700. Additional Rules
1401 rules in this chapter
- 700.1 — Anything that happens in a game is an event. Multiple events may take place during the resolution of a spell or ability.…
- 700.2 — A spell or ability is modal if it has two or more options in a bulleted list preceded by instructions for a player to ch…
- 700.2a — The controller of a modal spell or activated ability chooses the mode(s) as part of casting that spell or activating tha…
- 700.2b — The controller of a modal triggered ability chooses the mode(s) as part of putting that ability on the stack. If one of…
- 700.2c — If a spell or ability targets one or more targets only if a particular mode is chosen for it, its controller will need t…
- 700.2d — If a player is allowed to choose more than one mode for a modal spell or ability, that player normally can’t choose the…
- 700.2e — Some spells and abilities specify that a player other than their controller chooses a mode for it. In that case, the oth…
- 700.2f — Modal spells and abilities may have different targeting requirements for each mode. Changing a spell or ability’s target…
- 700.2g — A copy of a modal spell or ability copies the mode(s) chosen for it. The controller of the copy can’t choose a different…
- 700.2h — Some modal spells use plus signs (+) rather than bullet points, with each plus sign followed by a cost. This indicates t…
- 700.2i — Some modal spells have one or more pawprint symbols ({P}) rather than bullet points, as well as an instruction to choose…
- 700.3 — Some effects cause objects to be temporarily grouped into piles.
- 700.3a — Each of the affected objects must be put into exactly one of those piles, unless the effect specifies otherwise.
- 700.3b — Each object in a pile is still an individual object. The pile is not an object.
- 700.3c — Objects grouped into piles don’t leave the zone they’re currently in. If cards in a graveyard are split into piles, the…
- 700.3d — A pile can contain zero or more objects.
- 700.4 — The term dies means “is put into a graveyard from the battlefield.”
- 700.5 — A player’s devotion to [color] is equal to the number of mana symbols of that color among the mana costs of permanents t…
- 700.5a — A player’s devotion to each color and combination of colors, taking into account any effects that modify devotion, is ca…
- 700.6 — The term historic refers to an object that has the legendary supertype, the artifact card type, or the Saga subtype.
- 700.7 — If an ability uses a phrase such as “this [something]” to identify an object, where [something] is a characteristic, it…
- 700.8 — Some cards refer to a player’s party. A player’s party consists of up to one Cleric creature that player controls, up to…
- 700.8a — If a spell, ability, or effect needs to determine the number of creatures in a player’s party, the calculation of that n…
- 700.8b — If a creature has multiple creature types for which it could be the party member, it is counted as the party member for…
- 700.8c — A player has a full party if there are four creatures in that player’s party.
- 700.8d — One card, Stick Together, instructs players to choose a party from among creatures they control. To do so, for each of t…
- 700.9 — Some cards refer to modified permanents. A permanent is modified if it has one or more counters on it (see rule 122), if…
- 700.10 — Some cards refer to a permanent “that was activated this turn.” This means that the permanent was the source of an abili…
- 700.11 — Some cards refer to whether a player has “descended this turn.” This means that a permanent card has been put into that…
- 700.12 — The term outlaw refers to an object that has the Assassin, Mercenary, Pirate, Rogue, and/or Warlock creature types.
- 700.12a — Some cards refer to outlaws that a player controls. Only outlaw permanents are considered for these effects unless other…
- 700.13 — Some cards refer to committing a crime. A player commits a crime as that player casts a spell, activates an ability, or…
- 700.14 — Some abilities trigger “Whenever you expend N.” A player expends N if they pay a cost to cast a spell and the amount of…
- 700.15 — The term enter[s] is short for “enter[s] the battlefield.”
- 701.1 — Most actions described in a card’s rules text use the standard English definitions of the verbs within, but some special…
- 701.2 — Activate
- 701.2a — To activate an activated ability is to put it onto the stack and pay its costs, so that it will eventually resolve and h…
- 701.3 — Attach
- 701.3a — To attach an Aura, Equipment, or Fortification to an object or player means to take it from where it currently is and pu…
- 701.3b — If an effect tries to attach an Aura, Equipment, or Fortification to an object or player it can’t be attached to, the Au…
- 701.3c — Attaching an Aura, Equipment, or Fortification on the battlefield to a different object or player causes the Aura, Equip…
- 701.3d — To “unattach” an Equipment from a creature means to move it away from that creature so the Equipment is on the battlefie…
- 701.4 — Cast
- 701.4a — To cast a spell is to take it from the zone it’s in (usually the hand), put it on the stack, and pay its costs, so that…
- 701.4b — To cast a card is to cast it as a spell.
- 701.5 — Counter
- 701.5a — To counter a spell or ability means to cancel it, removing it from the stack. It doesn’t resolve and none of its effects…
- 701.5b — The player who cast a countered spell or activated a countered ability doesn’t get a “refund” of any costs that were pai…
- 701.6 — Create
- 701.6a — To create one or more tokens with certain characteristics, put the specified number of tokens with the specified charact…
- 701.6b — If a replacement effect applies to a token being created, that effect applies before considering any continuous effects…
- 701.6c — Previously, an effect that created tokens instructed a player to “put [those tokens] onto the battlefield.” Cards that w…
- 701.7 — Destroy
- 701.7a — To destroy a permanent, move it from the battlefield to its owner’s graveyard.
- 701.7b — The only ways a permanent can be destroyed are as a result of an effect that uses the word “destroy” or as a result of t…
- 701.7c — A regeneration effect replaces a destruction event. See rule 701.15, “Regenerate.”
