100. Game Concepts
499 rules in this chapter
- 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.”
- 100.2 — To play, each player needs their own deck of traditional Magic cards, small items to represent any tokens and counters,…
- 100.2a — In constructed play (a way of playing in which each player creates their own deck ahead of time), each deck has a minimu…
- 100.2b — In limited play (a way of playing in which each player gets the same quantity of unopened Magic product such as booster…
- 100.2c — Commander decks are subject to additional deckbuilding restrictions and requirements. See rule 903, “Commander,” for det…
- 100.2d — Some formats and casual play variants allow players to use a supplementary deck of nontraditional Magic cards (see rule…
- 100.3 — Some cards require coins or traditional dice. Some casual variants require additional items, such as specially designate…
- 100.4 — Each player may also have a sideboard, which is a group of additional cards the player may use to modify their deck betw…
- 100.4a — In constructed play, a sideboard may contain no more than fifteen cards. The four-card limit (see rule 100.2a) applies t…
- 100.4b — In limited play involving individual players, all cards in a player’s card pool not included in their deck are in that p…
- 100.4c — In limited play involving the Two-Headed Giant multiplayer variant, all cards in a team’s card pool but not in either pl…
- 100.4d — In limited play involving other multiplayer team variants, each card in a team’s card pool but not in any player’s deck…
- 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 n…
- 100.6 — Most Magic tournaments (organized play activities where players compete against other players to win prizes) have additi…
- 100.6a — Tournaments usually consist of a series of matches. A two-player match usually involves playing until one player has won…
- 100.6b — Players can use the Magic Store & Event Locator at Wizards.com/Locator to find tournaments in their area.
- 100.7 — Certain cards are intended for casual play and may have features and text that aren’t covered by these rules. These incl…
- 101.1 — Whenever a card’s text directly contradicts these rules, the card takes precedence. The card overrides only the rule tha…
- 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”…
- 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 fo…
- 101.4 — If multiple players would make choices and/or take actions at the same time, the active player (the player whose turn it…
- 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…
- 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…
- 101.4d — If a choice made by a nonactive player causes the active player, or a different nonactive player earlier in the turn ord…
- 101.4e — If multiple players would make choices or take actions while starting the game, the starting player is considered the ac…
- 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 nonac…
- 102.2 — In a two-player game, a player’s opponent is the other player.
- 102.3 — In a multiplayer game between teams, a player’s teammates are the other players on their team, and the player’s opponent…
- 102.4 — A spell or ability may use the term “your team” as shorthand for “you and/or your teammates.” In a game that isn’t a mul…
- 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…
- 103.1a — In a game using the shared team turns option, there is a starting team rather than a starting player.
- 103.1b — In an Archenemy game, these methods aren’t used to determine who takes the first turn. Rather, the archenemy takes the f…
- 103.1c — One card (Power Play) states that its controller is the starting player. This effect applies after this determination ha…
- 103.2 — Some games require additional steps that are taken after the starting player has been determined. Perform the actions li…
- 103.2a — If any players are using sideboards (see rule 100.4) or cards being represented by substitute cards (see rule 713), thos…
- 103.2b — If any players wish to reveal a card with a companion ability that they own from outside the game, they may do so. A pla…
- 103.2c — In a Commander game, each player puts their commander from their deck face up into the command zone. See rule 903.6.
- 103.2d — In a constructed game, each player playing with sticker sheets reveals all of their sticker sheets and chooses three of…
- 103.2e — In a Conspiracy Draft game, each player puts any number of conspiracy cards from their sideboard into the command zone.…
- 103.3 — After the starting player has been determined and any additional steps performed, each player shuffles their deck so tha…
- 103.3a — In a game using one or more supplementary decks of nontraditional cards (see rule 100.2d), each supplementary deck’s own…
- 103.4 — Each player begins the game with a starting life total of 20. Some variant games have different starting life totals.
- 103.4a — In a Two-Headed Giant game, each team’s starting life total is 30.
- 103.4b — In a Vanguard game, each player’s starting life total is 20 plus or minus the life modifier of their vanguard card.
- 103.4c — In a Commander game, each player’s starting life total is 40.
- 103.4d — In a two-player Brawl game, each player’s starting life total is 25. In a multiplayer Brawl game, each player’s starting…
- 103.4e — In an Archenemy game, the archenemy’s starting life total is 40.
- 103.5 — Each player draws a number of cards equal to their starting hand size, which is normally seven. (Some effects can modify…
- 103.5a — In a Vanguard game, each player’s starting hand size is seven plus or minus the hand modifier of their vanguard card.
- 103.5b — If an effect allows a player to perform an action “any time [that player] could mulligan,” the player may perform that a…
- 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…
- 103.5d — In a multiplayer game using the shared team turns option, first each player on the starting team declares whether that p…
- 103.6 — Some cards allow a player to take actions with them from their opening hand. Once the mulligan process (see rule 103.5)…
- 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 c…
- 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…
- 103.6c — In a multiplayer game using the shared team turns option, first each player on the starting team, in whatever order that…
- 103.7 — In a Planechase game, the starting player moves the top card of their planar deck off that planar deck and turns it face…
- 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.
