which. (See rule 702.22, "Banding.")
508.1h. If any of the chosen creatures require paying costs to attack, or if any optional costs to attack were chosen, the active player determines the total cost to attack. Costs may include paying mana, tapping permanents, sacrificing permanents, discarding cards, and so on. Once the total cost is determined, it becomes "locked in." If effects would change the total cost after this time, ignore this change.
508.1j. Once the player has enough mana in their mana pool, they pay all costs in any order. Partial payments are not allowed.
508.1m. Any abilities that trigger on attackers being declared trigger.
508.2b. Any abilities that triggered on attackers being declared or that triggered during the process described in rules 508.1 are put onto the stack before the active player gets priority; the order in which they triggered doesn't matter. (See rule 603, "Handling Triggered Abilities.")
508.4c. A creature that's put onto the battlefield attacking or that is stated to be attacking isn't affected by requirements or restrictions that apply to the declaration of attackers.
508.6. A player is "attacking [a player]" if the first player controls a creature that is attacking the second player. A player has "attacked [a player]" if the first player declared one or more creatures as attackers attacking the second player.
508.7a. The attacking creature isn't removed from combat and it isn't considered to have attacked a second time. That creature is attacking the reselected player or permanent, but it's still considered to have attacked the player or permanent chosen as it was declared as an attacker.
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 730, "Handling Illegal Actions").
509.1f. Once the player has enough mana in their mana pool, they pay all costs in any order. Partial payments are not allowed.
509.1i. Any abilities that trigger on blockers being declared trigger. See rule 509.2a for more information.
509.2a. Any abilities that triggered on blockers being declared or that triggered during the process described in rule 509.1 are put onto the stack before the active player gets priority; the order in which they triggered doesn't matter. (See rule 603, "Handling Triggered Abilities.")
509.3a. An ability that reads "Whenever [a creature] blocks, . . ." generally triggers only once each combat for that creature, even if it blocks multiple creatures. It triggers if the creature is declared as a blocker. It will also trigger if that creature becomes a blocker as the result of an effect, but only if it wasn't a blocking creature at that time. (See rule 509.1g.) It won't trigger if the creature is put onto the battlefield blocking.
509.3e. If an ability triggers when a creature blocks or becomes blocked by a particular number of creatures, the ability triggers if the creature blocks or is blocked by that many creatures when blockers are declared. Effects that add or remove blockers can also cause such abilities to trigger. This applies to abilities that trigger on a creature blocking or being blocked by at least a certain number of creatures as well.
509.4b. A creature that's put onto the battlefield blocking isn't affected by requirements or restrictions that apply to the declaration of blockers.
510.1c. A blocked creature assigns its combat damage to the creatures blocking it. If no creatures are currently blocking it (if, for example, they were destroyed or removed from combat), it assigns no combat damage. If exactly one creature is blocking it, it assigns all its combat damage to that creature. If two or more creatures are blocking it, it assigns its combat damage to those creatures divided as its controller chooses among them. Example: An attacking Elvish Regrower (a 4/3 creature) is blocked by Vampire Spawn (a 2/3 creature) and Helpful Hunter (a 1/1 creature). Elvish Regrower's controller can assign all 4 damage to the Hunter, 1 damage to the Spawn and 3 damage to the Hunter, 2 damage to each creature, 3 damage to the Spawn and 1 damage to the Hunter, or all 4 damage to the Spawn.
510.1e. Once a player has assigned combat damage from each attacking or blocking creature they control, the total damage assignment (not solely the damage assignment of any individual attacking or blocking creature) 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 730, "Handling Illegal Actions.")
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.
510.3a. Any abilities that triggered on damage being dealt or while state-based actions are performed afterward are put onto the stack before the active player gets priority; the order in which they triggered doesn't matter. (See rule 603, "Handling Triggered Abilities.")
512.1. The ending phase consists of two steps: end and cleanup.
513.1a. Previously, abilities that triggered at the beginning of the end step were printed with the trigger condition "at end of turn." Cards that were printed with that text have received errata in the Oracle card reference to say "at the beginning of the end step" or "at the beginning of the next end step."
514.2. Second, the following actions happen simultaneously: all damage marked on permanents (including phased-out permanents) is removed and all "until end of turn" and "this turn" effects end. This turn-based action doesn't use the stack.
514.3. Normally, no player receives priority during the cleanup step, so no spells can be cast and no abilities can be activated. However, this rule is subject to the following exception:
601. Casting Spells
601.1. Previously, the action of casting a spell, or casting a card as a spell, was referred to on cards as "playing" that spell or that card. Cards that were printed with that text have received errata in the Oracle card reference so they now refer to "casting" that spell or that card.
601.1a. Some effects still refer to "playing" a card. "Playing a card" means playing that card as a land or casting that card as a spell, whichever is appropriate.
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 includes proposal of the spell (rules 601.2a-d) and determination and payment of costs (rules 601.2f-h). To cast a spell, a player follows the steps listed below, in order. A player must be legally allowed to cast the spell to begin this process (see rule 601.3). If a player is unable to comply with the requirements of a step listed below while performing that step, the casting of the spell is illegal; the game returns to the moment before the casting of that spell was proposed (see rule 730, "Handling Illegal Actions").
601.2b. If the spell is modal, the player announces the mode choice (see rule 700.2). If the player wishes to splice any cards onto the spell (see rule 702.47), they reveal those cards in their hand. If the spell has alternative or additional costs that will be paid as it's being cast such as buyback or kicker costs (see rules 118.8 and 118.9), the player announces their intentions to pay any or all of those costs (see rule 601.2f). A player can't apply two alternative methods of casting or two alternative costs to a single spell. If the spell has a variable cost that will be paid as it's being cast (such as an {X} in its mana cost; see rule 107.3), the player announces the value of that variable. If the value of that variable is defined in the text of the spell by a choice that player would make later in the announcement or resolution of the spell, that player makes that choice at this time instead of that later time. If a cost that will be paid as the spell is being cast includes hybrid mana symbols, the player announces the nonhybrid equivalent cost they intend to pay. If a cost that will be paid as the spell is being cast includes Phyrexian mana symbols, the player announces whether they intend to pay 2 life or a corresponding colored mana cost for each of those symbols. Previously made choices (such as choosing to cast a spell with flashback from a graveyard or choosing to cast a creature with morph face down) may restrict the player's options when making these choices.
601.2c. The player announces their choice of an appropriate object or player for each target the spell requires. A spell may require some targets only if an alternative or additional cost (such as a kicker cost) or a particular mode was chosen for it; otherwise, the spell is cast as though it did not require those targets. Similarly, a spell may require alternative targets only if an alternative or additional cost was chosen for it. If the spell has a variable number of targets, the player announces how many targets they will choose before they announce those targets. In some cases, the number of targets will be defined by the spell's text. Once the number of targets the spell has is determined, that number doesn't change, even if the information used to determine the number of targets does. The same target can't be chosen multiple times for any one instance of the word "target" on the spell. However, if the spell uses the word "target" in multiple places, the same object or player can be chosen once for each instance of the word "target" (as long as it fits the targeting criteria). If any effects say that an object or player must be chosen as a target, the player chooses targets so that they obey the maximum possible number of such effects without violating any rules or effects that say that an object or player can't be chosen as a target. The chosen objects and/or players each become a target of that spell. (Any abilities that trigger when those objects and/or players become the target of a spell trigger at this point; they'll wait to be put on the stack until the spell has finished being cast.) Example: If a spell says "Tap two target creatures," then the same creature can't be chosen twice; the spell requires two different legal targets. A spell that says "Destroy target artifact and target land," however, can target the same artifact land twice because it uses the word "target" in multiple places.
601.2d. If the spell requires the player to divide or distribute an effect (such as damage or counters) among one or more targets, the player announces the division. Each of these targets must receive at least one of whatever is being divided.
601.2e. The game checks to see if the proposed spell can legally be cast. If the proposed spell is illegal, the game returns to the moment before the casting of that spell was proposed (see rule 730, "Handling Illegal Actions").
601.2f. The player determines the total cost of the spell. Usually this is just the mana cost. Some spells have additional or alternative costs. Some effects may increase or reduce the cost to pay, or may provide other alternative costs. Costs may include paying mana, tapping permanents, sacrificing permanents, discarding cards, and so on. The total cost is the mana cost or alternative cost (as determined in rule 601.2b), plus all additional costs and cost increases, and minus all cost reductions. If multiple cost reductions apply, the player may apply them in any order. If the mana component of the total cost is reduced to nothing by cost reduction effects, it is considered to be {0}. It can't be reduced to less than {0}. Once the total cost is determined, any effects that directly affect the total cost are applied. Then the resulting total cost becomes "locked in." If effects would change the total cost after this time, they have no effect.
601.2h. The player pays the total cost. First, they pay all costs that don't involve random elements or moving objects from the library to a public zone, in any order. Then they pay all remaining costs in any order. Partial payments are not allowed. Unpayable costs can't be paid. Example: You cast Altar's Reap, which costs {1}{B} and has an additional cost of sacrificing a creature. You sacrifice Thunderscape Familiar, whose effect makes your black spells cost {1} less to cast. Because a spell's total cost is "locked in" before payments are actually made, you pay {B}, not {1}{B}, even though you're sacrificing the Familiar.
601.3. A player can begin to cast a spell only if a rule or effect allows that player to cast it and no rule or effect prohibits that player from casting it.
601.3a. If an effect prohibits a player from casting a spell with certain qualities, that player may consider any choices to be made during that spell's proposal that may cause those qualities to change. If any such choices could cause that effect to no longer prohibit that player from casting that spell, the player may begin to cast the spell, ignoring the effect. Example: A player controls Void Winnower, which reads, in part, "Your opponents can't cast spells with even mana values." That player's opponent may begin to cast Rolling Thunder, a card whose mana cost is {X}{R}{R}, because the chosen value of X may cause the spell's mana value to become odd.
601.3d. If a spell would have flash only if certain conditions are met, its controller may begin to cast that spell as though it had flash if those conditions are met.
601.3e. Some rules and effects state that an alternative set of characteristics or a subset of characteristics are considered to determine if a card or copy of a card is legal to cast. These alternative characteristics replace the object's characteristics for this determination. Continuous effects that would apply to that object once it has those characteristics are also considered. Example: Garruk's Horde says, in part, "You may cast creature spells from the top of your library." If you control Garruk's Horde and the top card of your library is a noncreature card with morph, you may cast it using its morph ability. Example: Melek, Izzet Paragon says, in part, "You may cast instant and sorcery spells from the top of your library." If you control Melek, Izzet Paragon and the top card of your library is Giant Killer, an adventurer creature card whose Adventure is an instant named Chop Down, you may cast Chop Down but not Giant Killer. If instead you control Garruk's Horde and the top card of your library is Giant Killer, you may cast Giant Killer but not Chop Down.
601.3f. Some effects allow a player to cast a spell with certain qualities from among face-down cards in exile. A player may begin to cast such a spell only if they can look at the face-down card in exile.
601.4. While announcing the choices of any modes, alternative costs, and/or additional costs as described in rule 601.2b, some options may be available to a player only if other choices are made that would normally be made later in that rule's instructions. In that case, the spell's controller may consider any other choices to be made in that step. If any such choices could allow them to choose a particular mode, alternative cost, or additional cost, they may do so. Example: Inscription of Abundance is a modal spell with kicker and the text "Choose one. If this spell was kicked, choose any number instead." When announcing the chosen modes for the spell, its controller may choose any number of modes, even though choosing to pay the kicker cost is normally done later in the announcement process.
601.5. If a player is no longer allowed to cast a spell after completing its proposal (see rules 601.2a-d), the casting of the spell is illegal and the game returns to the moment before the casting of that spell was proposed (see rule 730, "Handling Illegal Actions"). It doesn't matter if a rule or effect would make the casting of the spell illegal while determining and paying that spell's costs (see rules 601.2f-h) or any time after the spell has been cast.