- 701.8 — Discard
- 701.8a — To discard a card, move it from its owner’s hand to that player’s graveyard.
- 701.8b — By default, effects that cause a player to discard a card allow the affected player to choose which card to discard. Som…
- 701.8c — If a card is discarded, but an effect causes it to be put into a hidden zone instead of into its owner’s graveyard witho…
- 701.9 — Double
- 701.9a — Doubling a creature’s power and/or toughness creates a continuous effect. This effect modifies that creature’s power and…
- 701.9b — To double a creature’s power, that creature gets +X/+0, where X is that creature’s power as the spell or ability that do…
- 701.9c — If a creature’s power is less than 0 when it’s doubled, doubling that creature’s power instead means that the creature g…
- 701.9d — To double a player’s life total, the player gains or loses an amount of life such that their new life total is twice its…
- 701.9e — To double the number of a kind of counters on a player or permanent, give that player or permanent as many of those coun…
- 701.9f — To double the amount of a type of mana in a player’s mana pool, that player adds an amount of mana of that type equal to…
- 701.9g — To double an amount of damage a source would deal, that source instead deals twice that much damage. This is a replaceme…
- 701.10 — Exchange
- 701.10a — A spell or ability may instruct players to exchange something (for example, life totals or control of two permanents) as…
- 701.10b — When control of two permanents is exchanged, if those permanents are controlled by different players, each of those play…
- 701.10c — When life totals are exchanged, each player gains or loses the amount of life necessary to equal the other player’s prev…
- 701.10d — Some spells or abilities may instruct a player to exchange cards in one zone with cards in a different zone (for example…
- 701.10e — If a card in one zone is exchanged with a card in a different zone, and either of them is attached to an object, that ca…
- 701.10f — If a spell or ability instructs a player to simply exchange two zones, and one of the zones is empty, the cards in the z…
- 701.10g — A spell or ability may instruct a player to exchange two numerical values. In such an exchange, each value becomes equal…
- 701.10h — One card (Exchange of Words) instructs a player to exchange the text boxes of two creatures. This creates a text-changin…
- 701.11 — Exile
- 701.11a — To exile an object, move it to the exile zone from wherever it is. See rule 406, “Exile.”
- 701.12 — Fight
- 701.12a — A spell or ability may instruct a creature to fight another creature or it may instruct two creatures to fight each othe…
- 701.12b — If one or both creatures instructed to fight are no longer on the battlefield or are no longer creatures, neither of the…
- 701.12c — If a creature fights itself, it deals damage to itself equal to twice its power.
- 701.12d — The damage dealt when a creature fights isn’t combat damage.
- 701.13 — Mill
- 701.13a — For a player to mill a number of cards, that player puts that many cards from the top of their library into their gravey…
- 701.13b — A player can’t mill a number of cards greater than the number of cards in their library. If given the choice to do so, t…
- 701.13c — An effect that refers to a milled card can find that card in the zone it moved to from the library, as long as that zone…
- 701.13d — If an ability checks information about a single milled card but more than one card was milled, that ability refers to ea…
- 701.14 — Play
- 701.14a — To play a land means to put it onto the battlefield from the zone it’s in (usually the hand). A player may play a land i…
- 701.14b — To play a card means to play that card as a land or to cast that card as a spell, whichever is appropriate.
- 701.14c — Some effects instruct a player to “play” with a certain aspect of the game changed, such as “Play with the top card of y…
- 701.14d — Previously, the action of casting a spell, or casting a card as a spell, was referred to on cards as “playing” that spel…
- 701.14e — Previously, the action of using an activated ability was referred to on cards as “playing” that ability. Cards that were…
- 701.15 — Regenerate
- 701.15a — If the effect of a resolving spell or ability regenerates a permanent, it creates a replacement effect that protects the…
- 701.15b — If the effect of a static ability regenerates a permanent, it replaces destruction with an alternate effect each time th…
- 701.15c — Neither activating an ability that creates a regeneration shield nor casting a spell that creates a regeneration shield…
- 701.16 — Reveal
- 701.16a — To reveal a card, show that card to all players for a brief time. If an effect causes a card to be revealed, it remains…
- 701.16b — Revealing a card doesn’t cause it to leave the zone it’s in.
- 701.16c — A card that is currently revealed may be revealed again.
- 701.16d — If cards in a player’s library are shuffled or otherwise reordered, any revealed cards that are reordered stop being rev…
- 701.16e — Some effects instruct a player to look at one or more cards. Looking at a card follows the same rules as revealing a car…
- 701.17 — Sacrifice
- 701.17a — To sacrifice a permanent, its controller moves it from the battlefield directly to its owner’s graveyard. A player can’t…
- 701.18 — Scry
- 701.18a — To “scry N” means to look at the top N cards of your library, then put any number of them on the bottom of your library…
- 701.18b — If a player is instructed to scry 0, no scry event occurs. Abilities that trigger whenever a player scries won’t trigger…
- 701.18c — If multiple players scry at once, each of those players looks at the top cards of their library at the same time. Those…
- 701.18d — An ability that triggers whenever a player scries triggers after the process described in rule 701.18a is complete, even…
- 701.19 — Search
- 701.19a — To search for a card in a zone, look at all cards in that zone (even if it’s a hidden zone) and find a card that matches…
- 701.19b — If a player is searching a hidden zone for cards with a stated quality, such as a card with a certain card type or color…
- 701.19c — If a player is instructed to search a hidden zone for cards that match an undefined quality, that player may still searc…
- 701.19d — If a player is searching a hidden zone simply for a quantity of cards, such as “a card” or “three cards,” that player mu…
- 701.19e — If the effect that contains the search instruction doesn’t also contain instructions to reveal the found card(s), then t…
- 701.19f — If searching a zone is replaced with searching a portion of that zone, any other instructions that refer to searching th…
- 701.19g — If an effect offers a player a choice to search a zone and take additional actions with the cards found, that player may…
- 701.19h — An effect may instruct a player to search a library for one or more cards more than once before instructing a player to…
- 701.19i — If multiple players search at once, each of those players looks at the appropriate cards at the same time, then those pl…
- 701.19j — If an effect instructs a player to search outside the game for a card, that player may choose an appropriate card they o…
- 701.20 — Shuffle
- 701.20a — To shuffle a library or a face-down pile of cards, randomize the cards within it so that no player knows their order.