- 103.8c — In all other multiplayer games, no player skips the draw step of their first turn.
- 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…
- 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…
- 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…
- 104.3b — If a player’s life total is 0 or less, that player loses the game the next time a player would receive priority. (This i…
- 104.3c — If a player is required to draw more cards than are left in their library, they draw the remaining cards and then lose t…
- 104.3d — If a player has ten or more poison counters, that player loses the game the next time a player would receive priority. (…
- 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.
- 104.3h — In a multiplayer game using the limited range of influence option (see rule 801), an effect that states that a player wi…
- 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 gam…
- 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” o…
- 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.
- 104.4e — In a multiplayer game using the limited range of influence option, the effect of a spell or ability that states that the…
- 104.4f — In a multiplayer game using the limited range of influence option, if the game somehow enters a “loop” of mandatory acti…
- 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 th…
- 104.4h — In the Emperor variant, the game is a draw for a team if the game is a draw for its emperor. (See rule 809.5.)
- 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…
- 104.6 — One card (Karn Liberated) restarts the game. All players still in the game when it restarts then immediately begin a new…
- 105.1 — There are five colors in the Magic game: white, blue, black, red, and green.
- 105.2 — An object can be one or more of the five colors, or it can be no color at all. An object is the color or colors of the m…
- 105.2a — A monocolored object is exactly one of the five colors.
- 105.2b — A multicolored object is two or more of the five colors.
- 105.2c — A colorless object has no color.
- 105.3 — Effects may change an object’s color or give a color to a colorless object. If an effect gives an object a new color, th…
- 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…
- 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,…
- 106.1 — Mana is the primary resource in the game. Players spend mana to pay costs, usually when casting spells and activating ab…
- 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.
- 106.2 — Mana is represented by mana symbols (see rule 107.4). Mana symbols also represent mana costs (see rule 202).
- 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 w…
- 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 p…
- 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…
- 106.4b — If a player passes priority (see rule 117) while there is mana in their mana pool, that player announces what mana is th…
- 106.5 — If an ability would produce one or more mana of an undefined type, it produces no mana instead.
- 106.6 — Some spells or abilities that produce mana restrict how that mana can be spent, have an additional effect that affects t…
- 106.6a — Some replacement effects increase the amount of mana produced by a spell or ability. In these cases, any restrictions or…
- 106.7 — Some abilities produce mana based on the type of mana another permanent or permanents “could produce.” The type of mana…
- 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…
- 106.9 — If an effect would add mana represented by a Phyrexian mana symbol to a player’s mana pool, one mana of the color of tha…
- 106.10 — If an effect would add mana represented by a generic mana symbol to a player’s mana pool, that much colorless mana is ad…
- 106.11 — If an effect would add mana represented by one or more snow mana symbols to a player’s mana pool, that much colorless ma…
- 106.12 — To “tap [a permanent] for mana” is to activate a mana ability of that permanent that includes the {T} symbol in its acti…
- 106.12a — An ability that triggers whenever a permanent “is tapped for mana” or is tapped for mana of a specified type triggers wh…
- 106.12b — A replacement effect that applies if a permanent “is tapped for mana” or tapped for mana of a specific type and/or amoun…
- 106.13 — One card (Drain Power) causes one player to lose unspent mana and another to add “the mana lost this way.” (Note that th…
- 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 cou…
- 107.1b — Most of the time, the Magic game uses only positive numbers and zero. You can’t choose a negative number, deal negative…
- 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 tha…
- 107.3a — If a spell or activated ability has a mana cost, alternative cost, additional cost, and/or activation cost with an {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,…
- 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…
- 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…
- 107.3e — If a spell or ability refers to the {X} or X in the mana cost, alternative cost, additional cost, or activation cost of…
- 107.3f — Sometimes X appears in the text of a spell or ability but not in a mana cost, alternative cost, additional cost, or acti…
- 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 va…
- 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 th…
- 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 abi…
- 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 indep…
- 107.3m — If an object’s enters-the-battlefield triggered ability or replacement effect refers to X, and the spell that became tha…
- 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…
- 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 var…
- 107.4a — There are five primary colored mana symbols: {W} is white, {U} blue, {B} black, {R} red, and {G} green. These symbols ar…
- 107.4b — Numerical symbols (such as {1}) and variable symbols (such as {X}) represent generic mana in costs. Generic mana in cost…
- 107.4c — The colorless mana symbol {C} is used to represent one colorless mana, and also to represent a cost that can be paid onl…
- 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 rul…
- 107.4e — A hybrid mana symbol is also a colored mana symbol, even if one of its components is colorless. Each one represents a co…
- 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}…
- 107.4g — In rules text, the Phyrexian symbol {H} with no colored background means any of the fifteen Phyrexian mana symbols.