601.5a. Once a player has begun casting a spell that had flash because certain conditions were met or that could be cast as though it had flash because certain conditions were met (see 601.3d), they may continue to cast that spell as though it had flash even if those conditions stop being met.
601.6. Some spells specify that one of their controller's opponents does something the controller would normally do while it's being cast, such as choose a mode or choose targets. In these cases, the opponent does so when the spell's controller normally would do so.
601.6a. If there is more than one opponent who could make such a choice, the spell's controller decides which of those opponents will make the choice.
601.6b. If the spell instructs its controller and another player to do something at the same time as the spell is being cast, the spell's controller goes first, then the other player. This is an exception to rule 101.4.
601.7. Casting a spell that alters costs won't affect spells and abilities that are already on the stack.
602.1. Activated abilities have a cost and an effect. They are written as "[Cost]: [Effect.] [Activation instructions (if any).]"
602.1a. The activation cost is everything before the colon (:). An ability's activation cost must be paid by the player who is activating it. Example: The activation cost of an ability that reads "{2}, {T}: You gain 1 life" is two mana of any type plus tapping the permanent that has the ability.
602.1b. Some text after the colon of an activated ability states instructions that must be followed while activating that ability. Such text may state which players can activate that ability, may restrict when a player can activate the ability, or may define some aspect of the activation cost. This text is not part of the ability's effect. It functions at all times. If an activated ability has any activation instructions, they appear last, after the ability's effect.
602.1c. An activated ability is the only kind of ability that can be activated. If an object or rule refers to activating an ability without specifying what kind, it must be referring to an activated ability.
602.1d. Previously, the action of using an activated ability was referred to on cards as "playing" that ability. Cards that were printed with that text have received errata in the Oracle card reference so they now refer to "activating" that ability.
602.1e. If a spell or ability that refers to the "activation cost" of an ability modifies how a player may pay that cost, that modification applies to the total cost of that ability, even if that cost is increased and/or decreased by other effects. See rules 602.2b and 601.2f.
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 730, "Handling Illegal Actions"). Announcements and payments can't be altered after they've been made.
602.2a. The player announces that they are activating the ability. If an activated ability is being activated from a hidden zone, the card that has that ability is revealed (see rule 701.16a). That ability is created on the stack as an object that's not a card. It becomes the topmost object on the stack. It has the text of the ability that created it, and no other characteristics. Its controller is the player who activated the ability. The ability remains on the stack until it's countered, it resolves, or an effect moves it elsewhere.
602.2b. The remainder of the process for activating an ability is identical to the process for casting a spell listed in rules 601.2b-i. Those rules apply to activating an ability just as they apply to casting a spell. An activated ability's analog to a spell's mana cost (as referenced in rule 601.2f) is its activation cost.
602.3. Some abilities specify that one of their controller's opponents does something the controller would normally do while it's being activated, such as choose a mode or choose targets. In these cases, the opponent does so when the ability's controller normally would do so.
602.3a. If there is more than one opponent who could make such a choice, the ability's controller decides which of those opponents will make the choice.
602.3b. If the ability instructs its controller and another player to do something at the same time as the ability is being activated, the ability's controller goes first, then the other player. This is an exception to rule 101.4.
602.4. Activating an ability that alters costs won't affect spells and abilities that are already on the stack.
602.5. A player can't begin to activate an ability that's prohibited from being activated.
602.5c. If an object acquires an activated ability with a restriction on its use from another object, that restriction applies only to that ability as acquired from that object. It doesn't apply to other, identically worded abilities.
602.5e. Activated abilities that read "Activate only as an instant" mean the player must follow the timing rules for casting an instant spell, though the ability isn't actually an instant. The player doesn't actually need to have an instant card that they could cast.
603.1a. A triggered ability may include instructions after its effects that limit what the ability may target or state that it can't be countered. This text is not part of the ability's effect. It functions while the ability is on the stack.
603.2d. An ability may state that a triggered ability triggers additional times. In this case, rather than simply determining that such an ability has triggered, determine how many times it should trigger, then that ability triggers that many times. An effect that states that an ability triggers additional times doesn't invoke itself repeatedly and doesn't apply to other effects that affect how many times an ability triggers.
603.2h. An ability triggers only if its trigger event actually occurs. An event that's prevented or replaced won't trigger anything. Example: An ability that triggers on damage being dealt won't trigger if all the damage is prevented.
603.2i. A triggered ability may have an instruction followed by "Do this only once each turn." This ability triggers only if its source's controller has not yet taken the indicated action that turn.
603.3. Once an ability has triggered, its controller puts it on the stack as an object that's not a card the next time a player would receive priority. See rule 117, "Timing and Priority." The ability becomes the topmost object on the stack. It has the text of the ability that created it, and no other characteristics. It remains on the stack until it's countered, it resolves, a rule causes it to be removed from the stack, or an effect moves it elsewhere.
603.3b. If multiple abilities have triggered since the last time a player received priority, the abilities are placed on the stack in a two-part process. First, each player, in APNAP order, puts each triggered ability they control with a trigger condition that isn't another ability triggering on the stack in any order they choose. (See rule 101.4.) Second, each player, in APNAP order, puts all remaining triggered abilities they control on the stack in any order they choose. Then the game once again checks for and performs state-based actions until none are performed, then abilities that triggered during this process go on the stack. This process repeats until no new state-based actions are performed and no abilities trigger. Then the appropriate player gets priority.
603.3c. If a triggered ability is modal, its controller announces the mode choice when putting the ability on the stack. If one of the modes would be illegal (due to an inability to choose legal targets, for example), that mode can't be chosen. If no mode is chosen, the ability is removed from the stack. (See rule 700.2.)
603.3d. The remainder of the process for putting a triggered ability on the stack is identical to the process for casting a spell listed in rules 601.2c-d. If a choice is required when the triggered ability goes on the stack but no legal choices can be made for it, or if a rule or a continuous effect otherwise makes the ability illegal, the ability is simply removed from the stack.
603.4. A triggered ability may read "When/Whenever/At [trigger event], if [condition], [effect]." When the trigger event occurs, the ability checks whether the stated condition is true. The ability triggers only if it is; otherwise it does nothing. If the ability triggers, it checks the stated condition again as it resolves. If the condition isn't true at that time, the ability is removed from the stack and does nothing. Note that this mirrors the check for legal targets. This rule is referred to as the "intervening 'if' clause" rule. (The word "if" has only its normal English meaning anywhere else in the text of a card; this rule only applies to an "if" that immediately follows a trigger condition.) Example: Felidar Sovereign reads, "At the beginning of your upkeep, if you have 40 or more life, you win the game." Its controller's life total is checked as that player's upkeep begins. If that player has 39 or less life, the ability doesn't trigger at all. If that player has 40 or more life, the ability triggers and goes on the stack. As the ability resolves, that player's life total is checked again. If that player has 39 or less life at this time, the ability is removed from the stack and has no effect. If that player has 40 or more life at this time, the ability resolves and that player wins the game.
603.5. Some triggered abilities' effects are optional (they contain "may," as in "At the beginning of your upkeep, you may draw a card"). These abilities go on the stack when they trigger, regardless of whether their controller intends to exercise the ability's option or not. The choice is made when the ability resolves. Likewise, triggered abilities that have an effect "unless" something is true or a player chooses to do something will go on the stack normally; the "unless" part of the ability is dealt with when the ability resolves.
603.6. Trigger events that involve objects changing zones are called "zone-change triggers." Many abilities with zone-change triggers attempt to do something to that object after it changes zones. During resolution, these abilities look for the object in the zone that it moved to. If the object is unable to be found in the zone it went to, the part of the ability attempting to do something to the object will fail to do anything. The ability could be unable to find the object because the object never entered the specified zone, because it left the zone before the ability resolved, or because it is in a zone that is hidden from a player, such as a library or an opponent's hand. (This rule applies even if the object leaves the zone and returns again before the ability resolves.) The most common zone-change triggers are enters-the-battlefield triggers and leaves-the-battlefield triggers.
603.6c. Leaves-the-battlefield abilities trigger when a permanent moves from the battlefield to another zone, or when a phased-in permanent leaves the game because its owner leaves the game. These are written as, but aren't limited to, "When [this object] leaves the battlefield, . . ." or "Whenever [something] is put into a graveyard from the battlefield, . . . ." (See also rule 603.10.) An ability that attempts to do something to the card that left the battlefield checks for it only in the first zone that it went to. An ability that triggers when a card is put into a certain zone "from anywhere" is never treated as a leaves-the-battlefield ability, even if an object is put into that zone from the battlefield.
603.7. An effect may create a delayed triggered ability that can do something at a later time. A delayed triggered ability will contain "when," "whenever," or "at," although that word won't usually begin the ability.
603.7c. A delayed triggered ability that refers to a particular object still affects it even if the object changes characteristics. However, if that object is no longer in the zone it's expected to be in at the time the delayed triggered ability resolves, the ability won't affect it. (Note that if that object left that zone and then returned, it's a new object and thus won't be affected. See rule 400.7.) Example: An ability that reads "Exile this creature at the beginning of the next end step" will exile the permanent even if it's no longer a creature during the next end step. However, it won't do anything if the permanent left the battlefield before then.
603.9. Some triggered abilities trigger specifically when a player loses the game. These abilities trigger when a player loses or leaves the game, regardless of the reason, unless that player leaves the game as the result of a draw. See rule 104.3.
603.10. Normally, objects that exist immediately after an event are checked to see if the event matched any trigger conditions, and continuous effects that exist at that time are used to determine what the trigger conditions are and what the objects involved in the event look like. However, some triggered abilities are exceptions to this rule; the game "looks back in time" to determine if those abilities trigger, using the existence of those abilities and the appearance of objects immediately prior to the event. The list of exceptions is as follows:
603.10c. Abilities that trigger specifically when an object becomes unattached look back in time.
603.10e. Abilities that trigger when a spell is countered look back in time.
603.10f. Abilities that trigger when a player loses the game look back in time.
604.1. Static abilities do something all the time rather than being activated or triggered. They are written as statements, and they're simply true.
604.3a. A static ability is a characteristic-defining ability if it meets the following criteria: (1) It defines an object's colors, subtypes, power, or toughness; (2) it is printed on the card it affects, it was granted to the token it affects by the effect that created the token, or it was acquired by the object it affects as the result of a copy effect or text-changing effect; (3) it does not directly affect the characteristics of any other objects; (4) it is not an ability that an object grants to itself; and (5) it does not set the values of such characteristics only if certain conditions are met.
604.6. Some static abilities apply while a card is in any zone that you could cast or play it from (usually your hand). These are limited to those that read, "You may [cast/play] [this card] . . . ," "You can't [cast/play] [this card] . . . ," and "[Cast/Play] [this card] only . . . ."
605.1. Some activated abilities and some triggered abilities are mana abilities, which are subject to special rules. Only abilities that meet either of the following two sets of criteria are mana abilities, regardless of what other effects they may generate or what timing restrictions (such as "Activate only as an instant") they may have.
605.1b. A triggered ability is a mana ability if it meets all of the following criteria: it doesn't require a target (see rule 115.6), it triggers from the activation or resolution of an activated mana ability (see rule 605.1a) or from mana being added to a player's mana pool, and it could add mana to a player's mana pool when it resolves.
605.3. Activating an activated mana ability follows the rules for activating any other activated ability (see rule 602.2), with the following exceptions:
605.3a. A player may activate an activated mana ability whenever they have priority, whenever they are casting a spell or activating an ability that requires a mana payment, or whenever a rule or effect asks for a mana payment, even if it's in the middle of casting or resolving a spell or activating or resolving an ability.
605.3b. An activated mana ability doesn't go on the stack, so it can't be targeted, countered, or otherwise responded to. Rather, it resolves immediately after it is activated. (See rule 405.6c.)
605.3c. Once a player begins to activate a mana ability, that ability can't be activated again until it has resolved.
