300. Card Types
163 rules in this chapter
- 300.1 — The card types are artifact, battle, conspiracy, creature, dungeon, enchantment, instant, kindred, land, phenomenon, pla…
- 300.2 — Some objects have more than one card type (for example, an artifact creature). Such objects combine the aspects of each…
- 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’…
- 300.2b — Each kindred card has another card type. Casting and resolving a kindred card follow the rules for casting and resolving…
- 301.1 — A player who has priority may cast an artifact card from their hand during a main phase of their turn when the stack is…
- 301.2 — When an artifact spell resolves, its controller puts it onto the battlefield under their control.
- 301.3 — Artifact subtypes are always a single word and are listed after a long dash: “Artifact — Equipment.” Artifact subtypes a…
- 301.4 — Artifacts have no characteristics specific to their card type. Most artifacts have no colored mana symbols in their mana…
- 301.5 — Some artifacts have the subtype “Equipment.” An Equipment can be attached to a creature. It can’t legally be attached to…
- 301.5a — The creature an Equipment is attached to is called the “equipped creature.” The Equipment is attached to, or “equips,” t…
- 301.5b — Equipment spells are cast like other artifact spells. Equipment enter the battlefield like other artifacts. They don’t e…
- 301.5c — An Equipment that’s also a creature can’t equip a creature unless that Equipment has reconfigure (see rule 702.151, “Rec…
- 301.5d — An Equipment’s controller is separate from the equipped creature’s controller; the two need not be the same. Changing co…
- 301.5e — If an effect attempts to put an Equipment that isn’t also an Aura (see rule 303.4i) onto the battlefield attached to eit…
- 301.5f — An ability of a permanent that refers to the “equipped creature” refers to whatever creature that permanent is attached…
- 301.6 — Some artifacts have the subtype “Fortification.” A Fortification can be attached to a land. It can’t legally be attached…
- 301.7 — Some artifacts have the subtype “Vehicle.” Most Vehicles have a crew ability which allows them to become artifact creatu…
- 301.7a — Each Vehicle has a printed power and toughness, but it has these characteristics only if it’s also a creature. See rule…
- 301.7b — If a Vehicle becomes a creature, it immediately has its printed power and toughness. Other effects, including the effect…
- 302.1 — A player who has priority may cast a creature card from their hand during a main phase of their turn when the stack is e…
- 302.2 — When a creature spell resolves, its controller puts it onto the battlefield under their control.
- 302.3 — Creature subtypes are usually a single word long and are listed after a long dash: “Creature — Human Soldier,” “Artifact…
- 302.4 — Power and toughness are characteristics only creatures have.
- 302.4a — A creature’s power is the amount of damage it deals in combat.
- 302.4b — A creature’s toughness is the amount of damage needed to destroy it.
- 302.4c — To determine a creature’s power and toughness, start with the numbers printed in its lower right corner, then apply any…
- 302.5 — Creatures can attack and block. (See rule 508, “Declare Attackers Step,” and rule 509, “Declare Blockers Step.”)
- 302.6 — A creature’s activated ability with the tap symbol or the untap symbol in its activation cost can’t be activated unless…
- 302.7 — Damage dealt to a creature by a source with neither wither nor infect is marked on that creature (see rule 120.3). If th…
- 303.1 — A player who has priority may cast an enchantment card from their hand during a main phase of their turn when the stack…
- 303.2 — When an enchantment spell resolves, its controller puts it onto the battlefield under their control.
- 303.3 — Enchantment subtypes are always a single word and are listed after a long dash: “Enchantment — Shrine.” Each word after…
- 303.4 — Some enchantments have the subtype “Aura.” An Aura enters the battlefield attached to an object or player. What an Aura…
- 303.4a — An Aura spell requires a target, which is defined by its enchant ability.