- 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…
- 107.5 — The tap symbol is {T}. The tap symbol in an activation cost means “Tap this permanent.” A permanent that’s already tappe…
- 107.6 — The untap symbol is {Q}. The untap symbol in an activation cost means “Untap this permanent.” A permanent that’s already…
- 107.7 — Each activated ability of a planeswalker has a loyalty symbol in its cost. Positive loyalty symbols point upward and fea…
- 107.8 — The text box of a leveler card contains two level symbols, each of which is a keyword ability that represents a static a…
- 107.8a — “{LEVEL N1-N2} [Abilities] [P/T]” means “As long as this creature has at least N1 level counters on it, but no more than…
- 107.8b — “{LEVEL N3+} [Abilities] [P/T]” means “As long as this creature has N3 or more level counters on it, it has base power a…
- 107.9 — A tombstone icon appears to the left of the name of many Odyssey™ block cards with abilities that are relevant in a play…
- 107.10 — A type icon appears in the upper left corner of each card from the Future Sight™ set printed with an alternate “timeshif…
- 107.11 — The Planeswalker symbol is {PW}. It appears on one face of the planar die used in the Planechase casual variant. It has…
- 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…
- 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…
- 107.14 — The energy symbol is {E}. It represents one energy counter. To pay {E}, a player removes one energy counter from themsel…
- 107.15 — The text box of a Saga card contains chapter symbols, each of which is a keyword ability that represents a triggered abi…
- 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 l…
- 107.15b — “{rN1}, {rN2}—[Effect]” is the same as “{rN1}—[Effect]” and “{rN2}—[Effect].”
- 107.16 — The text box of a Class card contains class level bars, each of which is a keyword ability that represents both an activ…
- 107.16a — “[Cost]: Level N — [Abilities]” means “[Cost]: This Class’s level becomes N. Activate only if this Class is level N-1 an…
- 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 co…
- 107.18 — The pawprint symbol is {P}. This symbol is used to indicate the modes on some modal spells, and does not represent a cos…
- 108.1 — Use the Oracle card reference when determining a card’s wording. A card’s Oracle text can be found using the Gatherer ca…
- 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…
- 108.2b — Tokens aren’t considered cards—even a card-sized game supplement that represents a token isn’t considered a card for rul…
- 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…
- 108.3a — In a Planechase game using the single planar deck option, the planar controller is considered to be the owner of all car…
- 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…
- 108.4 — A card doesn’t have a controller unless that card represents a permanent or spell; in those cases, its controller is det…
- 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 own…
- 108.5 — Nontraditional Magic cards can’t start the game in any zone other than the command zone (see rule 408). If an effect wou…
- 108.6 — For more information about cards, see section 2, “Parts of a Card.”
- 109.1 — An object is an ability on the stack, a card, a copy of a card, a token, a spell, a permanent, or an emblem.
- 109.2 — If a spell or ability uses a description of an object that includes a card type or subtype, but doesn’t refer to a speci…
- 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 c…
- 109.2b — If a spell or ability uses a description of an object that includes the word “spell,” it means a spell matching that des…
- 109.2c — If a spell or ability uses a description of an object that includes the word “source,” it means a source matching that d…
- 109.2d — If an ability of a scheme card includes the text “this scheme,” it means the scheme card in the command zone on which th…
- 109.3 — An object’s characteristics are name, mana cost, color, color indicator, card type, subtype, supertype, rules text, abil…
- 109.4 — Only objects on the stack or on the battlefield have a controller. Objects that are neither on the stack nor on the batt…
- 109.4a — The controller of a mana ability is determined as though it were on the stack. See rule 605, “Mana Abilities.”
- 109.4b — A triggered ability that has triggered but is waiting to be placed on the stack is controlled by the player who controll…
- 109.4c — An emblem is controlled by the player who puts it into the command zone. See rule 114, “Emblems.”
- 109.4d — In a Planechase game, a face-up plane or phenomenon card is controlled by the player designated as the planar controller…
- 109.4e — In a Vanguard game, each vanguard card is controlled by its owner. See rule 902.6.
- 109.4f — In an Archenemy game, each scheme card is controlled by its owner. See rule 904.7.
- 109.4g — In a Conspiracy Draft game, each conspiracy card is controlled by its owner. See rule 905.5.
- 109.5 — The words “you” and “your” on an object refer to the object’s controller, its would-be controller (if a player is attemp…
- 110.1 — A permanent is a card or token on the battlefield. A permanent remains on the battlefield indefinitely. A card or token…
- 110.2 — A permanent’s owner is the same as the owner of the card that represents it (unless it’s a token; see rule 111.2). A per…
- 110.2a — If an effect instructs a player to put an object onto the battlefield, that object enters the battlefield under that pla…
- 110.2b — If an effect causes a player to gain control of another player’s permanent spell, the first player controls the permanen…
- 110.3 — A nontoken permanent’s characteristics are the same as those printed on its card, as modified by any continuous effects.…
- 110.4 — There are six permanent types: artifact, battle, creature, enchantment, land, and planeswalker. Instant and sorcery card…
- 110.4a — The term “permanent card” is used to refer to a card that could be put onto the battlefield. Specifically, it means an a…
- 110.4b — The term “permanent spell” is used to refer to a spell that will enter the battlefield as a permanent as part of its res…
- 110.4c — If a permanent somehow loses all its permanent types, it remains on the battlefield. It’s still a permanent.
