Resources

Magic Rules Changes

Innistrad to Dark Ascension

General

InnistradDark Ascension
109.4.109.4.

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 three exceptions to this rule:

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 four exceptions to this rule:

109.4a.

An emblem is controlled by the player that puts it into the command zone. See rule 113, "Emblems."

109.4a.109.4b.

In a Planechase game, a face-up plane card is controlled by the player designated as the planar controller. This is usually the active player. See rule 901.6.

In a Planechase game, a face-up plane card is controlled by the player designated as the planar controller. This is usually the active player. See rule 901.6.

109.4b.109.4c.

In a Vanguard game, each vanguard card is controlled by its owner. See rule 902.6.

In a Vanguard game, each vanguard card is controlled by its owner. See rule 902.6.

109.4c.109.4d.

In an Archenemy game, each scheme card is controlled by its owner. See rule 904.7.

In an Archenemy game, each scheme card is controlled by its owner. See rule 904.7.

118.9.118.9.

Some triggered abilities are written, "Whenever [a player] gains life, . . . ." Such abilities are treated as though they are written, "Whenever a source causes [a player] to gain life, . . . ."

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

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

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

200.1.200.1.

The parts of a card are name, mana cost, illustration, type line, expansion symbol, text box, power and toughness, loyalty, hand modifier, life modifier, illustration credit, legal text, and collector number. Some cards may have more than one of any or all of these parts.

The parts of a card are name, mana cost, illustration, color indicator, type line, expansion symbol, text box, power and toughness, loyalty, hand modifier, life modifier, illustration credit, legal text, and collector number. Some cards may have more than one of any or all of these parts.

201.4a.201.4a.

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 that is that first ability's source, not to any other object with the same name.

Example: Gutter Grime has an ability that reads "Whenever a nontoken creature you control dies, put a slime counter on Gutter Grime, then put a green Ooze creature token onto the battlefield 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.

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 that is that first ability's source, not to any other object with the same name. 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 put a green Ooze creature token onto the battlefield 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.

207.2c.207.2c.

An ability word appears in italics at the beginning of some abilities on cards. 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 channel, chroma, domain, grandeur, hellbent, imprint, join forces, kinship, landfall, metalcraft, morbid, radiance, sweep, and threshold.

An ability word appears in italics at the beginning of some abilities on cards. 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 channel, chroma, domain, fateful hour, grandeur, hellbent, imprint, join forces, kinship, landfall, metalcraft, morbid, radiance, sweep, and threshold.

301.5c.301.5c.

An Equipment that's also a creature can't equip a creature. An Equipment that loses the subtype "Equipment" can't equip a creature. An Equipment can't equip itself. An Equipment that equips an illegal or nonexistent permanent becomes unattached from that permanent but remains on the battlefield. (This is a state-based action. See rule 704.)

An Equipment that's also a creature can't equip a creature. An Equipment that loses the subtype "Equipment" can't equip a creature. An Equipment can't equip itself. An Equipment that equips an illegal or nonexistent permanent becomes unattached from that permanent but remains on the battlefield. (This is a state-based action. See rule 704.) An Equipment can't equip more than one creature. If a spell or ability would cause an Equipment to equip more than one creature, the Equipment's controller chooses which creature it equips.

303.4d.303.4d.

An Aura can't enchant itself. If this occurs somehow, the Aura is put into its owner's graveyard. An Aura that's also a creature can't enchant anything. If this occurs somehow, the Aura becomes unattached, then is put into its owner's graveyard. (These are state-based actions. See rule 704.)

An Aura can't enchant itself. If this occurs somehow, the Aura is put into its owner's graveyard. An Aura that's also a creature can't enchant anything. If this occurs somehow, the Aura becomes unattached, then is put into its owner's graveyard. (These are state-based actions. See rule 704.) An Aura can't enchant more than one object or player. If a spell or ability would cause an Aura to become attached to more than one object or player, the Aura's controller chooses which object or player it becomes attached to.

406.3.406.3.

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.

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. A card exiled face down has no characteristics, but the spell or ability that exiled it may allow it to be cast from exile. Unless that card is being cast face down (see rule 707.4), the card is turned face up just before the player announces that he or she is casting the spell (see rule 601.2).

603.6d.603.6d.