- 303.4b — The object or player an Aura is attached to is called enchanted. The Aura is attached to, or “enchants,” that object or…
- 303.4c — If an Aura is enchanting an illegal object or player as defined by its enchant ability and other applicable effects, the…
- 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…
- 303.4e — An Aura’s controller is separate from the enchanted object’s controller or the enchanted player; the two need not be the…
- 303.4f — If an Aura is entering the battlefield under a player’s control by any means other than by resolving as an Aura spell, a…
- 303.4g — If an Aura is entering the battlefield and there is no legal object or player for it to enchant, the Aura remains in its…
- 303.4h — If an effect attempts to put a permanent that isn’t an Aura, Equipment, or Fortification onto the battlefield attached t…
- 303.4i — If an effect attempts to put an Aura onto the battlefield attached to either an object or player it can’t legally enchan…
- 303.4j — If an effect attempts to attach an Aura on the battlefield to an object or player it can’t legally enchant, the Aura doe…
- 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…
- 303.4m — An ability of a permanent that refers to the “enchanted [object or player]” refers to whatever object or player that per…
- 303.5 — Some enchantments have the subtype “Saga.” See rule 714 for more information about Saga cards.
- 303.6 — Some enchantments have the subtype “Class.” See rule 716 for more information about Class cards.
- 303.7 — Some Aura enchantments also have the subtype “Role.”
- 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 w…
- 304.1 — A player who has priority may cast an instant card from their hand. Casting an instant as a spell uses the stack. (See r…
- 304.2 — When an instant spell resolves, the actions stated in its rules text are followed. Then it’s put into its owner’s gravey…
- 304.3 — Instant subtypes are always a single word and are listed after a long dash: “Instant — Arcane.” Each word after the dash…
- 304.4 — Instants can’t enter the battlefield. If an instant would enter the battlefield, it remains in its previous zone instead…
- 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 on…
- 305.1 — A player who has priority may play a land card from their hand during a main phase of their turn when the stack is empty…
- 305.2 — A player can normally play one land during their turn; however, continuous effects may increase this number.
- 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…
- 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 tha…
- 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…
- 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…
- 305.5 — Land subtypes are always a single word and are listed after a long dash. Land subtypes are also called land types. Lands…
- 305.6 — The basic land types are Plains, Island, Swamp, Mountain, and Forest. If an object uses the words “basic land type,” it’…
- 305.7 — If an effect sets a land’s subtype to one or more of the basic land types, the land no longer has its old land type. It…
- 305.8 — Any land with the supertype “basic” is a basic land. Any land that doesn’t have this supertype is a nonbasic land, even…
- 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.
- 306.1 — A player who has priority may cast a planeswalker card from their hand during a main phase of their turn when the stack…
- 306.2 — When a planeswalker spell resolves, its controller puts it onto the battlefield under their control.
- 306.3 — Planeswalker subtypes are always a single word and are listed after a long dash: “Planeswalker — Jace.” Each word after…
- 306.4 — Previously, planeswalkers were subject to a “planeswalker uniqueness rule” that stopped a player from controlling two pl…
- 306.5 — Loyalty is a characteristic only planeswalkers have.
- 306.5a — The loyalty of a planeswalker card not on the battlefield is equal to the number printed in its lower right corner.
- 306.5b — A planeswalker has the intrinsic ability “This permanent enters with a number of loyalty counters on it equal to its pri…
- 306.5c — The loyalty of a planeswalker on the battlefield is equal to the number of loyalty counters on it.
- 306.5d — Each planeswalker has a number of loyalty abilities, which are activated abilities with loyalty symbols in their costs.…
- 306.6 — Planeswalkers can be attacked. (See rule 508, “Declare Attackers Step.”)
- 306.7 — Previously, planeswalkers were subject to a redirection effect that allowed a player to have noncombat damage that would…
- 306.8 — Damage dealt to a planeswalker results in that many loyalty counters being removed from it.
- 306.9 — If a planeswalker’s loyalty is 0, it’s put into its owner’s graveyard. (This is a state-based action. See rule 704.)