- 110.5 — A permanent’s status is its physical state. There are four status categories, each of which has two possible values: tap…
- 110.5a — Status is not a characteristic, though it may affect a permanent’s characteristics.
- 110.5b — Permanents enter the battlefield untapped, unflipped, face up, and phased in unless a spell or ability says otherwise.
- 110.5c — A permanent retains its status until a spell, ability, or turn-based action changes it, even if that status is not relev…
- 110.5d — Only permanents have status. Cards not on the battlefield do not. Although an exiled card may be face down, this has no…
- 111.1 — Some effects put tokens onto the battlefield. A token is a marker used to represent any permanent that isn’t represented…
- 111.2 — The player who creates a token is its owner. The token enters the battlefield under that player’s control.
- 111.3 — The spell or ability that creates a token may define the values of any number of characteristics for the token. This bec…
- 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 t…
- 111.5 — If a spell or ability would create a token, but a rule or effect states that a permanent with one or more of that 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 to…
- 111.7 — A token that’s in a zone other than the battlefield ceases to exist. This is a state-based action; see rule 704. (Note t…
- 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 woul…
- 111.9 — Some effects instruct a player to create a legendary token. These may be written “create [name], a . . .” and list chara…
- 111.10 — Some effects instruct a player to create a predefined token. These effects use the definition below to determine the cha…
- 111.10a — A Treasure token is a colorless Treasure artifact token with “{T}, Sacrifice this artifact: Add one mana of any color.”
- 111.10b — A Food token is a colorless Food artifact token with “{2}, {T}, Sacrifice this artifact: You gain 3 life.”
- 111.10c — A Gold token is a colorless Gold artifact token with “Sacrifice this artifact: Add one mana of any color.”
- 111.10d — A Walker token is a 2/2 black Zombie creature token named Walker.
- 111.10e — A Shard token is a colorless Shard enchantment token with “{2}, Sacrifice this enchantment: Scry 1, then draw a card.”
- 111.10f — A Clue token is a colorless Clue artifact token with “{2}, Sacrifice this artifact: Draw a card.”
- 111.10g — A Blood token is a colorless Blood artifact token with “{1}, {T}, Discard a card, Sacrifice this artifact: Draw a card.”
- 111.10h — A Powerstone token is a colorless Powerstone artifact token with “{T}: Add {C}. This mana can’t be spent to cast a nonar…
- 111.10i — An Incubator token is a transforming double-faced token. Its front face is a colorless Incubator artifact with “{2}: Tra…
- 111.10j — A Cursed Role token is a colorless Aura Role enchantment token named Cursed with enchant creature and “Enchanted creatur…
- 111.10k — A Monster Role token is a colorless Aura Role enchantment token named Monster with enchant creature and “Enchanted creat…
- 111.10m — A Royal Role token is a colorless Aura Role enchantment token named Royal with enchant creature and “Enchanted creature…
- 111.10n — A Sorcerer Role token is a colorless Aura Role enchantment token named Sorcerer with enchant creature and “Enchanted cre…
- 111.10p — A Virtuous Role token is a colorless Aura Role enchantment token named Virtuous with enchant creature and “Enchanted cre…
- 111.10q — A Wicked Role token is a colorless Aura Role enchantment token named Wicked with enchant creature, “Enchanted creature g…
- 111.10r — A Young Hero Role token is a colorless Aura Role enchantment token named Young Hero with enchant creature and “Enchanted…
- 111.10s — A Map token is a colorless Map artifact token with “{1}, {T}, Sacrifice this artifact: Target creature you control explo…
- 111.10t — A Junk token is a colorless Junk artifact token with “{T}, Sacrifice this artifact: Exile the top card of your library.…
- 111.11 — If an effect instructs a player to create a token by name, doesn’t define any other characteristics for that token, and…
- 111.12 — If an effect instructs a player to create a token that is a copy of a nonexistent object, no token is created (see rule…
- 111.13 — A copy of a permanent spell becomes a token as it resolves. The token has the characteristics of the spell that became t…
- 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 spe…
- 112.1a — A copy of a spell is also a spell, even if it has no card associated with it. See rule 707.10.
- 112.1b — Some effects allow a player to cast a copy of a card; if the player does, that copy is a spell as well. See rule 707.12.
- 112.2 — A spell’s owner is the same as the owner of the card that represents it, unless it’s a copy. In that case, the owner of…
- 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…
- 112.3 — A noncopy spell’s characteristics are the same as those printed on its card, as modified by any continuous effects. See…
- 112.4 — If an effect of a resolving spell or ability changes any characteristics of a permanent spell, the effect continues to a…
- 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…
- 113.1b — An ability can be something that a player has that changes how the game affects the player. A player normally has no abi…
- 113.1c — An ability can be an activated or triggered ability on the stack. This kind of ability is an object. (See section 6, “Sp…
- 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.
- 113.2b — An additional cost or alternative cost to cast a card is an ability of the card.