605.4a. A triggered mana ability doesn't go on the stack, so it can't be targeted, countered, or otherwise responded to. Rather, it resolves immediately after the mana ability that triggered it, without waiting for priority. Example: An enchantment reads, "Whenever a player taps a land for mana, that player adds one mana of any type that land produced." If a player taps lands for mana while casting a spell, the additional mana is added immediately and can be used to pay for the spell.
605.5. Abilities that don't meet the criteria specified in rules 605.1a-b and spells aren't mana abilities.
607.1. An object may have two abilities printed on it such that one of them causes actions to be taken or objects or players to be affected and the other one directly refers to those actions, objects, or players. If so, these two abilities are linked: the second refers only to actions that were taken or objects or players that were affected by the first, and not by any other ability.
607.1a. An ability printed on an object within another ability that grants that ability to that object is considered to be "printed on" that object for these purposes.
607.1b. An ability printed on either face of a transforming double-faced card (see rule 712) is considered to be "printed on" that object for these purposes, regardless of which face is up.
607.1c. An ability printed on an object that fulfills both criteria described in rule 607.1 is linked to itself.
607.1d. Abilities printed on two objects can be linked if one object is a token, emblem, or nontoken permanent and the second object was the source of the ability that either created the token or emblem or put that nontoken permanent onto the battlefield. In these cases, the abilities fit the criteria listed for one of the different kinds of linked abilities in rule 607.2 except they are printed on two objects rather than one.
607.2. There are different kinds of linked abilities.
607.2a. If an object has an activated or triggered ability printed on it that instructs a player to exile one or more cards and an ability printed on it that refers either to "the exiled cards" or to cards "exiled with [this object]," these abilities are linked. The second ability refers only to cards in the exile zone that were put there as a result of an instruction to exile them in the first ability.
607.2b. If an object has an ability printed on it that generates a replacement effect which causes one or more cards to be exiled and an ability printed on it that refers either to "the exiled cards" or to cards "exiled with [this object]," these abilities are linked. The second ability refers only to cards in the exile zone that were put there as a direct result of a replacement event caused by the first ability. See rule 614, "Replacement Effects."
607.2c. If an object has an activated or triggered ability printed on it that puts one or more objects onto the battlefield and an ability printed on it that refers to objects "put onto the battlefield with [this object]" or "created with [this object]," those abilities are linked. The second can refer only to objects put onto the battlefield as a result of the first.
607.2d. If an object has an ability printed on it that causes a player to "choose a [value]" and an ability printed on it that refers to "the chosen [value]," "the last chosen [value]," or similar, 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 allows some information to be noted and another ability which refers to information noted for that object, those abilities are linked. The second ability refers only to information noted as a result of the first ability.
607.2f. 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.
607.2g. 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," these abilities are linked. The second ability refers only to a cost paid as a result of the first ability.
607.2i. If an object has an ability printed on it that allows an additional cost to be paid and an ability printed on it that refers to whether that cost was paid, those abilities are linked. The second refers only to whether the intent to pay the additional cost listed in the first was declared as the object was cast as a spell. If an ability lists multiple such costs, it may have multiple abilities linked to it. Each of those abilities will specify which cost it refers to. Example: Stormscape Battlemage has "Kicker {W} and/or {2}{B}" and two abilities that may trigger when it enters the battlefield. The first triggers if it was kicked with its {W} kicker, and the second triggers if it was kicked with its {2}{B} kicker. Each of those triggered abilities is linked to its kicker ability.
607.2j. 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.
607.2n. If an object has a static ability printed on it that allows a player to exile one or more cards "before you shuffle your deck to start the game" and an ability printed on it that refers to cards "exiled with cards named [this object's name]," the second ability is linked to the first ability of any objects that had the specified name before the game began.
607.2p. If an object has both a static ability that causes a player to make a choice for a characteristic-defining ability before the game begins and that characteristic-defining ability printed on it in the same paragraph, those abilities are linked. The second ability refers only to the choice made as a result of the first ability and continues to refer to that choice as the object changes zones during the game.
607.2q. If a permanent spell has an ability printed on it that allows one or more cards to be exiled while paying a cost to cast it and the permanent that spell becomes has an ability that refers to cards "exiled with [this object]," those abilities are linked. The second ability refers only to cards exiled to pay the cost of the spell that became that permanent.
607.3. If, within a pair of linked abilities, one ability refers to a single object as "the exiled card," "a card exiled with [this card]," or a similar phrase, and the other ability has exiled multiple cards (usually because it was copied), the ability refers to each of the exiled cards. If that ability asks for any information about the exiled card, such as a characteristic or mana value, it gets multiple answers. If these answers are used to determine the value of a variable, the sum of the answers is used. If that ability performs any actions on "the" card, it performs that action on each exiled card. If that ability creates a token that is a copy of "the" card, then for each exiled card, it creates a token that is a copy of that card. If that ability performs any actions on "a" card, the controller of the ability chooses which card is affected.
607.4. An ability may be part of more than one pair of linked abilities. Example: Paradise Plume has the following three abilities: "As Paradise Plume enters, choose a color," "Whenever a player casts a spell of the chosen color, you may gain 1 life," and "{T}: Add one mana of the chosen color." The first and second abilities are linked. The first and third abilities are linked.
607.5. If an object acquires a pair of linked abilities as part of the same effect, the abilities will be similarly linked to one another on that object even though they weren't printed 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. Example: Arc-Slogger has the ability "{R}, Exile the top ten cards of your library: Arc-Slogger deals 2 damage to any target." Sisters of Stone Death has the ability "{B}{G}: Exile target creature blocking or blocked by Sisters of Stone Death" and the ability "{2}{B}: Put a creature card exiled with Sisters of Stone Death onto the battlefield under your control." Quicksilver Elemental has the ability "{U}: Quicksilver Elemental gains all activated abilities of target creature until end of turn." If a player has Quicksilver Elemental gain Arc-Slogger's ability, activates it, then has Quicksilver Elemental gain Sisters of Stone Death's abilities, activates the exile ability, and then activates the return-to-the-battlefield ability, only the creature card Quicksilver Elemental exiled with Sisters of Stone Death's ability can be returned to the battlefield. Creature cards Quicksilver Elemental exiled with Arc-Slogger's ability can't be returned.
607.5a. If an object gains an ability that refers to a choice, but either (a) doesn't copy that ability's linked ability or (b) does copy the linked ability but no choice is made for it, then the choice is considered to be "undefined." If an ability refers to an undefined choice, that part of the ability won't do anything. Example: Voice of All enters the battlefield and Unstable Shapeshifter copies it. Voice of All reads, in part, "As Voice of All enters, choose a color." and "Voice of All has protection from the chosen color." Unstable Shapeshifter never had a chance for a color to be chosen for it, because it didn't enter the battlefield as Voice of All so it doesn't gain a protection ability. Example: A Vesuvan Doppelganger enters the battlefield as a copy of Voice of All, and the Doppelganger's controller chooses blue. Later, the Doppelganger copies Quirion Elves, which has the ability, "{T}: Add one mana of the chosen color." Even though a color was chosen for the Doppelganger, it wasn't chosen for the ability linked to the mana ability copied from the Elves. If that mana ability of the Doppelganger is activated, it will not produce mana.
608.2. If the object that's resolving is an instant spell, a sorcery spell, or an ability, its resolution may involve several steps. The steps described in rules 608.2a and 608.2b are followed first. The steps described in rules 608.2c-m are then followed as appropriate, in no specific order. The steps described in rule 608.2n and 608.2p are followed last.
608.2a. If a triggered ability has an intervening "if" clause, it checks whether the clause's condition is true. If it isn't, the ability is removed from the stack and does nothing. Otherwise, it continues to resolve. See rule 603.4.
608.2b. If the spell or ability specifies targets, it checks whether the targets are still legal. A target that's no longer in the zone it was in when it was targeted is illegal. Other changes to the game state may cause a target to no longer be legal; for example, its characteristics may have changed or an effect may have changed the text of the spell. If the source of an ability has left the zone it was in, its last known information is used during this process. If all its targets, for every instance of the word "target," are now illegal, the spell or ability doesn't resolve. It's removed from the stack and, if it's a spell, put into its owner's graveyard. Otherwise, the spell or ability will resolve normally. Illegal targets, if any, won't be affected by parts of a resolving spell's effect for which they're illegal. Other parts of the effect for which those targets are not illegal may still affect them. If the spell or ability creates any continuous effects that affect game rules (see rule 613.11), those effects don't apply to illegal targets. If part of the effect requires information about an illegal target, it fails to determine any such information. Any part of the effect that requires that information won't happen. Example: Sorin's Thirst is a black instant that reads, "Sorin's Thirst deals 2 damage to target creature and you gain 2 life." If the creature isn't a legal target during the resolution of Sorin's Thirst (say, if the creature has gained protection from black or left the battlefield), then Sorin's Thirst doesn't resolve. Its controller doesn't gain any life. Example: Plague Spores reads, "Destroy target nonblack creature and target land. They can't be regenerated." Suppose the same creature land is chosen both as the nonblack creature and as the land, and the color of the creature land is changed to black before Plague Spores resolves. Plague Spores still resolves because the black creature land is still a legal target for the "target land" part of the spell. The "destroy target nonblack creature" part of the spell won't affect that permanent, but the "destroy target land" part of the spell will still destroy it. It can't be regenerated.
608.2c. The controller of the spell or ability follows its instructions in the order written. However, replacement effects may modify these actions. In some cases, later text on the card may modify the meaning of earlier text (for example, "Destroy target creature. It can't be regenerated" or "Counter target spell. If that spell is countered this way, put it on top of its owner's library instead of into its owner's graveyard.") Don't just apply effects step by step without thinking in these cases--read the whole text and apply the rules of English to the text.
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 a library with no cards in it doesn't make drawing a card an impossible action (see rule 121.3). 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 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.
608.2e. Some spells and abilities have multiple steps or actions, denoted by separate sentences or clauses, that involve multiple players. In these cases, the choices for the first action are made in APNAP order, and then the first action is processed simultaneously. Then the choices for the second action are made in APNAP order, and then that action is processed simultaneously, and so on. See rule 101.4.
608.2f. Some spells and abilities include actions taken on multiple players and/or objects. In most cases, each such action is processed simultaneously. If the action can't be processed simultaneously, it's instead processed considering each affected player or object individually. APNAP order is used to make the primary determination of the order of those actions. Secondarily, if the action is to be taken on both a player and an object they control or on multiple objects controlled by the same player, the player who controls the resolving spell or ability chooses the relative order of those actions. Example: Blatant Thievery says "For each opponent, gain control of target permanent that player controls." As Blatant Thievery resolves, its controller gains control of all permanents chosen as targets simultaneously. Example: Soulfire Eruption says, in part, "Choose any number of target creatures, planeswalkers, and/or players. For each of them, exile the top card of your library, then Soulfire Eruption deals damage equal to that card's mana value to that permanent or player." A player casts Soulfire Eruption targeting an opponent and a creature that opponent controls. As Soulfire Eruption resolves, the player can't exile the top card of their library multiple times at the same time, so they first choose which target they are considering, then they exile the top card of their library, and finally Soulfire Eruption deals damage to that target. They then repeat this process for the remaining target.
608.2g. If an effect gives a player the option to pay mana, they may activate mana abilities before taking that action. If an effect specifically instructs or allows a player to cast a spell during resolution, they do so by following the steps in rules 601.2a-i, except no player receives priority after it's cast. That spell becomes the topmost object on the stack, and the currently resolving spell or ability continues to resolve, which may include casting other spells this way. No other spells can normally be cast and no other abilities can normally be activated during resolution.
608.2h. If an effect requires information from the game (such as the number of creatures on the battlefield), the answer is determined only once, when the effect is applied. If the effect requires information from a specific object, including the source of the ability itself, the effect uses the current information of that object if it's in the public zone it was expected to be in; if it's no longer in that zone, or if the effect has moved it from a public zone to a hidden zone, the effect uses the object's last known information. See rule 113.7a. If an ability states that an object does something, it's the object as it exists--or as it most recently existed--that does it, not the ability.