- 701.20b — Some effects cause a player to search a library for a card or cards, shuffle that library, then put some or all of the f…
- 701.20c — If an effect would cause a player to shuffle one or more specific objects into a library, that library is shuffled even…
- 701.20d — If an effect would cause a player to shuffle a set of objects into a library, that library is shuffled even if there are…
- 701.20e — If an effect causes a player to shuffle a library containing zero or one cards, abilities that trigger when a library is…
- 701.20f — If two or more effects cause a library to be shuffled multiple times simultaneously, abilities that trigger when that li…
- 701.20g — If an effect would cause a player to shuffle a library at the same time that an object would be put into a certain posit…
- 701.21 — Tap and Untap
- 701.21a — To tap a permanent, turn it sideways from an upright position. Only untapped permanents can be tapped.
- 701.21b — To untap a permanent, rotate it back to the upright position from a sideways position. Only tapped permanents can be unt…
- 701.22 — Fateseal
- 701.22a — To “fateseal N” means to look at the top N cards of an opponent’s library, then put any number of them on the bottom of…
- 701.23 — Clash
- 701.23a — To clash, a player reveals the top card of their library. That player may then put that card on the bottom of their libr…
- 701.23b — “Clash with an opponent” means “Choose an opponent. You and that opponent each clash.”
- 701.23c — Each clashing player reveals the top card of their library at the same time. Then those players decide in APNAP order (s…
- 701.23d — A player wins a clash if that player revealed a card with a higher mana value than all other cards revealed in that clas…
- 701.24 — Planeswalk
- 701.24a — A player may planeswalk only during a Planechase game. Only the planar controller may planeswalk. See rule 901, “Planech…
- 701.24b — To planeswalk is to put each face-up plane card and phenomenon card on the bottom of its owner’s planar deck face down,…
- 701.24c — A player may planeswalk as the result of the “planeswalking ability” (see rule 901.8), because the owner of a face-up pl…
- 701.24d — The plane card that’s turned face up is the plane the player planeswalks to. The plane card that’s turned face down or t…
- 701.25 — Set in Motion
- 701.25a — Only a scheme card may be set in motion, and only during an Archenemy game. Only the archenemy may set a scheme card in…
- 701.25b — To set a scheme in motion, move it off the top of your scheme deck if it’s on top of your scheme deck and turn it face u…
- 701.25c — Schemes may only be set in motion one at a time. If a player is instructed to set multiple schemes in motion, that playe…
- 701.26 — Abandon
- 701.26a — Only a face-up ongoing scheme card may be abandoned, and only during an Archenemy game. See rule 314, “Schemes,” and rul…
- 701.26b — To abandon a scheme, turn it face down and put it on the bottom of its owner’s scheme deck.
- 701.27 — Proliferate
- 701.27a — To proliferate means to choose any number of permanents and/or players that have a counter, then give each one additiona…
- 701.27b — In a Two-Headed Giant game, poison counters are shared by the team. If more than one player on a team is chosen this way…
- 701.28 — Transform
- 701.28a — To transform a permanent, turn it over so that its other face is up. Only transforming tokens and permanents represented…
- 701.28b — Although transforming a permanent uses the same physical action as turning a permanent face up or face down, they are di…
- 701.28c — If a spell or ability instructs a player to transform a permanent that isn’t represented by a transforming token or a tr…
- 701.28d — If a spell or ability instructs a player to transform a permanent, and the face that permanent would transform into is r…
- 701.28e — Some triggered abilities trigger when an object “transforms into” an object with a specified characteristic. Such an abi…
- 701.28f — If an activated or triggered ability of a permanent that isn’t a delayed triggered ability of that permanent tries to tr…
- 701.28g — Some spells and abilities refer to a “transformed permanent.” This phrase refers to a permanent on the battlefield with…
- 701.29 — Detain
- 701.29a — Certain spells and abilities can detain a permanent. Until the next turn of the controller of that spell or ability, tha…
- 701.30 — Populate
- 701.30a — To populate means to choose a creature token you control and create a token that’s a copy of that creature token.
- 701.30b — If you control no creature tokens when instructed to populate, you won’t create a token.
- 701.31 — Monstrosity
- 701.31a — “Monstrosity N” means “If this permanent isn’t monstrous, put N +1/+1 counters on it and it becomes monstrous.”