- 113.2c — An object may have multiple abilities. If the object is represented by a card, then aside from certain defined abilities…
- 113.2d — Abilities can generate one-shot effects or continuous effects. Some continuous effects are replacement effects or preven…
- 113.3 — There are four general categories of abilities:
- 113.3a — Spell abilities are abilities that are followed as instructions while an instant or sorcery spell is resolving. Any text…
- 113.3b — Activated abilities have a cost and an effect. They are written as “[Cost]: [Effect.] [Activation instructions (if any).…
- 113.3c — Triggered abilities have a trigger condition and an effect. They are written as “[Trigger condition], [effect],” and inc…
- 113.3d — Static abilities are written as statements. They’re simply true. Static abilities create continuous effects which are ac…
- 113.4 — Some activated abilities and some triggered abilities are mana abilities. Mana abilities follow special rules: They don’…
- 113.5 — Some activated abilities are loyalty abilities. Loyalty abilities follow special rules: A player may activate a loyalty…
- 113.6 — Abilities of an instant or sorcery spell usually function only while that object is on the stack. Abilities of all other…
- 113.6a — Characteristic-defining abilities function everywhere, even outside the game and before the game begins. (See rule 604.3…
- 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 outs…
- 113.6d — An object’s ability that allows a player to pay an alternative cost rather than its mana cost or otherwise modifies what…
- 113.6e — An object’s ability that restricts or modifies how that particular object can be played or cast functions in any zone fr…
- 113.6f — An object’s ability that restricts or modifies what zones that particular object can be played or cast from functions ev…
- 113.6g — An object’s ability that states it can’t be countered or can’t be copied functions on the stack.
- 113.6h — An object’s ability that modifies how that particular object enters the battlefield functions as that object is entering…
- 113.6i — An object’s ability that states counters can’t be put on that object functions as that object is entering the battlefiel…
- 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 a…
- 113.6k — A trigger condition that can’t trigger from the battlefield functions in all zones it can trigger from. Other trigger co…
- 113.6m — An ability whose cost or effect specifies that it moves the object it’s on out of a particular zone functions only in th…
- 113.6n — An ability that modifies the rules for deck construction functions before the game begins. Such an ability modifies not…
- 113.6p — Abilities of emblems, plane cards, vanguard cards, scheme cards, and conspiracy cards function in the command zone. See…
- 113.7 — The source of an ability is the object that generated it. The source of an activated ability on the stack is the object…
- 113.7a — Once activated or triggered, an ability exists on the stack independently of its source. Destruction or removal of the s…
- 113.8 — The controller of an activated ability on the stack is the player who activated it. The controller of a triggered abilit…
- 113.9 — Activated and triggered abilities on the stack aren’t spells, and therefore can’t be countered by anything that counters…
- 113.10 — Effects can add or remove abilities of objects. An effect that adds an ability will state that the object “gains” or “ha…
- 113.10a — An effect that adds an activated ability may include activation instructions for that ability. These instructions become…
- 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 i…
- 113.11 — Effects can stop an object from having a specified ability. These effects say that the object “can’t have” that ability.…
- 113.12 — An effect that sets an object’s characteristic, or simply states a quality of that object, is different from an ability…
- 114.1 — Some effects put emblems into the command zone. An emblem is a marker used to represent an object that has one or more a…
- 114.2 — An effect that creates an emblem is written “[Player] gets an emblem with [ability].” This means that [player] puts an e…
- 114.3 — An emblem has no characteristics other than the abilities defined by the effect that created it. In particular, an emble…
- 114.4 — Abilities of emblems function in the command zone.
- 114.5 — An emblem is neither a card nor a permanent. Emblem isn’t a card type.
- 115.1 — Some spells and abilities require their controller to choose one or more targets for them. The targets are object(s) and…
- 115.1a — An instant or sorcery spell is targeted if its spell ability identifies something it will affect by using the phrase “ta…
- 115.1b — Aura spells are always targeted. An Aura’s target is specified by its enchant keyword ability (see rule 702.5, “Enchant”…
- 115.1c — An activated ability is targeted if it identifies something it will affect by using the phrase “target [something],” whe…
- 115.1d — A triggered ability is targeted if it identifies something it will affect by using the phrase “target [something],” wher…
- 115.1e — Some keyword abilities, such as equip and modular, represent targeted activated or triggered abilities, and some keyword…
- 115.2 — Only permanents are legal targets for spells and abilities, unless a spell or ability (a) specifies that it can target a…
- 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 s…
- 115.4 — Some spells and abilities that refer to damage require “any target,” “another target,” “two targets,” or similar rather…
- 115.5 — A spell or ability on the stack is an illegal target for itself.