608.2i. Some effects look back in time and require information about previous game states and actions rather than considering the current game state. If such an effect requires information from the game about an object or group of objects, and that effect is not taking any actions on those objects, they don't need to be currently in the zone they were in at the time of that previous game state or action, nor do they need to currently meet the criteria described in the action, as long as they did so at the specified time. This is an exception to 608.2h. Example: A player attacks with Bear Cub. Later in the turn, an effect causes Bear Cub to become a noncreature permanent. The same player then casts Search Party Captain, a spell that says in part "This spell costs {1} less to cast for each creature you attacked with this turn." That spell costs {1} less because the player attacked with a creature, even though the Bear Cub they attacked with is no longer a creature.
608.2j. If an effect refers to certain characteristics, it checks only for the value of the specified characteristics, regardless of any related ones an object may also have. Example: An effect that reads "Destroy all black creatures" destroys a white-and-black creature, but one that reads "Destroy all nonblack creatures" doesn't.
608.2n. As the final part of an instant or sorcery spell's resolution, the spell is put into its owner's graveyard. As the final part of an ability's resolution, the ability is removed from the stack and ceases to exist.
608.3. If the object that's resolving is a permanent spell, its resolution may involve several steps. The instructions in rules 608.3a and b are always performed first. Then one of the steps in rule 608.3c-e is performed, if appropriate.
608.3d. If the object that's resolving is a mutating creature spell, the object representing that spell merges with the permanent it is targeting (see rule 727, "Merging with Permanents").
608.3f. If the object that's resolving is a copy of a permanent spell, it will become a token permanent as it is put onto the battlefield in any of the steps above. A token put onto the battlefield this way is no longer a copy of a spell and is not "created" for the purposes of any rules or effects that refer to creating a token.
609.2. Effects apply only to permanents unless the instruction's text states otherwise or they clearly can apply only to objects in one or more other zones. Example: An effect that changes all lands into creatures won't alter land cards in players' graveyards. But an effect that says spells cost more to cast will apply only to spells on the stack, since a spell is always on the stack while a player is casting it.
609.3. If an effect attempts to do something impossible, it does only as much as possible. Example: If a player is holding only one card, an effect that reads "Discard two cards" causes them to discard only that card. If an effect moves cards out of the library (as opposed to drawing), it moves as many as possible.
609.4. Some effects state that a player may do something "as though" some condition were true or a creature can do something "as though" some condition were true. This applies only to the stated effect. For purposes of that effect, treat the game exactly as if the stated condition were true. For all other purposes, treat the game normally.
609.4b. If an effect allows a player to spend mana "as though it were mana of any [type or color]," this affects only how the player may pay a cost. It doesn't change that cost, and it doesn't change what mana was actually spent to pay that cost. The same is true for effects that say "mana of any type can be spent."
609.5. If an effect could result in a tie, the text of the spell or ability that created the effect will specify what to do in the event of a tie. The Magic game has no default for ties.
609.7. Some effects apply to damage from a source--for example, "The next time a red source of your choice would deal damage to you this turn, prevent that damage."
609.7b. Some effects from resolved spells and abilities prevent or replace damage from sources with certain properties, such as a creature or a source of a particular color. When the source would deal damage, the "shield" rechecks the source's properties. If the properties no longer match, the damage isn't prevented or replaced. If for any reason the shield prevents no damage or replaces no damage, the shield isn't used up.
609.7c. Some effects from static abilities prevent or replace damage from sources with certain properties. For these effects, the prevention or replacement applies to sources that are permanents with that property and to any sources that aren't on the battlefield that have that property.
610.1. A one-shot effect does something just once and doesn't have a duration. Examples include dealing damage, destroying a permanent, creating a token, and moving an object from one zone to another.
610.3. Some one-shot effects cause an object to change zones "until" a specified event occurs. A second one-shot effect is created immediately after the specified event. This second one-shot effect returns the object to its previous zone.
610.3c. An object returned to the battlefield this way returns under its owner's control unless otherwise specified.
610.3d. If multiple one-shot effects are created this way immediately after one or more simultaneous events, those one-shot effects are also simultaneous. Example: Two Banisher Priests have each exiled a card. All creatures are destroyed at the same time by Day of Judgment. The two exiled cards are returned to the battlefield at the same time.
610.4d. If multiple one-shot effects are created this way immediately after one or more simultaneous events, those one-shot effects are also simultaneous.
611.2a. A continuous effect generated by the resolution of a spell or ability lasts as long as stated by the spell or ability creating it (such as "until end of turn"). If no duration is stated, it lasts until the end of the game.
611.2b. Some continuous effects generated by the resolution of a spell or ability have durations worded "for as long as . . . ." If the "for as long as" duration never starts, the effect does nothing. Similarly, if that duration ends before the moment the effect would first be applied and doesn't begin again during that spell or ability's resolution, the effect does nothing. It doesn't start and immediately stop again, and it doesn't last forever. Example: Master Thief has the ability "When Master Thief enters, gain control of target artifact for as long as you control Master Thief." If you lose control of Master Thief before the ability resolves, it does nothing, because its duration--as long as you control Master Thief--was over before the effect began.
611.2c. If a continuous effect generated by the resolution of a spell or ability modifies the characteristics or changes the controller of any objects, the set of objects it affects is determined when that continuous effect begins. After that point, the set won't change. (Note that this works differently than a continuous effect from a static ability.) A continuous effect generated by the resolution of a spell or ability that doesn't modify the characteristics or change the controller of any objects modifies the rules of the game, so it can affect objects that weren't affected when that continuous effect began. If a single continuous effect has parts that modify the characteristics or changes the controller of any objects and other parts that don't, the set of objects each part applies to is determined independently. Example: An effect that reads "All white creatures get +1/+1 until end of turn" gives the bonus to all permanents that are white creatures when the spell or ability resolves--even if they change color later--and doesn't affect those that enter the battlefield or turn white afterward. Example: An effect that reads "Prevent all damage creatures would deal this turn" doesn't modify any object's characteristics, so it's modifying the rules of the game. That means the effect will apply even to damage from creatures that weren't on the battlefield when the continuous effect began. It also affects damage from permanents that become creatures later in the turn.
611.2d. If a resolving spell or ability that creates a continuous effect contains a variable such as X, the value of that variable is determined only once, on resolution. See rule 608.2h.
611.2f. Some spells and abilities generate a continuous effect that modifies the characteristics of the next spell a player casts, the next spell that fulfills certain conditions a player casts during some duration, or similar. These effects do not begin immediately. Rather, they begin to apply at the time that player next puts an appropriate spell on the stack, and they apply to that spell. See rule 601.2a.
611.3a. A continuous effect generated by a static ability isn't "locked in"; it applies at any given moment to whatever its text indicates.
611.3b. The effect applies at all times that the permanent generating it is on the battlefield or the object generating it is in the appropriate zone. Example: A permanent with the static ability "All white creatures get +1/+1" generates an effect that continuously gives +1/+1 to each white creature on the battlefield. If a creature becomes white, it gets this bonus; a creature that stops being white loses it.
611.3d. Continuous effects from static abilities may allow a player to play a land or cast a permanent spell, or may grant an ability to a permanent spell or card that allows it to be cast. If the effect also grants that object an ability that functions only on the battlefield, that ability lasts as long as stated by the effect granting that permission or ability. If no duration is stated, it lasts until the end of the game. This is an exception to rules 611.3a-b.
612.1. Some continuous effects change an object's text. This can apply to any words or symbols printed on that object, but generally affects only that object's rules text (which appears in its text box) and/or the text that appears in its type line. Such an effect is a text-changing effect.
612.2. A text-changing effect changes only those words that are used in the correct way (for example, a Magic color word being used as a color word, a land type word used as a land type, or a creature type word used as a creature type). An effect that changes a color word or a subtype can't change a card name, even if that name contains a word or a series of letters that is the same as a Magic color word, basic land type, or creature type.
612.5. One card (Exchange of Words) instructs a player to exchange the text boxes of two objects. This replaces all of the rules text of each object with the rules text of the other object. (In games involving certain cards that aren't covered by these rules, other elements of the text box may also be exchanged. See rule 100.7.)
612.6. One card (Volrath's Shapeshifter) states that an object has the "full text" of another object. This changes not just the text that appears in the object's text box and type line, but also changes the text that represents its name, mana cost, color indicator, power, and toughness.
612.7. One card (Spy Kit) states that an object has "all names of nonlegendary creature cards." This changes the text that represents the object's name. That object has the name of each nonlegendary creature card in the Oracle card reference. (See rule 108.1.)
612.8. Some cards create a continuous effect that sets the name of an object. This changes the text that represents the object's name. That object loses any names it had and has only the specified name.
612.10. A splice ability changes a spell's text by adding the rules text of the card with splice to the spell, following that spell's own rules text. It doesn't modify or replace any of that spell's own text. (See rule 702.47, "Splice.")
613.1. The values of an object's characteristics are determined by starting with the actual object. For a card, that means the values of the characteristics printed on that card. For a token or a copy of a spell or card, that means the values of the characteristics defined by the effect that created it. Then all applicable continuous effects are applied in a series of layers in the following order:
613.1e. Layer 5: Color-changing effects are applied.
613.2. Within layer 1, apply effects in a series of sublayers in the order described below. Within each sublayer, apply effects in timestamp order (see rule 613.7). Note that dependency may alter the order in which effects are applied within a sublayer. (See rule 613.8.)
613.4. Within layer 7, apply effects in a series of sublayers in the order described below. Within each sublayer, apply effects in timestamp order. (See rule 613.7.) Note that dependency may alter the order in which effects are applied within a sublayer. (See rule 613.8.)
613.4c. Layer 7c: Effects and counters that modify power and/or toughness (but don't set power and/or toughness to a specific number or value) are applied.
613.5. The application of continuous effects as described by the layer system is continually and automatically performed by the game. All resulting changes to an object's characteristics are instantaneous. Example: Honor of the Pure is an enchantment that reads "White creatures you control get +1/+1." Honor of the Pure and a 2/2 black creature are on the battlefield under your control. If an effect then turns the creature white (layer 5), it gets +1/+1 from Honor of the Pure (layer 7c), becoming 3/3. If the creature's color is later changed to red (layer 5), Honor of the Pure's effect stops applying to it, and it will return to being 2/2. Example: Gray Ogre, a 2/2 creature, is on the battlefield. An effect puts a +1/+1 counter on it (layer 7c), making it 3/3. A spell targeting it that says "Target creature gets +4/+4 until end of turn" resolves (layer 7c), making it 7/7. An enchantment that says "Creatures you control get +0/+2" enters the battlefield (layer 7c), making it 7/9. An effect that says "Target creature becomes 0/1 until end of turn" is applied to it (layer 7b), making it 5/8 (0/1, with +4/+4 from the resolved spell, +0/+2 from the enchantment, and +1/+1 from the counter).
613.6. If an effect should be applied in different layers and/or sublayers, the parts of the effect each apply in their appropriate ones. If an effect starts to apply in one layer and/or sublayer, it will continue to be applied to the same set of objects in each other applicable layer and/or sublayer, even if the ability generating the effect is removed during this process. Example: An effect that reads "Wild Mongrel gets +1/+1 and becomes the color of your choice until end of turn" is both a power- and toughness-changing effect and a color-changing effect. The "becomes the color of your choice" part is applied in layer 5, and then the "gets +1/+1" part is applied in layer 7c. Example: Act of Treason has an effect that reads "Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn." This is both a control-changing effect and an effect that adds an ability to an object. The "gain control" part is applied in layer 2, and then the "it gains haste" part is applied in layer 6. Example: An effect that reads "All noncreature artifacts become 2/2 artifact creatures until end of turn" is both a type-changing effect and a power- and toughness-setting effect. The type-changing effect is applied to all noncreature artifacts in layer 4 and the power- and toughness-setting effect is applied to those same permanents in layer 7b, even though those permanents aren't noncreature artifacts by then. Example: Svogthos, the Restless Tomb, is on the battlefield. An effect that says "Until end of turn, target land becomes a 3/3 creature that's still a land" is applied to it (layers 4 and 7b). An effect that says "Target creature gets +1/+1 until end of turn" is applied to it (layer 7c), making it a 4/4 land creature. Then while you have ten creature cards in your graveyard, you activate Svogthos's ability: "Until end of turn, Svogthos, the Restless Tomb becomes a black and green Plant Zombie creature with 'This creature's power and toughness are each equal to the number of creature cards in your graveyard.' It's still a land." (layers 4, 5, and 7b). It becomes an 11/11 land creature. If a creature card enters or leaves your graveyard, Svogthos's power and toughness will be modified accordingly. If the first effect is applied to it again, it will become a 4/4 land creature again.