- 701.31b — Monstrous is a designation that has no rules meaning other than to act as a marker that the monstrosity action and other…
- 701.31c — If a permanent’s ability instructs a player to “monstrosity X,” other abilities of that permanent may also refer to X. T…
- 701.32 — Vote
- 701.32a — Some spells and abilities instruct players to vote for one choice from a list of options to determine some aspect of the…
- 701.32b — The listed choices may be objects, words with no rules meaning that are each connected to a different effect, or other v…
- 701.32c — If the text of a spell or ability refers to “voting,” it refers only to an actual vote, not to any spell or ability that…
- 701.32d — If an effect gives a player multiple votes, those votes all happen at the same time the player would otherwise have vote…
- 701.33 — Bolster
- 701.33a — “Bolster N” means “Choose a creature you control with the least toughness or tied for least toughness among creatures yo…
- 701.34 — Manifest
- 701.34a — To manifest a card, turn it face down. It becomes a 2/2 face-down creature card with no text, no name, no subtypes, and…
- 701.34b — Any time you have priority, you may turn a manifested permanent you control face up. This is a special action that doesn…
- 701.34c — If a card with morph is manifested, its controller may turn that card face up using either the procedure described in ru…
- 701.34d — If a card with disguise is manifested, its controller may turn that card face up using either the procedure described in…
- 701.34e — If an effect instructs a player to manifest multiple cards from their library, those cards are manifested one at a time.
- 701.34f — If an effect instructs a player to manifest a card and a rule or effect prohibits the face-down object from entering the…
- 701.34g — If a manifested permanent that’s represented by an instant or sorcery card would turn face up, its controller reveals it…
- 701.34h — See rule 708, “Face-Down Spells and Permanents,” for more information.
- 701.35 — Support
- 701.35a — “Support N” on a permanent means “Put a +1/+1 counter on each of up to N other target creatures.” “Support N” on an inst…
- 701.36 — Investigate
- 701.36a — “Investigate” means “Create a Clue token.” See rule 111.10f.
- 701.37 — Meld
- 701.37a — Meld is a keyword action that appears in an ability on one card in a meld pair. To meld the two cards in a meld pair, pu…
- 701.37b — Only two cards belonging to the same meld pair can be melded. Tokens, cards that aren’t meld cards, or meld cards that d…
- 701.37c — If an effect instructs a player to meld objects that can’t be melded, they stay in their current zone.
- 701.38 — Goad
- 701.38a — Certain spells and abilities can goad a creature. Until the next turn of the controller of that spell or ability, that c…
- 701.38b — Goaded is a designation a permanent can have. A goaded creature attacks each combat if able and attacks a player other t…
- 701.38c — A creature can be goaded by multiple players. Doing so creates additional combat requirements.
- 701.38d — Once a player has goaded a creature, the same player goading it again has no effect. Doing so doesn’t create additional…
- 701.39 — Exert
- 701.39a — To exert a permanent, you choose to have it not untap during your next untap step.
- 701.39b — A permanent can be exerted even if it’s not tapped or has already been exerted in a turn. If you exert a permanent more…
- 701.39c — An object that isn’t on the battlefield can’t be exerted.
- 701.39d — “You may exert [this creature] as it attacks” is an optional cost to attack (see rule 508.1g). Some objects with this st…
- 701.40 — Explore
- 701.40a — Certain abilities instruct a permanent to explore. To do so, that permanent’s controller reveals the top card of their l…
- 701.40b — A permanent “explores” after the process described in rule 701.40a is complete, even if some or all of those actions wer…
- 701.40c — If a permanent changes zones before an effect causes it to explore, its last known information is used to determine whic…
- 701.41 — Assemble
- 701.41a — Assemble is a keyword action in the Unstable set that puts Contraptions onto the battlefield. Outside of silver-bordered…
- 701.42 — Surveil
- 701.42a — To “surveil N” means to look at the top N cards of your library, then put any number of them into your graveyard and the…
- 701.42b — If an effect allows you to look at additional cards while you surveil, those cards are included among the cards you may…
- 701.42c — If a player is instructed to surveil 0, no surveil event occurs. Abilities that trigger whenever a player surveils won’t…
- 701.42d — An ability that triggers whenever a player surveils triggers after the process described in rule 701.42a is complete, ev…
- 701.43 — Adapt
- 701.43a — “Adapt N” means “If this permanent has no +1/+1 counters on it, put N +1/+1 counters on it.”