- 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 r…
- 115.7 — Some effects allow a player to change the target(s) of a spell or ability, and other effects allow a player to choose ne…
- 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…
- 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 followe…
- 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 foll…
- 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 targ…
- 115.7e — When changing targets or choosing new targets for a spell or ability, only the final set of targets is evaluated to dete…
- 115.7f — A spell or ability may “divide” or “distribute” an effect (such as damage or counters) among one or more targets. When c…
- 115.8 — Modal spells and abilities may have different targeting requirements for each mode. An effect that allows a player to ch…
- 115.9 — Some objects check what another spell or ability is targeting. Depending on the wording, these may check the current sta…
- 115.9a — An object that looks for a “[spell or ability] with [a number of] targets” checks the number of times any object or play…
- 115.9b — An object that looks for a “[spell or ability] that targets [something]” checks the current state of that spell or abili…
- 115.9c — An object that looks for a “[spell or ability] that targets only [something]” checks the number of different objects or…
- 115.10 — Spells and abilities can affect objects and players they don’t target. In general, those objects and players aren’t chos…
- 115.10a — Just because an object or player is being affected by a spell or ability doesn’t make that object or player a target of…
- 115.10b — In particular, the word “you” in an object’s text doesn’t indicate a target.
- 116.1 — Special actions are actions a player may take when they have priority that don’t use the stack. These are not to be conf…
- 116.2 — There are twelve special actions:
- 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…
- 116.2b — Turning a face-down creature face up is a special action. A player can take this action any time they have priority. See…
- 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 t…
- 116.2d — Some effects from static abilities allow a player to take an action to ignore the effect from that ability for a duratio…
- 116.2e — One card (Circling Vultures) has the ability “You may discard Circling Vultures any time you could cast an instant.” Doi…
- 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…
- 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 specia…
- 116.2h — A player who has a card with foretell in their hand may pay {2} and exile that card face down. This is a special action.…
- 116.2i — In a Planechase game, rolling the planar die is a special action. A player can take this action any time they have prior…
- 116.2j — In a Conspiracy Draft game, turning a face-down conspiracy card in the command zone face up is a special action. A playe…
- 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 ac…
- 116.2m — A player who controls a permanent that has one or more locked halves (see rule 709.5) may pay the mana cost of a locked…
- 116.3 — If a player takes a special action, that player receives priority afterward.
- 117.1 — Unless a spell or ability is instructing a player to take an action, which player can take actions at any given time is…
- 117.1a — A player may cast an instant spell any time they have priority. A player may cast a noninstant spell during their main p…
- 117.1b — A player may activate an activated ability any time they have priority.
- 117.1c — A player may take some special actions any time they have priority. A player may take other special actions during their…
- 117.1d — A player may activate a mana ability whenever they have priority, whenever they are casting a spell or activating an abi…
- 117.2 — Other kinds of abilities and actions are automatically generated or performed by the game rules, or are performed by pla…
- 117.2a — Triggered abilities can trigger at any time, including while a spell is being cast, an ability is being activated, or a…
- 117.2b — Static abilities continuously affect the game. Priority doesn’t apply to them. (See rule 604, “Handling Static Abilities…
- 117.2c — Turn-based actions happen automatically when certain steps or phases begin. They’re dealt with before a player would rec…
- 117.2d — State-based actions happen automatically when certain conditions are met. See rule 704. They’re dealt with before a play…
- 117.2e — Resolving spells and abilities may instruct players to make choices or take actions, or may allow players to activate ma…
- 117.3 — Which player has priority is determined by the following rules:
- 117.3a — The active player receives priority at the beginning of most steps and phases, after any turn-based actions (such as dra…
- 117.3b — The active player receives priority after a spell or ability (other than a mana ability) resolves.
- 117.3c — If a player has priority when they cast a spell, activate an ability, or take a special action, that player receives pri…
- 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 p…
- 117.4 — If all players pass in succession (that is, if all players pass without taking any actions in between passing), the spel…
- 117.5 — Each time a player would get priority, the game first performs all applicable state-based actions as a single event (see…
- 117.6 — In a multiplayer game using the shared team turns option, teams rather than individual players have priority. See rule 8…
- 117.7 — If a player with priority casts a spell or activates an activated ability while another spell or ability is already on t…
- 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 co…
- 118.2 — If a cost includes a mana payment, the player paying the cost has a chance to activate mana abilities. Paying the cost t…
- 118.3 — A player can’t pay a cost without having the necessary resources to pay it fully. For example, a player with only 1 life…
- 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…
- 118.3b — Paying life is done by subtracting the indicated amount of life from a player’s life total. (Players can always pay 0 li…
- 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 pl…
- 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 itsel…
- 118.6 — Some objects have no mana cost. This represents an unpayable cost. An ability can also have an unpayable cost if its cos…
- 118.6a — If an unpayable cost is increased by an effect or an additional cost is imposed, the cost is still unpayable. If an alte…
- 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 i…
- 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…
- 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…
- 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 compone…
- 118.7d — If a cost is reduced by an amount of colorless mana that exceeds its colorless mana component, the cost’s colorless mana…
- 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 h…
- 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 tha…
- 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…
- 118.8 — Some spells and abilities have additional costs. An additional cost is a cost listed in a spell’s rules text, or applied…
- 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. Th…
- 118.8b — Some additional costs are optional.