Normally, objects that exist immediately after an event are checked to see if the event matched any trigger conditions. 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 must be treated specially because the object with the ability may no longer be on the battlefield, may have moved to a hand or library, or may no longer be controlled by the appropriate player. The game has to "look back in time" to determine if these abilities trigger. Leaves-the-battlefield abilities, abilities that trigger when a permanent phases out, abilities that trigger when an object that all players can see is put into a hand or library, abilities that trigger specifically when an object becomes unattached, abilities that trigger when a player loses control of an object, and abilities that trigger when a player planeswalks away from a plane will trigger based on their existence, and the appearance of objects, prior to the event rather than afterward.

Example: Two creatures are on the battlefield along with an artifact that has the ability "Whenever a creature dies, you gain 1 life." Someone plays a spell that destroys all artifacts, creatures, and enchantments. The artifact's ability triggers twice, even though the artifact goes to its owner's graveyard at the same time as the creatures.

Normally, objects that exist immediately after an event are checked to see if the event matched any trigger conditions. 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 must be treated specially. Leaves-the-battlefield abilities, abilities that trigger when a permanent phases out, abilities that trigger when an object that all players can see is put into a hand or library, abilities that trigger specifically when an object becomes unattached, abilities that trigger when a player loses control of an object, and abilities that trigger when a player planeswalks away from a plane will trigger based on their existence, and the appearance of objects, prior to the event rather than afterward. The game has to "look back in time" to determine if these abilities trigger.

Example: Two creatures are on the battlefield along with an artifact that has the ability "Whenever a creature dies, you gain 1 life." Someone plays a spell that destroys all artifacts, creatures, and enchantments. The artifact's ability triggers twice, even though the artifact goes to its owner's graveyard at the same time as the creatures.

613.3a.613.3a.

Layer 7a: Effects from characteristic-defining abilities are applied. See rule 604.3.

Layer 7a: Effects from characteristic-defining abilities that define power and/or toughness are applied. See rule 604.3.

701.8g.701.8g.

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

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

701.16c.701.16c.

If an effect would cause a player to shuffle one or more specific objects into a library, but none of those objects are in the zone they're expected to be in, that library is not shuffled.

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, nothing happens.

If an effect would cause a player to shuffle one or more specific objects into a library, but none of those objects are in the zone they're expected to be in, that library isn't shuffled.

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, nothing happens.

702.91.

Undying

702.91a.

Undying is a triggered ability. "Undying" means "When this permanent is put into a graveyard from the battlefield, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it."

704.7.

If a state-based action results in a permanent leaving the battlefield at the same time other state-based actions were performed, that permanent's last known information is derived from the game state before any of those state-based actions were performed.

Example: You control Young Wolf, a 1/1 creature with undying, and it has a +1/+1 counter on it. A spell puts three -1/-1 counters on Young Wolf. Before state-based actions are performed, Young Wolf has one +1/+1 counter and three -1/-1 counters on it. After state-based actions are performed, Young Wolf is in the graveyard. When it was last on the battlefield, it had a +1/+1 counter on it, so undying will not trigger.

706.12.706.12.

An effect that instructs a player to "cast a copy" of an object follows the rules for casting spells, except that the copy is cast while another spell or ability is resolving. Casting a copy of an object follows steps 601.2a-g of rule 601, "Casting Spells," and then the copy becomes cast. The cast copy is a spell on the stack, and just like any other spell it can resolve or be countered.

An effect that instructs a player to cast a copy of an object (and not just copy a spell) follows the rules for casting spells, except that the copy is created in the same zone the object is in and then cast while another spell or ability is resolving. Casting a copy of an object follows steps 601.2a-g of rule 601, "Casting Spells," and then the copy becomes cast. Once cast, the copy is a spell on the stack, and just like any other spell it can resolve or be countered.

711.2b.711.2b.

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

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

711.5.711.5.

A double-faced card enters the battlefield with its front face up.

A double-faced card enters the battlefield with its front face up unless a spell or ability puts it onto the battlefield "transformed," in which case it enters the battlefield with its back face up.

800.4c.

If an effect that gives a player still in the game control of an object ends, there is no other effect giving control of that object to another player in the game, and the object entered the battlefield under the control of a player who has left the game, the object is exiled. This is not a state-based action. It happens as soon as the control-changing effect ends.

800.4c.800.4d.