- 701.44 — Amass
- 701.44a — To amass [subtype] N means “If you don’t control an Army creature, create a 0/0 black [subtype] Army creature token. Cho…
- 701.44b — A player “amassed” after the process described in rule 701.44a is complete, even if some or all of those actions were im…
- 701.44c — The phrases “the Army you amassed” and “the amassed Army” refer to the creature you chose, whether or not it received co…
- 701.44d — Some older cards were printed with amass N without including a subtype. Those cards have received errata in the Oracle c…
- 701.45 — Learn
- 701.45a — “Learn” means “You may discard a card. If you do, draw a card. If you didn’t discard a card, you may reveal a Lesson car…
- 701.46 — Venture into the Dungeon
- 701.46a — If a player is instructed to venture into the dungeon while they don’t own a dungeon card in the command zone, they choo…
- 701.46b — If a player is instructed to venture into the dungeon while their venture marker is in any room except a dungeon card’s…
- 701.46c — If a player is instructed to venture into the dungeon while their venture marker is in the bottommost room of a dungeon…
- 701.46d — Venture into [quality] is a variant of venture into the dungeon. If a player is instructed to “venture into [quality]” w…
- 701.47 — Connive
- 701.47a — Certain abilities instruct a permanent to connive. To do so, that permanent’s controller draws a card, then discards a c…
- 701.47b — A permanent “connives” after the process described in rule 701.47a is complete, even if some or all of those actions wer…
- 701.47c — If a permanent changes zones before an effect causes it to connive, its last known information is used to determine whic…
- 701.47d — If multiple permanents are instructed to connive at the same time, the first player in APNAP order who controls one or m…
- 701.47e — Connive N is a variant of connive. The permanent’s controller draws N cards, discards N cards, then puts a number of +1/…
- 701.48 — Open an Attraction
- 701.48a — A player may open an Attraction only during a game in which that player is playing with an Attraction deck (see rule 717…
- 701.48b — To open an Attraction, move the top card of your Attraction deck off the Attraction deck, turn it face up, and put it on…
- 701.48c — An ability which triggers whenever a player opens an Attraction triggers when that player puts an Attraction card onto t…
- 701.49 — Roll to Visit Your Attractions
- 701.49a — To roll to visit your Attractions, roll a six-sided die. Then if you control one or more Attractions with a number lit u…
- 701.50 — Convert
- 701.50a — To convert a permanent, turn it so that its other face is up. This follows rules 701.28a–f, 712.9–10, and 712.18. Those…
- 701.50b — Although converting a permanent uses the same physical action as turning a permanent face up or face down, they are diff…
- 701.50c — If a spell or ability instructs a player to convert a permanent that isn’t represented by a transforming token or a tran…
- 701.50d — If a spell or ability instructs a player to convert a permanent, and the face that permanent would convert into is repre…
- 701.50e — If an activated or triggered ability of a permanent that isn’t a delayed triggered ability of that permanent tries to co…
- 701.50f — If a spell or ability states that a permanent can’t transform, that permanent also can’t convert.
- 701.51 — Incubate
- 701.51a — To incubate N, create an Incubator token that enters the battlefield with N +1/+1 counters on it. See rule 111.10i.
- 701.51b — An Incubator token is a transforming double-faced token. Its front face is a colorless Incubator artifact with “{2}: Tra…
- 701.52 — The Ring Tempts You
- 701.52a — Certain spells and abilities have the text “the Ring tempts you.” Each time the Ring tempts you, choose a creature you c…
- 701.52b — Ring-bearer is a designation a permanent can have. Being a Ring-bearer is not a copiable value.
- 701.52c — If a player doesn’t have an emblem named The Ring at the time the Ring tempts them, they get an emblem named The Ring be…
- 701.52d — Some abilities trigger “Whenever the Ring tempts you.” The Ring tempts a player whenever they complete the actions in 70…
- 701.52e — Some abilities check to see if a creature “is your Ring-bearer.” For the purposes of those abilities, that condition is…
- 701.53 — Face a Villainous Choice
- 701.53a — “[A player] faces a villainous choice — [option A], or [option B]” means “[A player] chooses [option A] or [option B]. T…
- 701.53b — While facing a villainous choice, a player may choose an option that is illegal or impossible. In that case, they perfor…
- 701.53c — A replacement effect may replace an instruction to face a villainous choice with an instruction to face that choice some…
- 701.53d — If more than one player is instructed to face a villainous choice, the entire process described in rule 701.53a is perfo…
- 701.54 — Time Travel
- 701.54a — To time travel means to choose any number of permanents you control with one or more time counters on them and/or suspen…
- 701.55 — Discover
- 701.55a — “Discover N” means “Exile cards from the top of your library until you exile a nonland card with mana value N or less. Y…
- 701.55b — A player has “discovered” after the process described in 701.55a is complete, even if some or all of those actions were…
- 701.55c — If the final card exiled during the process described in rule 701.55a has mana value N or less, it is the “discovered ca…
- 701.56 — Cloak
- 701.56a — To cloak a card, turn it face down. It becomes a 2/2 face-down creature card with ward {2}, no name, no subtypes, and no…
- 701.56b — Any time you have priority, you may turn a cloaked permanent you control face up. This is a special action that doesn’t…
- 701.56c — If a card with morph is cloaked, its controller may turn that card face up using either the procedure described in rule…
- 701.56d — If a card with disguise is cloaked, its controller may turn that card face up using either the procedure described in ru…
- 701.56e — If an effect instructs a player to cloak multiple cards from a single library, those cards are cloaked one at a time.
- 701.56f — If an effect instructs a player to cloak a card and a rule or effect prohibits the face-down object from entering the ba…
- 701.56g — If a cloaked permanent that’s represented by an instant or sorcery card would turn face up, its controller reveals it an…
- 701.56h — See rule 708, “Face-Down Spells and Permanents,” for more information.
- 701.57 — Collect Evidence
- 701.57a — To “collect evidence N” means to exile any number of cards from your graveyard with total mana value N or greater.
- 701.57b — If a player is given the choice to collect evidence but is unable to exile cards with total mana value N or greater from…
- 701.57c — A spell that has an ability that allows a player to collect evidence as an additional cost to cast it may have another a…
- 701.58 — Suspect
- 701.58a — Certain spells and abilities instruct a player to suspect a creature. That creature becomes suspected until it leaves th…
- 701.58b — Suspected is a designation a permanent can have. Only permanents can have the suspected designation. Suspected is neithe…
- 701.58c — A suspected permanent has menace and “This creature can’t block” for as long as it’s suspected.
- 701.58d — A suspected permanent can’t become suspected again.