- 118.8c — If an effect instructs a player to cast a spell “if able,” and that spell has a mandatory additional cost that includes…
- 118.8d — Additional costs don’t change a spell’s mana cost, only what its controller has to pay to cast it. Spells and abilities…
- 118.9 — Some spells have alternative costs. An alternative cost is a cost listed in a spell’s text, or applied to it from anothe…
- 118.9a — Only one alternative cost can be applied to any one spell as it’s being cast. The controller of the spell announces thei…
- 118.9b — Alternative costs are generally optional. An effect that allows you to cast a spell may require a certain alternative co…
- 118.9c — An alternative cost doesn’t change a spell’s mana cost, only what its controller has to pay to cast it. Spells and abili…
- 118.9d — If an alternative cost is being paid to cast a spell, any additional costs, cost increases, and cost reductions that aff…
- 118.10 — Each payment of a cost applies to only one spell, ability, or effect. For example, a player can’t sacrifice just one cre…
- 118.11 — The actions performed when paying a cost may be modified by effects. Even if they are, meaning the actions that are perf…
- 118.12 — Some spells, activated abilities, and triggered abilities read, “[Do something]. If [a player] [does, doesn’t, or can’t]…
- 118.12a — Some spells, activated abilities, and triggered abilities read, “[Do something] unless [a player does something else].”…
- 118.12b — Some effects offer a player a choice to search a zone and take additional actions with the cards found in that zone, fol…
- 118.13 — Some costs contain mana symbols that can be paid in multiple ways. These include hybrid mana symbols and Phyrexian mana…
- 118.13a — If the mana cost of a spell or the activation cost of an activated ability contains a mana symbol that can be paid in mu…
- 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…
- 118.13c — If the cost associated with a special action contains a mana symbol that can be paid in multiple ways, the player taking…
- 118.14 — Some effects say that “mana of any type can be spent” to pay a cost. This means that players may spend mana as though it…
- 119.1 — Each player begins the game with a starting life total of 20. Some variant games have different starting life totals.
- 119.1a — In a Two-Headed Giant game, each team’s starting life total is 30. See rule 810, “Two-Headed Giant Variant.”
- 119.1b — In a Vanguard game, each player’s starting life total is 20 plus or minus the life modifier of their vanguard card. See…
- 119.1c — In a Commander game, each player’s starting life total is 40. See rule 903, “Commander.”
- 119.1e — In an Archenemy game, the archenemy’s starting life total is 40. See rule 904, “Archenemy.”
- 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 tot…
- 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 d…
- 119.4b — Players can always pay 0 life, no matter what their (or their team’s) life total is, and even if an effect says players…
- 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…
- 119.6 — If a player has 0 or less life, that player loses the game as a state-based action. See rule 704.
- 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 wo…
- 119.8 — If an effect says that a player can’t lose life, that player can’t make an exchange such that the player’s life total wo…
- 119.9 — Some triggered abilities are written, “Whenever [a player] gains life, . . . .” Such abilities are treated as though the…
- 119.10 — Some replacement effects are written, “If [a player] would gain life, . . . .” Such abilities are treated as though they…
- 120.1 — Objects can deal damage to battles, creatures, planeswalkers, and players. This is generally detrimental to the object o…
- 120.1a — Damage can’t be dealt to an object that’s not a battle, a creature, or a planeswalker.
- 120.2 — Any object can deal damage.
- 120.2a — Damage may be dealt as a result of combat. Each attacking and blocking creature deals combat damage equal to its power d…
- 120.2b — Damage may be dealt as an effect of a spell or ability. The spell or ability will specify which object deals that damage…
- 120.3 — Damage may have one or more of the following results, depending on whether the recipient of the damage is a player or pe…
- 120.3a — Damage dealt to a player by a source without infect causes that player to lose that much life.
- 120.3b — Damage dealt to a player by a source with infect causes that source’s controller to give the player that many poison cou…
- 120.3c — Damage dealt to a planeswalker causes that many loyalty counters to be removed from that planeswalker.
- 120.3d — Damage dealt to a creature by a source with wither and/or infect causes that source’s controller to put that many -1/-1…
- 120.3e — Damage dealt to a creature by a source with neither wither nor infect causes that much damage to be marked on that creat…
- 120.3f — Damage dealt by a source with lifelink causes that source’s controller to gain that much life, in addition to the damage…
- 120.3g — Combat damage dealt to a player by a creature with toxic causes that creature’s controller to give the player a number o…
- 120.3h — Damage dealt to a battle causes that many defense counters to be removed from that battle.
- 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 de…
- 120.4b — Second, damage is dealt, as modified by replacement and prevention effects that interact with damage. (See rule 614, “Re…
- 120.4c — Third, damage that’s been dealt is processed into its results, as modified by replacement effects that interact with tho…
- 120.4d — Finally, the damage event occurs.