- 307.1 — A player who has priority may cast a sorcery card from their hand during a main phase of their turn when the stack is em…
- 307.2 — When a sorcery spell resolves, the actions stated in its rules text are followed. Then it’s put into its owner’s graveya…
- 307.3 — Sorcery subtypes are always a single word and are listed after a long dash: “Sorcery — Arcane.” Each word after the dash…
- 307.4 — Sorceries can’t enter the battlefield. If a sorcery would enter the battlefield, it remains in its previous zone instead…
- 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…
- 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 on…
- 308.1 — Each kindred card has another card type. Casting and resolving a kindred card follows the rules for casting and resolvin…
- 308.2 — Kindred subtypes are usually a single word long and are listed after a long dash: “Kindred Enchantment — Merfolk.” The s…
- 308.3 — Some older kindred cards were printed with the “tribal” card type. Cards printed with that type have received errata in…
- 309.1 — Dungeon is a card type seen only on nontraditional Magic cards.
- 309.2 — Dungeon cards begin outside the game. Dungeon cards aren’t part of a player’s deck or sideboard. They are brought into t…
- 309.2a — If a player ventures into the dungeon while they don’t own a dungeon card in the command zone, they choose a dungeon car…
- 309.2b — A dungeon card that’s brought into the game is put into the command zone until it leaves the game.
- 309.2c — Dungeon cards are not permanents. They can’t be cast. Dungeon cards can’t leave the command zone except as they leave th…
- 309.2d — If an effect other than a venture into the dungeon keyword action would bring a dungeon card into the game from outside…
- 309.3 — A player can own only one dungeon card in the command zone at a time, and they can’t bring a dungeon card into 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 t…
- 309.4a — As a player puts a dungeon they own into the command zone, they put their venture marker on the topmost room.
- 309.4b — Each room has a name. These names are considered flavor text and do not affect game play.
- 309.4c — Each room has a triggered ability called a room ability whose effect is printed on the card. They all have the same trig…
- 309.5 — The venture into the dungeon keyword action allows players to move their venture marker down the rooms of a dungeon card…
- 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 o…
- 309.5b — If a player ventures into the dungeon while they own a dungeon card in the command zone and their venture marker is on t…
- 309.6 — If a player’s venture marker is on the bottommost room of a dungeon card, and that dungeon card isn’t the source of a ro…
- 309.7 — A player completes a dungeon as that dungeon card is removed from the game.
- 310.1 — A player who has priority may cast a battle card from their hand during a main phase of their turn when the stack is emp…
- 310.2 — When a battle spell resolves, its controller puts it onto the battlefield under their control.
- 310.3 — Battle subtypes are always a single word and are listed after a long dash: “Battle — Siege.” Battle subtypes are also ca…
- 310.4 — Defense is a characteristic that battles have.
- 310.4a — The defense of a battle card not on the battlefield is equal to the number printed in its lower right corner.
- 310.4b — A battle has the intrinsic ability “This permanent enters with a number of defense counters on it equal to its printed d…
- 310.4c — The defense of a battle on the battlefield is equal to the number of defense counters on it.
- 310.5 — Battles can be attacked. (See rule 508, “Declare Attackers Step.”)
- 310.6 — Damage dealt to a battle results in that many defense counters being removed from it.
- 310.7 — If a battle’s defense is 0 and it isn’t the source of an ability which has triggered but not yet left the stack, it’s pu…
- 310.8 — Each battle has a player designated as its protector.
- 310.8a — As a battle enters the battlefield, its controller chooses a player to be its protector. Which players may be chosen as…
- 310.8b — A battle’s protector can never attack it. A battle can be attacked by any attacking player for whom its protector is a d…
- 310.8c — A battle’s protector may block creatures attacking that battle with creatures they control. Creatures controlled by othe…
- 310.8d — If a battle’s protector is a different player than its controller, all rules and effects that refer to the “defending pl…
- 310.8e — If a rule or effect refers to the player who protects a battle, it means the player who is that battle’s protector.
- 310.8f — A battle can have only one protector at a time. A battle’s protector stops being its protector if another player becomes…
- 310.8g — A battle’s protector doesn’t change if it stops being a battle or it becomes a copy of another battle.