- 701.59 — Forage
- 701.59a — To forage means “Exile three cards from your graveyard or sacrifice a Food.”
- 701.60 — Manifest Dread
- 701.60a — “Manifest dread” means “Look at the top two cards of your library. Manifest one of them, then put the cards you looked a…
- 701.60b — An ability that triggers whenever a player manifests dread triggers after the process described in rule 701.60a is compl…
- 702.1 — Most abilities describe exactly what they do in the card’s rules text. Some, though, are very common or would require to…
- 702.1a — If an effect refers to a “[keyword ability] cost,” it refers only to the variable costs for that keyword.
- 702.1b — An effect that grants an object a keyword ability may define a variable in that ability based on characteristics of that…
- 702.1c — An effect may state that “the same is true for” a list of keyword abilities or similar. If one of those keyword abilitie…
- 702.1d — An effect may refer to an object “with [keyword ability]” or “that has [keyword ability].” This means the same thing as…
- 702.2 — Deathtouch
- 702.2a — Deathtouch is a static ability.
- 702.2b — A creature with toughness greater than 0 that’s been dealt damage by a source with deathtouch since the last time state-…
- 702.2c — Any nonzero amount of combat damage assigned to a creature by a source with deathtouch is considered to be lethal damage…
- 702.2d — The deathtouch rules function no matter what zone an object with deathtouch deals damage from.
- 702.2e — If an object changes zones before an effect causes it to deal damage, its last known information is used to determine wh…
- 702.2f — Multiple instances of deathtouch on the same object are redundant.
- 702.3 — Defender
- 702.3a — Defender is a static ability.
- 702.3b — A creature with defender can’t attack.
- 702.3c — Multiple instances of defender on the same creature are redundant.
- 702.4 — Double Strike
- 702.4a — Double strike is a static ability that modifies the rules for the combat damage step. (See rule 510, “Combat Damage Step…
- 702.4b — If at least one attacking or blocking creature has first strike (see rule 702.7) or double strike as the combat damage s…
- 702.4c — Removing double strike from a creature during the first combat damage step will stop it from assigning combat damage in…
- 702.4d — Giving double strike to a creature with first strike after it has already dealt combat damage in the first combat damage…
- 702.4e — Multiple instances of double strike on the same creature are redundant.
- 702.5 — Enchant
- 702.5a — Enchant is a static ability, written “Enchant [object or player].” The enchant ability restricts what an Aura spell can…
- 702.5b — For more information about Auras, see rule 303, “Enchantments.”
- 702.5c — If an Aura has multiple instances of enchant, all of them apply. The Aura’s target must follow the restrictions from all…
- 702.5d — Auras that can enchant a player can target and be attached to players. Such Auras can’t target permanents and can’t be a…
- 702.6 — Equip
- 702.6a — Equip is an activated ability of Equipment cards. “Equip [cost]” means “[Cost]: Attach this permanent to target creature…
- 702.6b — For more information about Equipment, see rule 301, “Artifacts.”
- 702.6c — Equip abilities may further restrict what creatures may be chosen as legal targets. Such restrictions usually appear in…
- 702.6d — If a permanent has multiple equip abilities, any of its equip abilities may be activated.
- 702.6e — “Equip planeswalker” is a variant of the equip ability. “Equip planeswalker [cost]” means “[Cost]: Attach this permanent…
- 702.7 — First Strike
- 702.7a — First strike is a static ability that modifies the rules for the combat damage step. (See rule 510, “Combat Damage Step.…
- 702.7b — If at least one attacking or blocking creature has first strike or double strike (see rule 702.4) as the combat damage s…
- 702.7c — Giving first strike to a creature without it after combat damage has already been dealt in the first combat damage step…
- 702.7d — Multiple instances of first strike on the same creature are redundant.
- 702.8 — Flash
- 702.8a — Flash is a static ability that functions in any zone from which you could play the card it’s on. “Flash” means “You may…
- 702.8b — Multiple instances of flash on the same object are redundant.
- 702.9 — Flying
- 702.9a — Flying is an evasion ability.
- 702.9b — A creature with flying can’t be blocked except by creatures with flying and/or reach. A creature with flying can block a…
- 702.9c — Multiple instances of flying on the same creature are redundant.
- 702.10 — Haste
- 702.10a — Haste is a static ability.
- 702.10b — If a creature has haste, it can attack even if it hasn’t been controlled by its controller continuously since their most…
- 702.10c — If a creature has haste, its controller can activate its activated abilities whose cost includes the tap symbol or the u…
- 702.10d — Multiple instances of haste on the same creature are redundant.
- 702.11 — Hexproof
- 702.11a — Hexproof is a static ability.
- 702.11b — “Hexproof” on a permanent means “This permanent can’t be the target of spells or abilities your opponents control.”
- 702.11c — “Hexproof” on a player means “You can’t be the target of spells or abilities your opponents control.”
- 702.11d — “Hexproof from [quality]” is a variant of the hexproof ability. “Hexproof from [quality]” on a permanent means “This per…
- 702.11e — Any effect that causes an object to lose hexproof will cause an object to lose all “hexproof from [quality]” abilities.…
- 702.11f — “Hexproof from [quality A] and from [quality B]” is shorthand for “hexproof from [quality A]” and “hexproof from [qualit…
- 702.11g — “Hexproof from each [characteristic]” is shorthand for “hexproof from [quality A],” “hexproof from [quality B],” and so…
- 702.11h — Multiple instances of the same hexproof ability on the same permanent or player are redundant.