613.7. Within a layer or sublayer, determining which order effects are applied in is usually done using a timestamp system. An effect with an earlier timestamp is applied before an effect with a later timestamp.
613.7a. A continuous effect generated by a static ability has the same timestamp as the object the static ability is on, or the timestamp of the effect that created the ability, whichever is later. If the effect that created the ability has the later timestamp and the object the ability is on receives a new timestamp, each continuous effect generated by static abilities of that object receives a new timestamp as well, but the relative order of those timestamps remains the same. Example: Rune of Flight is an Aura that grants enchanted Equipment "Equipped creature has flying." A player attaches Rune of Flight to Colossus Hammer, an Equipment with "Equipped creature gets +10/+10 and loses flying." The ability granted by Rune of Flight shares Rune of Flight's timestamp because it is later than Colossus Hammer's timestamp. If Colossus Hammer becomes attached to a creature, both of its abilities receive new timestamps (see rule 613.7e), but the relative order of those timestamps remains the same.
613.7b. A continuous effect generated by the resolution of a spell or ability receives a timestamp at the time it's created.
613.7c. Each counter receives a timestamp as it's put on an object or player. If that object or player already has a counter of that kind on it, each counter of that kind receives a new timestamp identical to that of the new counter.
613.7d. An object receives a timestamp at the time it enters a zone.
613.7f. A permanent receives a new timestamp each time it turns face up or face down.
613.7g. A transforming double-faced permanent receives a new timestamp each time it transforms or converts.
613.7i. A face-up vanguard card receives a timestamp at the beginning of the game.
613.7j. A conspiracy card receives a timestamp at the beginning of the game. If it's face down, it receives a new timestamp at the time it turns face up.
613.7k. A sticker receives a new timestamp each time it's put on an object. If the object a sticker is on receives a new timestamp, the sticker receives a new timestamp immediately after that one. If the object a sticker is on becomes part of a merged permanent on the battlefield, the sticker receives a new timestamp at that time. If an object has more than one sticker on it as it enters a zone or becomes part of a merged permanent, the relative timestamp order of those stickers remains unchanged.
613.7m. If two or more objects would receive a timestamp simultaneously, such as by entering a zone simultaneously or becoming attached simultaneously, their relative timestamps are determined in APNAP order (see rule 101.4). Objects controlled by the active player (or owned by the active player, if they have no controller) have an earlier relative timestamp in the order of that player's choice, followed by each other player in turn order.
613.8. Within a layer or sublayer, determining which order effects are applied in is sometimes done using a dependency system. If a dependency exists, it will override the timestamp system.
613.8a. An effect is said to "depend on" another if (a) it's applied in the same layer (and, if applicable, sublayer) as the other effect; (b) applying the other would change the text or the existence of the first effect, what it applies to, or what it does to any of the things it applies to; and (c) neither effect is from a characteristic-defining ability or both effects are from characteristic-defining abilities. Otherwise, the effect is considered to be independent of the other effect.
613.8b. An effect dependent on one or more other effects waits to apply until just after all of those effects have been applied. If multiple dependent effects would apply simultaneously in this way, they're applied in timestamp order relative to each other. If several dependent effects form a dependency loop, then this rule is ignored and the effects in the dependency loop are applied in timestamp order.
613.8c. 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.
613.9. One continuous effect can override another. Sometimes the results of one effect determine whether another effect applies or what another effect does. Example: Two effects are affecting the same creature: one from an Aura that says "Enchanted creature has flying" and one from an Aura that says "Enchanted creature loses flying." Neither of these depends on the other, since nothing changes what they affect or what they're doing to it. Applying them in timestamp order means the one that was generated last "wins." The same process would be followed, and the same result reached, if either of the effects had a duration (such as "Target creature loses flying until end of turn") or came from a non-Aura source (such as "All creatures lose flying"). Example: One effect reads, "White creatures get +1/+1," and another reads, "Enchanted creature is white." The enchanted creature gets +1/+1 from the first effect, regardless of its previous color.
614.1. Some continuous effects are replacement effects. Like prevention effects (see rule 615), replacement effects apply continuously as events happen--they aren't locked in ahead of time. Such effects watch for a particular event that would happen and completely or partially replace that event with a different event. They act like "shields" around whatever they're affecting.
614.3. There are no special restrictions on casting a spell or activating an ability that generates a replacement effect. Such effects last until they're used up or their duration has expired.
614.6. If an event is replaced, it never happens. A modified event occurs instead, which may in turn trigger abilities. Note that the modified event may contain instructions that can't be carried out, in which case the impossible instruction is simply ignored.
614.7a. If a source would deal 0 damage, it does not deal damage at all. Replacement effects that would increase the damage dealt by that source, or would have that source deal that damage to a different object or player, have no event to replace, so they have no effect.
614.8. Regeneration is a destruction-replacement effect. The word "instead" doesn't appear on the card but is implicit in the definition of regeneration. "Regenerate [permanent]" means "The next time [permanent] would be destroyed this turn, instead remove all damage marked on it and its controller taps it. If it's an attacking or blocking creature, remove it from combat." Abilities that trigger from damage being dealt still trigger even if the permanent regenerates. See rule 701.15.
614.10. An effect that causes a player to skip an event, step, phase, or turn is a replacement effect. "Skip [something]" is the same as "Instead of doing [something], do nothing." Once a step, phase, or turn has started, it can no longer be skipped--any skip effects will wait until the next occurrence.
614.10a. Anything scheduled for a skipped step, phase, or turn won't happen. Anything scheduled for the "next" occurrence of something waits for the first occurrence that isn't skipped. If two effects each cause a player to skip their next occurrence, that player must skip the next two; one effect will be satisfied in skipping the first occurrence, while the other will remain until another occurrence can be skipped.
614.10b. Some effects cause a player to skip a step, phase, or turn, then take another action. That action is considered to be the first thing that happens during the next step, phase, or turn to actually occur.
614.11. Some effects replace card draws. These effects are applied even if no cards could be drawn because there are no cards in the affected player's library.
614.11a. If an effect replaces a draw within a sequence of card draws, all actions required by the replacement are completed, if possible, before resuming the sequence.
614.11b. If an effect would have a player both draw a card and perform an additional action on that card, and the draw is replaced, the additional action is not performed on any cards that are drawn as a result of that replacement effect.
614.13a. While applying an effect that modifies how a permanent enters the battlefield, you may have to choose a number of objects that will also change zones. You can't choose the object that will become that permanent or any other object entering the battlefield at the same time as that object. Example: Sutured Ghoul says, in part, "As Sutured Ghoul enters, exile any number of creature cards from your graveyard." If Sutured Ghoul and Runeclaw Bear enter the battlefield from your graveyard at the same time, you can't choose to exile either of them when applying Sutured Ghoul's replacement effect.
614.13c. While applying a replacement effect that modifies how a permanent enters the battlefield, another replacement effect may cause a player to mill cards or exile cards from the top of a library. In that case, any card that is entering the battlefield from that library won't be included in that effect, even though those cards are in the library as the effect is applied. Example: Ashiok, Wicked Manipulator has an ability that reads "If you would pay life while your library has at least that many cards in it, exile that many cards from the top of your library instead." Breeding Pool is a land that reads, in part, "As Breeding Pool enters, you may pay 2 life." If an effect allows a player to play Breeding Pool from the top of their library while they control Ashiok, and they choose to pay life as Breeding Pool enters, Ashiok's replacement effect will ignore Breeding Pool, because it is entering the battlefield, and the next two cards will be exiled.
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."
614.17. Some effects state that something can't happen. These effects aren't replacement effects, but follow similar rules.
614.17a. "Can't" effects must exist before the appropriate event occurs--they can't "go back in time" and change something that's already happened.
614.17b. If an event can't happen, a player can't choose to pay a cost that includes that event.
614.17c. If an event can't happen, it can only be replaced by a self-replacement effect (see rule 614.15). Other replacement and/or prevention effects can't modify or replace it.
615.1. Some continuous effects are prevention effects. Like replacement effects (see rule 614), prevention effects apply continuously as events happen--they aren't locked in ahead of time. Such effects watch for a damage event that would happen and completely or partially prevent the damage that would be dealt. They act like "shields" around whatever they're affecting.
615.3. There are no special restrictions on casting a spell or activating an ability that generates a prevention effect. Such effects last until they're used up or their duration has expired.
615.5. Some prevention effects also include an additional effect, which may refer to the amount of damage that was prevented. The prevention takes place at the time the original event would have happened; the rest of the effect takes place immediately afterward.
615.6. If damage that would be dealt is prevented, it never happens. A modified event may occur instead, which may in turn trigger abilities. Note that the modified event may contain instructions that can't be carried out, in which case the impossible instruction is simply ignored.
615.7. Some prevention effects generated by the resolution of a spell or ability refer to a specific amount of damage--for example, "Prevent the next 3 damage that would be dealt to any target this turn." These work like shields. Each 1 damage that would be dealt to the "shielded" permanent or player is prevented. Preventing 1 damage reduces the remaining shield by 1. If damage would be dealt to the shielded permanent or player by two or more applicable sources at the same time, the player or the controller of the permanent chooses which damage the shield prevents. Once the shield has been reduced to 0, any remaining damage is dealt normally. Such effects count only the amount of damage; the number of events or sources dealing it doesn't matter.
615.8. Some prevention effects generated by the resolution of a spell or ability refer to the next time a specific source would deal damage. These effects prevent the next instance of damage from that source, regardless of how much damage that is. Once an instance of damage from that source has been prevented, any subsequent instances of damage that would be dealt by that source are dealt normally.
615.9. Some effects generated by the resolution of a spell or ability prevent damage from a source of a player's choice with certain properties. When the source would deal damage, the shield rechecks the source's properties. If the properties no longer match, the damage isn't prevented or replaced and the shield isn't used up. See rule 609.7b.
615.10. Some prevention effects generated by static abilities refer to a specific amount of damage--for example, "If a source would deal damage to you, prevent 1 of that damage." Such an effect prevents only the indicated amount of damage in any applicable damage event at any given time. It will apply separately to damage from other applicable events that would happen at the same time, or at a different time. Example: Daunting Defender says "If a source would deal damage to a Cleric creature you control, prevent 1 of that damage." Pyroclasm says "Pyroclasm deals 2 damage to each creature." Pyroclasm will deal 1 damage to each Cleric creature controlled by Daunting Defender's controller. It will deal 2 damage to each other creature.
615.11. Some prevention effects prevent the next N damage that would be dealt to each of a number of untargeted creatures. Such an effect creates a prevention shield for each applicable creature when the spell or ability that generates that effect resolves. Example: Wojek Apothecary has an ability that says "{T}: Prevent the next 1 damage that would be dealt to target creature and each other creature that shares a color with it this turn." When the ability resolves, it gives the target creature and each other creature on the battlefield that shares a color with it at that time a shield preventing the next 1 damage that would be dealt to it. Changing creatures' colors after the ability resolves doesn't add or remove shields, and creatures that enter the battlefield later in the turn don't get the shield.
615.12. 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.
615.12a. A prevention effect is applied to any particular unpreventable damage event just once. It won't invoke itself repeatedly trying to prevent that damage.