- 310.9 — A battle can’t be attached to players or permanents, even if it is also an Aura, Equipment, or Fortification. If a battl…
- 310.10 — If a battle that isn’t being attacked has no player designated as its protector, or its protector is a player who can’t…
- 310.11 — All currently existing battles have the subtype Siege. Sieges are subject to special rules.
- 310.11a — As a Siege enters the battlefield, its controller must choose its protector from among their opponents. Only an opponent…
- 310.11b — Sieges have the intrinsic ability “When the last defense counter is removed from this permanent, exile it, then you may…
- 311.1 — Plane is a card type seen only on nontraditional Magic cards. Only the Planechase casual variant uses plane cards. See r…
- 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 f…
- 311.3 — Plane subtypes are listed after a long dash, and may be multiple words: “Plane — Serra’s Realm.” All words after the das…
- 311.4 — A plane card may have any number of static, triggered, and/or activated abilities. As long as a plane card is face up in…
- 311.5 — The controller of a face-up plane card is the player designated as the planar controller. Normally, the planar controlle…
- 311.6 — A face-up plane card that’s turned face down becomes a new object.
- 311.7 — Each plane card has a triggered ability that triggers “Whenever chaos ensues.” These are called chaos abilities. Each on…
- 312.1 — Phenomenon is a card type seen only on nontraditional Magic cards. Only the Planechase casual variant uses phenomenon ca…
- 312.2 — Phenomenon cards remain in the command zone throughout the game, both while they’re part of a planar deck and while they…
- 312.3 — Phenomenon cards have no subtypes.
- 312.4 — The controller of a face-up phenomenon card is the player designated as the planar controller. Normally, the planar cont…
- 312.5 — Each phenomenon card has a triggered ability that triggers when you encounter it. “When you encounter [this phenomenon]”…
- 312.6 — A face-up phenomenon card that’s turned face down becomes a new object.
- 312.7 — If a phenomenon card is face up in the command zone, and it isn’t the source of a triggered ability that has triggered b…
- 313.1 — Vanguard is a card type seen only on nontraditional Magic cards. Only the Vanguard casual variant uses vanguard cards. S…
- 313.2 — Vanguard cards remain in the command zone throughout the game. They’re not permanents. They can’t be cast. If a vanguard…
- 313.3 — Vanguard cards have no subtypes.
- 313.4 — A vanguard card may have any number of static, triggered, and/or activated abilities. As long as a vanguard card is in t…
- 313.5 — The owner of a vanguard card is the player who started the game with it in the command zone. The controller of a face-up…
- 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 num…
- 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 nu…
- 314.1 — Scheme is a card type seen only on nontraditional Magic cards. Only the Archenemy casual variant uses scheme cards. See…
- 314.2 — Scheme cards remain in the command zone throughout the game, both while they’re part of a scheme deck and while they’re…
- 314.3 — Scheme cards have no subtypes.
- 314.4 — A scheme card may have any number of static, triggered, and/or activated abilities. As long as a scheme card is face up…
- 314.5 — The owner of a scheme card is the player who started the game with it in the command zone. The controller of a face-up s…
- 314.6 — If a non-ongoing scheme card is face up in the command zone, and no triggered abilities of any scheme are on the stack o…
- 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…
- 315.1 — Conspiracy cards are used only in limited play, particularly in the Conspiracy Draft variant (see rule 905). Conspiracy…
- 315.2 — At the start of a game, before decks are shuffled, each player may put any number of conspiracy cards from their sideboa…
- 315.3 — Conspiracy cards remain in the command zone throughout the game. They’re not permanents. They can’t be cast or included…
- 315.4 — Conspiracy cards have no subtypes.
- 315.5 — Conspiracy cards may have any number of static or triggered abilities. As long as a conspiracy card is face up in the co…
- 315.5a — Abilities of conspiracy cards may affect the start-of-game procedure.
- 315.5b — Face-down conspiracy cards have no characteristics.
- 315.6 — The owner of a conspiracy card is the player who put it into the command zone at the start of the game. The controller o…
- 315.7 — At any time, you may look at a face-down conspiracy card you control. You can’t look at face-down conspiracy cards contr…