- 702.12 — Indestructible
- 702.12a — Indestructible is a static ability.
- 702.12b — A permanent with indestructible can’t be destroyed. Such permanents aren’t destroyed by lethal damage, and they ignore t…
- 702.12c — Multiple instances of indestructible on the same permanent are redundant.
- 702.13 — Intimidate
- 702.13a — Intimidate is an evasion ability.
- 702.13b — A creature with intimidate can’t be blocked except by artifact creatures and/or creatures that share a color with it. (S…
- 702.13c — Multiple instances of intimidate on the same creature are redundant.
- 702.14 — Landwalk
- 702.14a — Landwalk is a generic term that appears within an object’s rules text as “[type]walk,” where [type] is usually a land ty…
- 702.14b — Landwalk is an evasion ability.
- 702.14c — A creature with landwalk can’t be blocked as long as the defending player controls at least one land with the specified…
- 702.14d — Landwalk abilities don’t “cancel” one another.
- 702.14e — Multiple instances of the same kind of landwalk on the same creature are redundant.
- 702.15 — Lifelink
- 702.15a — Lifelink is a static ability.
- 702.15b — Damage dealt by a source with lifelink causes that source’s controller, or its owner if it has no controller, to gain th…
- 702.15c — If an object changes zones before an effect causes it to deal damage, its last known information is used to determine wh…
- 702.15d — The lifelink rules function no matter what zone an object with lifelink deals damage from.
- 702.15e — If multiple sources with lifelink deal damage at the same time, they cause separate life gain events (see rules 119.9–10…
- 702.15f — Multiple instances of lifelink on the same object are redundant.
- 702.16 — Protection
- 702.16a — Protection is a static ability, written “Protection from [quality].” This quality is usually a color (as in “protection…
- 702.16b — A permanent or player with protection can’t be targeted by spells with the stated quality and can’t be targeted by abili…
- 702.16c — A permanent or player with protection can’t be enchanted by Auras that have the stated quality. Such Auras attached to t…
- 702.16d — A permanent with protection can’t be equipped by Equipment that have the stated quality or fortified by Fortifications t…
- 702.16e — Any damage that would be dealt by sources that have the stated quality to a permanent or player with protection is preve…
- 702.16f — Attacking creatures with protection can’t be blocked by creatures that have the stated quality.
- 702.16g — “Protection from [quality A] and from [quality B]” is shorthand for “protection from [quality A]” and “protection from […
- 702.16h — “Protection from each [characteristic]” is shorthand for “protection from [quality A],” “protection from [quality B],” a…
- 702.16i — “Protection from each [set of characteristics, qualities, or players]” is shorthand for “protection from [A],” “protecti…
- 702.16j — “Protection from everything” is a variant of the protection ability. A permanent or player with protection from everythi…
- 702.16k — “Protection from [a player]” is a variant of the protection ability. A permanent or player with protection from a specif…
- 702.16m — Multiple instances of protection from the same quality on the same permanent or player are redundant.
- 702.16n — Some Auras both give the enchanted creature protection from a quality and say “this effect doesn’t remove” either that s…
- 702.16p — One Aura (Benevolent Blessing) gives the enchanted creature protection from a quality and says the effect doesn’t remove…
- 702.17 — Reach
- 702.17a — Reach is a static ability.
- 702.17b — A creature with flying can’t be blocked except by creatures with flying and/or reach. (See rule 509, “Declare Blockers S…
- 702.17c — Multiple instances of reach on the same creature are redundant.
- 702.18 — Shroud
- 702.18a — Shroud is a static ability. “Shroud” means “This permanent or player can’t be the target of spells or abilities.”
- 702.18b — Multiple instances of shroud on the same permanent or player are redundant.
- 702.19 — Trample
- 702.19a — Trample is a static ability that modifies the rules for assigning an attacking creature’s combat damage. The ability has…
- 702.19b — The controller of an attacking creature with trample first assigns damage to the creature(s) blocking it. Once all those…
- 702.19c — Trample over planeswalkers is a variant of trample that modifies the rules for assigning combat damage to planeswalkers.…
- 702.19d — If an attacking creature with trample or trample over planeswalkers is blocked, but there are no creatures blocking it w…
- 702.19e — If a creature with trample over planeswalkers is attacking a planeswalker and that planeswalker is removed from combat,…
- 702.19f — If a creature without trample over planeswalkers is attacking a planeswalker, none of its combat damage can be assigned…
- 702.19g — Multiple instances of trample on the same creature are redundant. Multiple instances of trample over planeswalkers on th…
- 702.20 — Vigilance
- 702.20a — Vigilance is a static ability that modifies the rules for the declare attackers step.
- 702.20b — Attacking doesn’t cause creatures with vigilance to tap. (See rule 508, “Declare Attackers Step.”)
- 702.20c — Multiple instances of vigilance on the same creature are redundant.
- 702.21 — Ward
- 702.21a — Ward is a triggered ability. Ward [cost] means “Whenever this permanent becomes the target of a spell or ability an oppo…
- 702.21b — Some ward abilities include an X in their cost and state what X is equal to. This value is determined at the time the ab…
- 702.22 — Banding
- 702.22a — Banding is a static ability that modifies the rules for combat.
- 702.22b — “Bands with other” is a special form of banding. If an effect causes a permanent to lose banding, the permanent loses al…
- 702.22c — As a player declares attackers, they may declare that one or more attacking creatures with banding and up to one attacki…
- 702.22d — All creatures in an attacking band must attack the same player, planeswalker, or battle.