616. Interaction of Replacement and/or Prevention Effects
616.1. If two or more replacement and/or prevention effects are attempting to modify the way an event affects an object or player, the affected object's controller (or its owner if it has no controller) or the affected player chooses one to apply, following the steps listed below. If two or more players have to make these choices at the same time, choices are made in APNAP order (see rule 101.4).
616.1a. 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.
616.1b. If any of the replacement and/or prevention effects would modify under whose control an object would enter the battlefield, one of them must be chosen. If not, proceed to rule 616.1c.
616.1d. If any of the replacement and/or prevention effects would cause a card to enter the battlefield with its back face up, one of them must be chosen (See rule 701.28, "Transform," and rule 701.50, "Convert."). If not, proceed to 616.1e.
616.1e. Any of the applicable replacement and/or prevention effects may be chosen.
616.1f. Once the chosen effect has been applied, this process is repeated (taking into account only replacement or prevention effects that would now be applicable) until there are no more left to apply. Example: Two permanents are on the battlefield. One is an enchantment that reads "If a card would be put into a graveyard from anywhere, instead exile it," and the other is a creature that reads "If [this creature] would die, instead shuffle it into its owner's library." If the creature is destroyed, its controller decides which replacement to apply first; the other does nothing. Example: Essence of the Wild reads "Creatures you control enter as a copy of Essence of the Wild." A player who controls Essence of the Wild casts Rusted Sentinel, which normally enters the battlefield tapped. As it enters the battlefield, the copy effect from Essence of the Wild is applied first. As a result, it no longer has the ability that causes it to enter the battlefield tapped. Rusted Sentinel will enter the battlefield as an untapped copy of Essence of the Wild.
616.1g. While following the steps in 616.1a-f, one replacement or prevention effect may apply to an event, and another may apply to an event contained within the first event. In this case, the second effect can't be chosen until after the first effect has been chosen. Example: A player is instructed to create a token that's a copy of Voice of All, which has the ability "As Voice of All enters, choose a color." Doubling Season has an ability that reads "If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead." Because entering the battlefield is an event contained within the event of creating a token, the effect of Doubling Season must be applied first, and then the effects of the two Voice of All tokens may be applied in either order.
616.2. A replacement or prevention effect can become applicable to an event as the result of another replacement or prevention effect that modifies the event. Example: One effect reads "If you would gain life, draw that many cards instead," and another reads "If you would draw a card, return a card from your graveyard to your hand instead." Both effects combine (regardless of the order they came into existence): Instead of gaining 1 life, the player puts a card from their graveyard into their hand.
7. Additional Rules
700.2. A spell or ability is modal if it has two or more options in a bulleted list preceded by instructions for a player to choose a number of those options, such as "Choose one --." Each of those options is a mode. Modal cards printed prior to the Khans of Tarkir (tm) set didn't use bulleted lists for the modes; these cards have received errata in the Oracle card reference so the modes do appear in a bulleted list.
700.2a. The controller of a modal spell or activated ability chooses the mode(s) as part of casting that spell or activating that ability. If one of the modes would be illegal (due to an inability to choose legal targets, for example), that mode can't be chosen. (See rule 601.2b.)
700.2b. The controller of a modal triggered ability chooses the mode(s) as part of putting that ability on the stack. If one of the modes would be illegal (due to an inability to choose legal targets, for example), that mode can't be chosen. If no mode is chosen, the ability is removed from the stack. (See rule 603.3c.)
700.2c. If a spell or ability targets one or more targets only if a particular mode is chosen for it, its controller will need to choose those targets only if they chose that mode. Otherwise, the spell or ability is treated as though it did not have those targets. (See rule 601.2c.)
700.2d. If a player is allowed to choose more than one mode for a modal spell or ability, that player normally can't choose the same mode more than once. However, some modal spells include the instruction "You may choose the same mode more than once." If a particular mode is chosen multiple times, the spell is treated as if that mode appeared that many times in sequence. If that mode requires a target, the same player or object may be chosen as the target for each of those modes, or different targets may be chosen.
700.2e. Some spells and abilities specify that a player other than their controller chooses a mode for it. In that case, the other player does so when the spell or ability's controller normally would do so. If there is more than one other player who could make such a choice, the spell or ability's controller decides which of those players will make the choice.
700.2h. Some modal spells use plus signs (+) rather than bullet points, with each plus sign followed by a cost. This indicates that each mode has an additional cost that must be paid as the spell is cast if that mode is chosen. If more than one such mode is chosen, all additional costs must be paid to cast that spell. Paying these costs follows the rules for paying additional costs in rules 601.2b and 601.2f-h.
700.2i. Some modal spells have one or more pawprint symbols ({P}) rather than bullet points, as well as an instruction to choose up to a specified number of {P} "worth of modes." While casting such a spell, its controller can choose any number of modes such that the total number of pawprint symbols listed for the chosen modes is not greater than the specified number.
700.3. Some effects cause objects to be temporarily grouped into piles.
700.3a. Each of the affected objects must be put into exactly one of those piles, unless the effect specifies otherwise.
700.3b. Each object in a pile is still an individual object. The pile is not an object.
700.3c. Objects grouped into piles don't leave the zone they're currently in. If cards in a graveyard are split into piles, the order of the graveyard must be maintained. Example: Fact or Fiction reads, "Reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard." While an opponent is separating the revealed cards into piles, they're still in their owner's library. They don't leave the library until they're put into their owner's hand or graveyard.
700.3d. A pile can contain zero or more objects.
700.4. The term dies means "is put into a graveyard from the battlefield."
700.5a. A player's devotion to each color and combination of colors, taking into account any effects that modify devotion, is calculated after considering any copy, control, or text-changing effects but before any other effects that modify the characteristics of permanents. This is an exception to 613.10. See also rule 613, "Interaction of Continuous Effects." Example: Altar of the Pantheon is an artifact with no colored mana in its cost and an ability that says "Your devotion to each color and each combination of colors is increased by one." Purphoros, God of the Forge is a permanent mana cost {3}{R} and an ability that says "As long as your devotion to red is less than five, Purphoros isn't a creature." If a player controls both of these permanents and another permanent that costs {R}{R}{R}, that player's devotion to red is calculated to be five before Purphoros's type-changing effect is applied, and Purphoros is a creature.
700.7. If an ability uses a phrase such as "this [something]" to identify an object, where [something] is a characteristic, it is referring to that particular object, even if it isn't the appropriate characteristic at the time. Example: An ability reads "Target creature gets +2/+2 until end of turn. Destroy that creature at the beginning of the next end step." The ability will destroy the object it gave +2/+2 to even if that object isn't a creature at the beginning of the next end step.
700.8a. If a spell, ability, or effect needs to determine the number of creatures in a player's party, the calculation of that number is performed automatically by the game and results in a number between zero and four. Players don't declare which specific creatures they control are in their party for such an effect.
700.8b. If a creature has multiple creature types for which it could be the party member, it is counted as the party member for only one of those types. If there are different ways to count such a creature that results in different numbers of creatures in a player's party, it is counted in such a way to get the highest result.
700.8d. One card, Stick Together, instructs players to choose a party from among creatures they control. To do so, for each of the creature types listed in rule 700.8, each player chooses up to one creature they control of that type.
700.9. Some cards refer to modified permanents. A permanent is modified if it has one or more counters on it (see rule 122), if it is equipped (see rule 301.5), or if it is enchanted by an Aura that is controlled by that permanent's controller (see rule 303.4).
700.10. Some cards refer to a permanent "that was activated this turn." This means that the permanent was the source of an ability that was activated this turn, regardless of whether that permanent still has that activated ability or the player who activated it is still in the game.
700.11. Some cards refer to whether a player has "descended this turn." This means that a permanent card has been put into that player's graveyard from anywhere this turn. "The number of times [a player] descended this turn" means "the number of permanent cards put into [that player's] graveyard from anywhere this turn." In both cases, no permanent cards put into the player's graveyard that turn are required to still be in that graveyard.
700.12. The term outlaw refers to an object that has the Assassin, Mercenary, Pirate, Rogue, and/or Warlock creature types.
700.12a. Some cards refer to outlaws that a player controls. Only outlaw permanents are considered for these effects unless otherwise specified.
700.14. Some abilities trigger "Whenever you expend N." A player expends N if they pay a cost to cast a spell and the amount of mana that player spent this turn to cast spells prior to paying that cost was less than N and became at least N after paying that cost. Example: A player casts Bark-Knuckle Boxer, which costs {1}{G} and reads "Whenever you expend 4, Bark-Knuckle Boxer gains indestructible until end of turn." After it resolves, that play casts Divination, a spell that costs {2}{U}. Prior to paying the cost to cast Divination, that player has spent two mana to cast spells this turn. After paying the cost, they have spent five mana to cast spells this turn. Since they have now spent at least four mana to cast spells this turn, Bark-Knuckle Boxer's ability triggers.
700.15. The term enter[s] is short for "enter[s] the battlefield."
701.1. Most actions described in a card's rules text use the standard English definitions of the verbs within, but some specialized verbs are used whose meanings may not be clear. These "keywords" are game terms; sometimes reminder text summarizes their meanings.
701.4a. To cast a spell is to take it from the zone it's in (usually the hand), put it on the stack, and pay its costs, so that it will eventually resolve and have its effect. A player may cast a spell if they have priority. See rule 601, "Casting Spells."
701.5a. To counter a spell or ability means to cancel it, removing it from the stack. It doesn't resolve and none of its effects occur. A countered spell is put into its owner's graveyard.
701.5b. The player who cast a countered spell or activated a countered ability doesn't get a "refund" of any costs that were paid.
701.6c. Previously, an effect that created tokens instructed a player to "put [those tokens] onto the battlefield." Cards that were printed with that text have received errata in the Oracle card reference so they now "create" those tokens.
701.7b. The only ways a permanent can be destroyed are as a result of an effect that uses the word "destroy" or as a result of the state-based actions that check for lethal damage (see rule 704.5g) or damage from a source with deathtouch (see rule 704.5h). If a permanent is put into its owner's graveyard for any other reason, it hasn't been "destroyed."
701.7c. A regeneration effect replaces a destruction event. See rule 701.15, "Regenerate."
701.8b. By default, effects that cause a player to discard a card allow the affected player to choose which card to discard. Some effects, however, require a random discard or allow another player to choose which card is discarded.
701.8c. If a card is discarded, but an effect causes it to be put into a hidden zone instead of into its owner's graveyard without being revealed, all values of that card's characteristics are considered to be undefined. If a card is discarded this way to pay a cost that specifies a characteristic about the discarded card, that cost payment is illegal; the game returns to the moment before the cost was paid (see rule 730, "Handling Illegal Actions").
701.9. Double
701.9c. If a creature's power is less than 0 when it's doubled, doubling that creature's power instead means that the creature gets -X/-0, where X is the difference between 0 and its power. Similarly, if its toughness is less than 0 when doubled, it gets -0/-X. If one characteristic's value is negative but the other isn't when both are doubled, it gets -X/+Y or +X/-Y, as appropriate.
701.9d. To double a player's life total, the player gains or loses an amount of life such that their new life total is twice its current value.
701.9f. To double the amount of a type of mana in a player's mana pool, that player adds an amount of mana of that type equal to the amount they already have.
701.10b. When control of two permanents is exchanged, if those permanents are controlled by different players, each of those players simultaneously gains control of the permanent that was controlled by the other player. If, on the other hand, those permanents are controlled by the same player, the exchange effect does nothing.
701.10c. When life totals are exchanged, each player gains or loses the amount of life necessary to equal the other player's previous life total. Replacement effects may modify these gains and losses, and triggered abilities may trigger on them. A player who can't gain life can't be given a higher life total this way, and a player who can't lose life can't be given a lower life total this way (see rules 119.7-8).
701.10e. If a card in one zone is exchanged with a card in a different zone, and either of them is attached to an object, that card stops being attached to that object and the other card becomes attached to that object.
701.10f. If a spell or ability instructs a player to simply exchange two zones, and one of the zones is empty, the cards in the zones are still exchanged.