- 120.5 — Damage dealt to a creature, planeswalker, or battle doesn’t destroy it. Likewise, the source of that damage doesn’t dest…
- 120.6 — Damage marked on a creature remains until the cleanup step, even if that permanent stops being a creature. If the total…
- 120.7 — The source of damage is the object that dealt it. If an effect requires a player to choose a source of damage, they may…
- 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…
- 120.9 — If an ability triggers on damage being dealt by a specific source or sources, and the effect refers to the “damage dealt…
- 120.10 — Some triggered abilities check whether a permanent has been dealt excess damage. These abilities check after the permane…
- 121.1 — A player draws a card by putting the top card of their library into their hand. This is done as a turn-based action duri…
- 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…
- 121.2a — An instruction to draw multiple cards can be modified by replacement effects that refer to the number of cards drawn. Th…
- 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.…
- 121.2c — If more than one player is instructed to draw cards, the active player performs all of their draws first, then each othe…
- 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-H…
- 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…
- 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…
- 121.4 — A player who attempts to draw a card from a library with no cards in it loses the game the next time a player would rece…
- 121.5 — If an effect moves cards from a player’s library to that player’s hand without using the word “draw,” the player has not…
- 121.6 — Some effects replace card draws.
- 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 affecte…
- 121.6b — If an effect replaces a draw within a sequence of card draws, the replacement effect is completed before resuming the se…
- 121.6c — Some effects perform additional actions on a card after it’s drawn. If the draw is replaced, the additional action is no…
- 121.7 — Some replacement effects and prevention effects result in one or more card draws. In such a case, if there are any parts…
- 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 unti…
- 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…
- 122.1 — A counter is a marker placed on an object or player that modifies its characteristics and/or interacts with a rule, abil…
- 122.1a — A +X/+Y counter on a creature or on a creature card in a zone other than the battlefield, where X and Y are numbers, add…
- 122.1b — A keyword counter on a permanent or on a card in a zone other than the battlefield causes that object to gain that keywo…
- 122.1c — One or more shield counters on a permanent create a single replacement effect and a single prevention effect that protec…
- 122.1d — One or more stun counters on a permanent create a single replacement effect that stops the permanent from untapping. Tha…
- 122.1e — The number of loyalty counters on a planeswalker on the battlefield indicates how much loyalty it has. A planeswalker wi…
- 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…
- 122.1g — The number of defense counters on a battle on the battlefield indicates how much defense it has. A battle with 0 defense…
- 122.1h — One or more finality counters on a permanent create a single replacement effect that stops the permanent from going to t…
- 122.1i — One or more rad counters on a player cause a triggered ability to trigger at the beginning of that player’s precombat ma…
- 122.2 — Counters on an object are not retained if that object moves from one zone to another. The counters are not “removed”; th…
- 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…
- 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 coun…
- 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…
- 122.6 — Some spells and abilities refer to counters being put on an object. This refers to putting counters on that object while…
- 122.6a — If an object enters the battlefield with counters on it, the effect causing the object to be given counters may specify…
- 122.7 — An ability that triggers “When/Whenever the Nth [kind] counter” is put on an object triggers when one or more counters o…
- 122.8 — If a triggered ability instructs a player to put one object’s counters on another object and that ability’s trigger cond…
- 123.1 — A sticker is a marker placed on an object that modifies its characteristics and/or interacts with a rule, ability, or ef…
- 123.2 — Stickers are found in boosters of the Unfinity expansion on numbered inserts. Each insert has a predetermined combinatio…
- 123.2a — In constructed play, a player who chooses to play with stickers must start the game with at least ten sticker sheets sel…
- 123.2b — In limited play, each player chooses up to three sticker sheets from among those in the sealed products they opened and…
- 123.2c — Each player has access to only the stickers on the chosen sheets during the game, and those sticker sheets remain reveal…
- 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 an…
- 123.3a — Each sticker a player has access to is discrete and is distinct from each other sticker they have access to. Two sticker…
- 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…
- 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 st…
- 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 pai…
- 123.4 — Some rules and effects refer to a “stickered” object. An object is “stickered” if it currently has any kind of sticker o…
- 123.5 — Stickers on an object are not retained as that object moves to a hidden zone. Stickers are retained as that object moves…
- 123.5a — If one or more cards with stickers on them enter the battlefield as part of a melded permanent, all of those stickers ar…
- 123.5b — If an object with a sticker on it becomes a component of a merged permanent on the battlefield, that sticker is on that…
- 123.5c — If a melded or merged permanent with one or more stickers on it moves from the battlefield to another public zone, only…
- 123.6 — A name sticker consists only of one or more words. A name sticker on a permanent or on a card in a zone other than the b…
- 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…
- 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…
- 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 rul…
- 123.6d — Some effects refer to the number of one or more specific letters on a name sticker. A lowercase letter and its uppercase…
- 123.6e — Some effects refer to the number of “unique vowels” on a name sticker. These count the number of different vowels that a…
- 123.7 — An ability sticker is a sticker with one or more abilities printed on it. An ability sticker on a permanent or on a card…
- 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 i…
- 123.8 — A power and toughness sticker is a sticker that has two numbers and a slash printed on it, resembling the power and toug…
- 123.8a — An effect that refers to the power and/or toughness of a sticker refers only to the printed power and/or toughness value…
- 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 c…