If an object that would be owned by a player who has left the game would be created in any zone, it isn't created. If a triggered ability that would be controlled by a player who has left the game would be put onto the stack, it isn't put on the stack.

Example: Astral Slide is an enchantment that reads, "Whenever a player cycles a card, you may exile target creature. If you do, return that creature to the battlefield under its owner's control at the beginning of the next end step." During Alex's turn, Bianca uses Astral Slide's ability to exile Alex's Hypnotic Specter. Before the end of that turn, Bianca leaves the game. At the beginning of the end step, the delayed triggered ability generated by Astral Slide that would return Hypnotic Specter to play triggers, but it isn't put on the stack. Hypnotic Specter never returns to the battlefield.

If an object that would be owned by a player who has left the game would be created in any zone, it isn't created. If a triggered ability that would be controlled by a player who has left the game would be put onto the stack, it isn't put on the stack.

Example: Astral Slide is an enchantment that reads, "Whenever a player cycles a card, you may exile target creature. If you do, return that creature to the battlefield under its owner's control at the beginning of the next end step." During Alex's turn, Bianca uses Astral Slide's ability to exile Alex's Hypnotic Specter. Before the end of that turn, Bianca leaves the game. At the beginning of the end step, the delayed triggered ability generated by Astral Slide that would return Hypnotic Specter to play triggers, but it isn't put on the stack. Hypnotic Specter never returns to the battlefield.

800.4d.800.4e.

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

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

800.4e.800.4f.

If an object requires a player who has left the game to make a choice, the controller of the object chooses another player to make that choice. If the original choice was to be made by an opponent of the controller of the object, that player chooses another opponent if possible.

If an object requires a player who has left the game to make a choice, the controller of the object chooses another player to make that choice. If the original choice was to be made by an opponent of the controller of the object, that player chooses another opponent if possible.

800.4f.800.4g.

If an effect requires information about a specific player, the effect uses the current information about that player if he or she is still in the game; otherwise, the effect uses the last known information about that player before he or she left the game.

If an effect requires information about a specific player, the effect uses the current information about that player if he or she is still in the game; otherwise, the effect uses the last known information about that player before he or she left the game.

800.4g.800.4h.

If a player leaves the game during his or her turn, that turn continues to its completion without an active player. If the active player would receive priority, instead the next player in turn order receives priority, or the top object on the stack resolves, or the phase or step ends, whichever is appropriate.

If a player leaves the game during his or her turn, that turn continues to its completion without an active player. If the active player would receive priority, instead the next player in turn order receives priority, or the top object on the stack resolves, or the phase or step ends, whichever is appropriate.

800.4h.800.4i.

When a player leaves the game, objects that player owns in the ante zone do not leave the game. This is an exception to rule 800.4a. See rule 407, "Ante."

When a player leaves the game, objects that player owns in the ante zone do not leave the game. This is an exception to rule 800.4a. See rule 407, "Ante."

800.4i.800.4j.

In a Planechase game, if the player designated as the 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. See rule 309.5.

In a Planechase game, if the player designated as the 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. See rule 309.5.

805.1.805.1.

Some multiplayer games between teams use the shared team turns option. It's always used in the Two-Headed Giant variant (see rule 810) and the Archenemy casual variant (see rule 811). It can be used only if the members of each team are sitting in adjacent seats.

Some multiplayer games between teams use the shared team turns option. It's always used in the Two-Headed Giant variant (see rule 810) and the Archenemy casual variant (see rule 904). It can be used only if the members of each team are sitting in adjacent seats.

903.8.903.8.

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

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

Last Known InformationLast Known Information

Information about an object that's no longer in the zone it's expected to be in, or information about a player that's no longer in the game. This information captures that object's last existence in that zone or that player's last existence in the game. See rules 112.7a, 608.2b, 608.2g, and 800.4f.

Information about an object that's no longer in the zone it's expected to be in, or information about a player that's no longer in the game. This information captures that object's last existence in that zone or that player's last existence in the game. See rules 112.7a, 608.2b, 608.2g, and 800.4g.

Type-Changing EffectType-Changing Effect

An effect that changes an object's card type, subtype, and/or supertype. See rule 613.1d.

An effect that changes an object's card type, subtype, and/or supertype. See rules 205.1a-b, 305.7, and 613.1d.

Undying

A keyword ability that can return a creature from the graveyard to the battlefield. See rule 702.91, "Undying."