701.10g. 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. A player who can't gain life can't be given a higher life total this way, and a player who can't lose life can't be given a lower life total this way (see rules 119.7-8). 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 613.4b). This rule does not apply to spells and abilities that switch a creature's power and toughness.
701.11a. To exile an object, move it to the exile zone from wherever it is. See rule 406, "Exile."
701.13a. For a player to mill a number of cards, that player puts that many cards from the top of their library into their graveyard.
701.13b. A player can't mill a number of cards greater than the number of cards in their library. If given the choice to do so, they can't choose to take that action. If instructed to do so, they mill as many as possible. Similarly, the player can't pay a cost that includes milling a number of cards greater than the number of cards in their library.
701.13c. An effect that refers to a milled card can find that card in the zone it moved to from the library, as long as that zone is a public zone.
701.13d. If an ability checks information about a single milled card but more than one card was milled, that ability refers to each of the milled cards. If that ability asks for any information about the milled card, such as a characteristic or mana value, it gets multiple answers. If these answers are used to determine the value of a variable, the sum of the answers is used. If that ability performs any actions on "the" card, it performs that action on each milled card. If that ability performs any actions on "a" card, the controller of the ability chooses which card is affected.
701.14a. To play a land means to put it onto the battlefield from the zone it's in (usually the hand). A player may play a land if they have priority, it's the main phase of their turn, the stack is empty, and they haven't played a land this turn. Playing a land is a special action (see rule 116), so it doesn't use the stack; it simply happens. Putting a land onto the battlefield as the result of a spell or ability isn't the same as playing a land. See rule 305, "Lands."
701.14b. To play a card means to play that card as a land or to cast that card as a spell, whichever is appropriate.
701.14c. Some effects instruct a player to "play" with a certain aspect of the game changed, such as "Play with the top card of your library revealed." "Play" in this sense means to play the Magic game.
701.14d. Previously, the action of casting a spell, or casting a card as a spell, was referred to on cards as "playing" that spell or that card. Cards that were printed with that text have received errata in the Oracle card reference so they now refer to "casting" that spell or that card.
701.14e. Previously, the action of using an activated ability was referred to on cards as "playing" that ability. Cards that were printed with that text have received errata in the Oracle card reference so they now refer to "activating" that ability.
701.15c. Neither activating an ability that creates a regeneration shield nor casting a spell that creates a regeneration shield is the same as regenerating a permanent. Effects that say that a permanent can't be regenerated don't preclude such abilities from being activated or such spells from being cast; rather, they cause regeneration shields to not be applied.
701.16a. To reveal a card, show that card to all players for a brief time. If an effect causes a card to be revealed, it remains revealed for as long as necessary to complete the parts of the effect that card is relevant to. If the cost to cast a spell or activate an ability includes revealing a card, or if a card is revealed because an ability is activated from a hidden zone (see rule 602.2a), the card remains revealed from the time the spell or ability is announced until the time it leaves the stack. If revealing a card causes a triggered ability to trigger, the card remains revealed until that triggered ability leaves the stack. If that ability isn't put onto the stack the next time a player would receive priority, the card ceases to be revealed.
701.16b. Revealing a card doesn't cause it to leave the zone it's in.
701.16c. If cards in a player's library are shuffled or otherwise reordered, any revealed cards that are reordered stop being revealed and become new objects.
701.16d. Some effects instruct a player to look at one or more cards. Looking at a card follows the same rules as revealing a card, except that the card is shown only to the specified player.
701.18a. To "scry N" means to look at the top N cards of your library, then put any number of them on the bottom of your library in any order and the rest on top of your library in any order.
701.18c. If multiple players scry at once, each of those players looks at the top cards of their library at the same time. Those players decide in APNAP order (see rule 101.4) where to put those cards, then those cards move at the same time.
701.18d. An ability that triggers whenever a player scries triggers after the process described in rule 701.18a is complete, even if some or all of those actions were impossible.
701.19a. To search for a card in a zone, look at all cards in that zone (even if it's a hidden zone) and find a card that matches the given description.
701.19b. If a player is searching a hidden zone for cards with a stated quality, such as a card with a certain card type or color, that player isn't required to find some or all of those cards even if they're present in that zone. Example: Splinter says "Exile target artifact. Search its controller's graveyard, hand, and library for all cards with the same name as that artifact and exile them. Then that player shuffles their library." A player casts Splinter targeting Howling Mine (an artifact). Howling Mine's controller has another Howling Mine in her graveyard and two more in her library. Splinter's controller must find the Howling Mine in the graveyard, but may choose to find zero, one, or two of the Howling Mines in the library.
701.19d. If a player is searching a hidden zone simply for a quantity of cards, such as "a card" or "three cards," that player must find that many cards (or as many as possible, if the zone doesn't contain enough cards).
701.19e. If the effect that contains the search instruction doesn't also contain instructions to reveal the found card(s), then they're not revealed.
701.19f. If searching a zone is replaced with searching a portion of that zone, any other instructions that refer to searching the zone still apply. Any abilities that trigger on a library being searched will trigger. Example: Aven Mindcensor says, in part, "If an opponent would search a library, that player searches the top four cards of that library instead." Veteran Explorer says "When Veteran Explorer dies, each player may search their library for up to two basic land cards and put them onto the battlefield. Then each player who searched their library this way shuffles it." An opponent who searched the top four cards of their library because of Veteran Explorer's ability would shuffle the entire library.
701.19g. If an effect offers a player a choice to search a zone and take additional actions with the cards found, that player may choose to search even if the additional actions are illegal or impossible.
701.19h. An effect may instruct a player to search a library for one or more cards more than once before instructing a player to shuffle that library. This is the same as a single instruction for that player to search that library for all those cards. The player searches that library only once.
701.19i. If multiple players search at once, each of those players looks at the appropriate cards at the same time, then those players decide in APNAP order (see rule 101.4) which card to find.
701.20a. To shuffle a library or a face-down pile of cards, randomize the cards within it so that no player knows their order.
701.20b. Some effects cause a player to search a library for a card or cards, shuffle that library, then put some or all of the found cards into a different zone or in a certain position in that library. In such cases, the found cards aren't included in the shuffle, even though they remain in the library at that time. Rather, all the cards in that library except those are shuffled. Abilities that trigger when a library is shuffled will still trigger. See also rule 401, "Library."
701.20c. If an effect would cause a player to shuffle one or more specific objects into a library, that library is shuffled even if none of those objects are in the zone they're expected to be in or an effect causes all of those objects to be moved to another zone or remain in their current zone. Example: Guile says, in part, "When Guile is put into a graveyard from anywhere, shuffle it into its owner's library." It's put into a graveyard and its ability triggers, then a player exiles it from that graveyard in response. When the ability resolves, the library is shuffled. Example: Black Sun's Zenith says, in part, "Shuffle Black Sun's Zenith into its owner's library." Black Sun's Zenith is in a graveyard, has gained flashback (due to Recoup, perhaps), and is cast from that graveyard. Black Sun's Zenith will be exiled, and its owner's library will be shuffled.
701.20f. If two or more effects cause a library to be shuffled multiple times simultaneously, abilities that trigger when that library is shuffled will trigger that many times.
701.20g. If an effect would cause a player to shuffle a library at the same time that an object would be put into a certain position in that library, the result is a shuffled library that's randomized except that the object is in the specified position. Example: Darksteel Colossus and Gravebane Zombie are put into a player's graveyard from the battlefield at the same time. Darksteel Colossus says in part "If Darksteel Colossus would be put into a graveyard from anywhere, reveal Darksteel Colossus and shuffle it into its owner's library instead." Gravebane Zombie says "If Gravebane Zombie would die, put Gravebane Zombie on top of its owner's library instead." The player shuffles Darksteel Colossus into their library and puts Gravebane Zombie on top of that library.
701.21a. To tap a permanent, turn it sideways from an upright position. Only untapped permanents can be tapped.
701.21b. To untap a permanent, rotate it back to the upright position from a sideways position. Only tapped permanents can be untapped.
701.22a. To "fateseal N" means to look at the top N cards of an opponent's library, then put any number of them on the bottom of that library in any order and the rest on top of that library in any order.
701.23c. Each clashing player reveals the top card of their library at the same time. Then those players decide in APNAP order (see rule 101.4) where to put those cards, then those cards move at the same time.
701.23d. A player wins a clash if that player revealed a card with a higher mana value than all other cards revealed in that clash.
701.24d. The plane card that's turned face up is the plane the player planeswalks to. The plane card that's turned face down or that leaves the game is the plane the player planeswalks away from. The same is true with respect to phenomena.
701.25b. To set a scheme in motion, move it off the top of your scheme deck if it's on top of your scheme deck and turn it face up if it isn't face up. That scheme is considered to have been set in motion even if neither of these actions was performed on it.
701.25c. Schemes may only be set in motion one at a time. If a player is instructed to set multiple schemes in motion, that player sets a scheme in motion that many times.
701.27a. To proliferate means to choose any number of permanents and/or players that have a counter, then give each one additional counter of each kind that permanent or player already has.
701.32a. Some spells and abilities instruct players to vote for one choice from a list of options to determine some aspect of the effect of that spell or ability. To vote, each player, starting with a specified player and proceeding in turn order, chooses one of those choices.
701.32b. The listed choices may be objects, words with no rules meaning that are each connected to a different effect, or other variables relevant to the resolution of the spell or ability.
701.32c. If the text of a spell or ability refers to "voting," it refers only to an actual vote, not to any spell or ability that involves the players making choices or decisions without using the word "vote."
701.32d. If an effect gives a player multiple votes, those votes all happen at the same time the player would otherwise have voted.
701.34c. If a card with morph is manifested, its controller may turn that card face up using either the procedure described in rule 702.37e to turn a face-down permanent with morph face up or the procedure described above to turn a manifested permanent face up.
701.34d. If a card with disguise is manifested, its controller may turn that card face up using either the procedure described in rule 702.168d to turn a face-down permanent with disguise face up or the procedure described above to turn a manifested permanent face up.
701.34e. If an effect instructs a player to manifest multiple cards from their library, those cards are manifested one at a time.
701.34f. If an effect instructs a player to manifest a card and a rule or effect prohibits the face-down object from entering the battlefield, that card isn't manifested. Its characteristics remain unmodified and it remains in its previous zone. If it was face up, it remains face up.
701.34h. See rule 708, "Face-Down Spells and Permanents," for more information.
701.37a. Meld is a keyword action that appears in an ability on one card in a meld pair. To meld the two cards in a meld pair, put them onto the battlefield with their back faces up and combined. The resulting permanent is a single object represented by two cards. See rule 712, "Double-Faced Cards."
701.37b. Only two cards belonging to the same meld pair can be melded. Tokens, cards that aren't meld cards, or meld cards that don't form a meld pair can't be melded.
701.37c. If an effect instructs a player to meld objects that can't be melded, they stay in their current zone. Example: A player owns and controls Midnight Scavengers and a token that's a copy of Graf Rats. At the beginning of combat, both are exiled but can't be melded. Midnight Scavengers remains exiled and the exiled token ceases to exist.
701.39b. A permanent can be exerted even if it's not tapped or has already been exerted in a turn. If you exert a permanent more than once before your next untap step, each effect causing it not to untap expires during the same untap step.
701.39c. An object that isn't on the battlefield can't be exerted.
701.40b. A permanent "explores" after the process described in rule 701.40a is complete, even if some or all of those actions were impossible.
701.40c. If a permanent changes zones before an effect causes it to explore, its last known information is used to determine which object explored and who controlled it.
701.41a. Assemble is a keyword action in the Unstable set that puts Contraptions onto the battlefield. Outside of silver-bordered cards, only one card (Steamflogger Boss) refers to assembling a Contraption. Cards and mechanics from the Unstable set aren't included in these rules. See the Unstable FAQ for more information.
701.42a. To "surveil N" means to look at the top N cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.
701.42b. If an effect allows you to look at additional cards while you surveil, those cards are included among the cards you may put into your graveyard and on top of your library in any order.
701.42d. An ability that triggers whenever a player surveils triggers after the process described in rule 701.42a is complete, even if some or all of those actions were impossible.
701.43a. "Adapt N" means "If this permanent has no +1/+1 counters on it, put N +1/+1 counters on it."
701.44b. A player "amassed" after the process described in rule 701.44a is complete, even if some or all of those actions were impossible.
701.44c. The phrases "the Army you amassed" and "the amassed Army" refer to the creature you chose, whether or not it received counters.
701.44d. Some older cards were printed with amass N without including a subtype. Those cards have received errata in the Oracle card reference so that they read "amass Zombies N."
701.46b. If a player is instructed to venture into the dungeon while their venture marker is in any room except a dungeon card's bottommost room, they choose an adjacent room, following the direction of an arrow pointing away from their current room. If there are multiple arrows pointing away from the room the player's venture marker is in, they choose one of them to follow. They move their venture marker to that adjacent room.
701.46d. Venture into [quality] is a variant of venture into the dungeon. If a player is instructed to "venture into [quality]" while they don't own a dungeon card in the command zone, they choose a dungeon card they own from outside the game with the indicated quality and put it into the command zone. They put their venture marker on the topmost room of that dungeon. If they already own a dungeon card in the command zone, they follow the normal procedure for venturing into the dungeon outlined in 701.46b-c.
701.47b. A permanent "connives" after the process described in rule 701.47a is complete, even if some or all of those actions were impossible.
701.47c. If a permanent changes zones before an effect causes it to connive, its last known information is used to determine which object connived and who controlled it.
701.47d. If multiple permanents are instructed to connive at the same time, the first player in APNAP order who controls one or more of those permanents chooses one of them and it connives. Then if any permanents remain on the battlefield which have been instructed to connive and have not done so, this process is repeated.
701.50a. To convert a permanent, turn it so that its other face is up. This follows rules 701.28a-f, 712.9-10, and 712.18. Those rules apply to converting a permanent just as they apply to transforming a permanent.
701.50d. If a spell or ability instructs a player to convert a permanent, and the face that permanent would convert into is represented by an instant or sorcery card face, or is a transforming token that was created with an instant or sorcery face, nothing happens.
701.52d. Some abilities trigger "Whenever the Ring tempts you." The Ring tempts a player whenever they complete the actions in 701.52a, even if some or all of those actions were impossible.
701.53a. "[A player] faces a villainous choice -- [option A], or [option B]" means "[A player] chooses [option A] or [option B]. Then all actions in the chosen option are performed."
701.53b. While facing a villainous choice, a player may choose an option that is illegal or impossible. In that case, they perform as much of the action as is possible. This is an exception to rule 608.2d.
701.53c. A replacement effect may replace an instruction to face a villainous choice with an instruction to face that choice some number of additional times. In that case, the entire process described in rule 701.53a is performed for that player the appropriate number of times one at a time.
701.53d. If more than one player is instructed to face a villainous choice, the entire process described in rule 701.53a is performed for each of those players one at a time in APNAP order. This is an exception to rule 608.2e.
701.54a. To time travel means to choose any number of permanents you control with one or more time counters on them and/or suspended cards you own in exile with one or more time counters on them and, for each of those objects, put a time counter on it or remove a time counter from it. See rule 702.62, "Suspend."
701.55a. "Discover N" means "Exile cards from the top of your library until you exile a nonland card with mana value N or less. You may cast that card without paying its mana cost if the resulting spell's mana value is less than or equal to N. If you don't cast it, put that card into your hand. Put the remaining exiled cards on the bottom of your library in a random order."
701.55b. A player has "discovered" after the process described in 701.55a is complete, even if some or all of those actions were impossible.
701.55c. If the final card exiled during the process described in rule 701.55a has mana value N or less, it is the "discovered card," regardless of whether it was cast or put into a player's hand.
701.56c. If a card with morph is cloaked, its controller may turn that card face up using either the procedure described in rule 702.37e to turn a face-down permanent with morph face up or the procedure described above to turn a cloaked permanent face up.
701.56d. If a card with disguise is cloaked, its controller may turn that card face up using either the procedure described in rule 702.168d to turn a face-down permanent with disguise face up or the procedure described above to turn a cloaked permanent face up.
701.56e. If an effect instructs a player to cloak multiple cards from a single library, those cards are cloaked one at a time.
701.56f. If an effect instructs a player to cloak a card and a rule or effect prohibits the face-down object from entering the battlefield, that card isn't cloaked. Its characteristics remain unmodified and it remains in its previous zone. If it was face up, it remains face up.
701.56h. See rule 708, "Face-Down Spells and Permanents," for more information.
701.57b. If a player is given the choice to collect evidence but is unable to exile cards with total mana value N or greater from their graveyard (usually because there aren't enough cards to do so) they can't choose to collect evidence.
701.58. Suspect
701.58b. Suspected is a designation a permanent can have. Only permanents can have the suspected designation. Suspected is neither an ability nor part of the permanent's copiable values.
701.58c. A suspected permanent has menace and "This creature can't block" for as long as it's suspected.
701.58d. A suspected permanent can't become suspected again.
701.60b. An ability that triggers whenever a player manifests dread triggers after the process described in rule 701.60a is complete, even if some or all of those actions were impossible.
702.1. Most abilities describe exactly what they do in the card's rules text. Some, though, are very common or would require too much space to define on the card. In these cases, the object lists only the name of the ability as a "keyword"; sometimes reminder text summarizes the game rule.
702.1b. An effect that grants an object a keyword ability may define a variable in that ability based on characteristics of that object or other information about the game state. For these abilities, the value of that variable is constantly reevaluated. Example: Volcano Hellion has the ability "Volcano Hellion has echo {X}, where X is your life total." If your life total is 10 when Volcano Hellion's echo ability triggers but 5 when it resolves, the echo cost to pay is {5}. Example: Fire//Ice is a split card whose halves have the mana costs {1}{R} and {1}{U}. Past in Flames reads "Each instant and sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost." Fire//Ice has "Flashback {2}{U}{R}" while it is in your graveyard, but if you choose to cast Fire, the resulting spell has "Flashback {1}{R}."
702.2c. Any nonzero amount of combat damage assigned to a creature by a source with deathtouch is considered to be lethal damage for the purposes of determining if a proposed combat damage assignment is valid, regardless of that creature's toughness. See rules 510.1c-d.
702.2f. Multiple instances of deathtouch on the same object are redundant.
702.3c. Multiple instances of defender on the same creature are redundant.
702.4e. Multiple instances of double strike on the same creature are redundant.
702.5b. For more information about Auras, see rule 303, "Enchantments."
702.6b. For more information about Equipment, see rule 301, "Artifacts."
702.6c. Equip abilities may further restrict what creatures may be chosen as legal targets. Such restrictions usually appear in the form "Equip [quality]" or "Equip [quality] creature." These equip abilities may legally target only a creature that's controlled by the player activating the ability and that has the chosen quality. Additional restrictions for an equip ability don't restrict what the Equipment may be attached to.
702.7d. Multiple instances of first strike on the same creature are redundant.
702.8b. Multiple instances of flash on the same object are redundant.
702.9c. Multiple instances of flying on the same creature are redundant.
702.10b. If a creature has haste, it can attack even if it hasn't been controlled by its controller continuously since their most recent turn began. (See rule 302.6.)
702.10d. Multiple instances of haste on the same creature are redundant.
702.11f. "Hexproof from [quality A] and from [quality B]" is shorthand for "hexproof from [quality A]" and "hexproof from [quality B]"; it behaves as two separate hexproof abilities.
702.11g. "Hexproof from each [characteristic]" is shorthand for "hexproof from [quality A]," "hexproof from [quality B]," and so on for each possible quality the listed characteristic could have; it behaves as multiple separate hexproof abilities.
702.11h. Multiple instances of the same hexproof ability on the same permanent or player are redundant.
702.12c. Multiple instances of indestructible on the same permanent are redundant.
702.13c. Multiple instances of intimidate on the same creature are redundant.
702.14e. Multiple instances of the same kind of landwalk on the same creature are redundant.
702.15b. Damage dealt by a source with lifelink causes that source's controller, or its owner if it has no controller, to gain that much life (in addition to any other results that damage causes). See rule 120.3.
702.15e. If multiple sources with lifelink deal damage at the same time, they cause separate life gain events (see rules 119.9-10). Example: A player controls Ajani's Pridemate, which reads "Whenever you gain life, 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.
702.15f. Multiple instances of lifelink on the same object are redundant.
702.16b. A permanent or player with protection can't be targeted by spells with the stated quality and can't be targeted by abilities from a source with the stated quality.
702.16e. Any damage that would be dealt by sources that have the stated quality to a permanent or player with protection is prevented.
702.16g. "Protection from [quality A] and from [quality B]" is shorthand for "protection from [quality A]" and "protection from [quality B]"; it behaves as two separate protection abilities.
702.16h. "Protection from each [characteristic]" is shorthand for "protection from [quality A]," "protection from [quality B]," and so on for each possible quality the listed characteristic could have; it behaves as multiple separate protection abilities.
702.16m. Multiple instances of protection from the same quality on the same permanent or player are redundant.
702.16n. Some Auras both give the enchanted creature protection from a quality and say "this effect doesn't remove" either that specific Aura or all Auras. This means that the specified Auras aren't put into their owners' graveyards as a state-based action. If the creature has other instances of protection from the same quality, those instances affect Auras as normal.
702.16p. One Aura (Benevolent Blessing) gives the enchanted creature protection from a quality and says the effect doesn't remove certain permanents that are "already attached to" that creature. This means that, when the protection effect starts to apply, any objects with the stated quality that are already attached to that creature (including the Aura giving that creature protection) will not be put into their owners' graveyards as a state-based action. Other permanents with the stated quality can't become attached to the creature. If the creature has other instances of protection from the same quality, those instances affect attached permanents as normal.
702.17c. Multiple instances of reach on the same creature are redundant.
702.18b. Multiple instances of shroud on the same permanent or player are redundant.
702.19g. Multiple instances of trample on the same creature are redundant. Multiple instances of trample over planeswalkers on the same creature are redundant.
702.20c. Multiple instances of vigilance on the same creature are redundant.
702.21b. Some ward abilities include an X in their cost and state what X is equal to. This value is determined at the time the ability resolves, not locked in as the ability triggers.
702.22a. Banding is a static ability that modifies the rules for combat.
702.22b. "Bands with other" is a special form of banding. If an effect causes a permanent to lose banding, the permanent loses all "bands with other" abilities as well.
702.22c. As a player declares attackers, they may declare that one or more attacking creatures with banding and up to one attacking creature without banding (even if it has "bands with other") are all in a "band." They may also declare that one or more attacking [quality] creatures with "bands with other [quality]" and any number of other attacking [quality] creatures are all in a band. A player may declare as many attacking bands as they want, but each creature may be a member of only one of them. (Defending players can't declare bands but may use banding in a different way; see rule 702.22j.)
702.22e. Once an attacking band has been announced, it lasts for the rest of combat, even if something later removes banding or "bands with other" from one or more of the creatures in the band.
702.22i. If one member of a band would become blocked due to an effect, the entire band becomes blocked.
702.22m. Multiple instances of banding on the same creature are redundant. Multiple instances of "bands with other" of the same kind on the same creature are redundant.
702.23b. The rampage bonus is calculated only once per combat, when the triggered ability resolves. Adding or removing blockers later in combat won't change the bonus.
702.23c. If a creature has multiple instances of rampage, each triggers separately.
702.24a. Cumulative upkeep is a triggered ability that imposes an increasing cost on a permanent. "Cumulative upkeep [cost]" means "At the beginning of your upkeep, if this permanent is on the battlefield, put an age counter on this permanent. Then you may pay [cost] for each age counter on it. If you don't, sacrifice it." If [cost] has choices associated with it, each choice is made separately for each age counter, then either the entire set of costs is paid, or none of them is paid. Partial payments aren't allowed. Example: A creature has "Cumulative upkeep {W} or {U}" and two age counters