- 702.22e — Once an attacking band has been announced, it lasts for the rest of combat, even if something later removes banding or “…
- 702.22f — An attacking creature that’s removed from combat is also removed from the band it was in.
- 702.22g — Banding doesn’t cause attacking creatures to share abilities, nor does it remove any abilities. The attacking creatures…
- 702.22h — If an attacking creature becomes blocked by a creature, each other creature in the same band as the attacking creature b…
- 702.22i — If one member of a band would become blocked due to an effect, the entire band becomes blocked.
- 702.22j — During the combat damage step, if an attacking creature is being blocked by a creature with banding, or by both a [quali…
- 702.22k — During the combat damage step, if a blocking creature is blocking a creature with banding, or both a [quality] creature…
- 702.22m — Multiple instances of banding on the same creature are redundant. Multiple instances of “bands with other” of the same k…
- 702.23 — Rampage
- 702.23a — Rampage is a triggered ability. “Rampage N” means “Whenever this creature becomes blocked, it gets +N/+N until end of tu…
- 702.23b — The rampage bonus is calculated only once per combat, when the triggered ability resolves. Adding or removing blockers l…
- 702.23c — If a creature has multiple instances of rampage, each triggers separately.
- 702.24 — Cumulative Upkeep
- 702.24a — Cumulative upkeep is a triggered ability that imposes an increasing cost on a permanent. “Cumulative upkeep [cost]” mean…
- 702.24b — If a permanent has multiple instances of cumulative upkeep, each triggers separately. However, the age counters are not…
- 702.25 — Flanking
- 702.25a — Flanking is a triggered ability that triggers during the declare blockers step. (See rule 509, “Declare Blockers Step.”)…
- 702.25b — If a creature has multiple instances of flanking, each triggers separately.
- 702.26 — Phasing
- 702.26a — Phasing is a static ability that modifies the rules of the untap step. During each player’s untap step, before the activ…
- 702.26b — If a permanent phases out, its status changes to “phased out.” Except for rules and effects that specifically mention ph…
- 702.26c — If a permanent phases in, its status changes to “phased in.” The game once again treats it as though it exists.
- 702.26d — The phasing event doesn’t actually cause a permanent to change zones or control, even though it’s treated as though it’s…
- 702.26e — If a continuous effect generated by the resolution of a spell or ability modifies the characteristics or changes the con…
- 702.26f — Continuous effects that affect a phased-out permanent may expire while that permanent is phased out. If so, they will no…
- 702.26g — When a permanent phases out, any Auras, Equipment, or Fortifications attached to that permanent phase out at the same ti…
- 702.26h — If an object would simultaneously phase out directly and indirectly, it just phases out indirectly.
- 702.26i — An Aura, Equipment, or Fortification that phased out directly will phase in attached to the object or player it was atta…
- 702.26j — Abilities that trigger when a permanent becomes attached or unattached from an object or player don’t trigger when that…
- 702.26k — Phased-out permanents owned by a player who leaves the game also leave the game. This doesn’t cause zone-change abilitie…
- 702.26m — If an effect causes a player to skip their untap step, the phasing event simply doesn’t occur that turn.
- 702.26n — In a multiplayer game, game rules may cause a phased-out permanent to leave the game or to be exiled once a player leave…
- 702.26p — Multiple instances of phasing on the same permanent are redundant.
- 702.27 — Buyback
- 702.27a — Buyback appears on some instants and sorceries. It represents two static abilities that function while the spell is on t…
- 702.28 — Shadow
- 702.28a — Shadow is an evasion ability.
- 702.28b — A creature with shadow can’t be blocked by creatures without shadow, and a creature without shadow can’t be blocked by c…
- 702.28c — Multiple instances of shadow on the same creature are redundant.
- 702.29 — Cycling
- 702.29a — Cycling is an activated ability that functions only while the card with cycling is in a player’s hand. “Cycling [cost]”…
- 702.29b — Although the cycling ability can be activated only if the card is in a player’s hand, it continues to exist while the ob…
- 702.29c — Some cards with cycling have abilities that trigger when they’re cycled. “When you cycle this card” means “When you disc…
- 702.29d — Some cards have abilities that trigger whenever a player “cycles or discards” a card. These abilities trigger only once…
- 702.29e — Typecycling is a variant of the cycling ability. “[Type]cycling [cost]” means “[Cost], Discard this card: Search your li…
- 702.29f — Typecycling abilities are cycling abilities, and typecycling costs are cycling costs. Any cards that trigger when a play…
- 702.30 — Echo
- 702.30a — Echo is a triggered ability. “Echo [cost]” means “At the beginning of your upkeep, if this permanent came under your con…
- 702.30b — Urza block cards with the echo ability were printed without an echo cost. These cards have been given errata in the Orac…
- 702.31 — Horsemanship
- 702.31a — Horsemanship is an evasion ability.
- 702.31b — A creature with horsemanship can’t be blocked by creatures without horsemanship. A creature with horsemanship can block…
- 702.31c — Multiple instances of horsemanship on the same creature are redundant.
- 702.32 — Fading
- 702.32a — Fading is a keyword that represents two abilities. “Fading N” means “This permanent enters with N fade counters on it” a…
- 702.33 — Kicker
- 702.33a — Kicker is a static ability that functions while the spell with kicker is on the stack. “Kicker [cost]” means “You may pa…
- 702.33b — The phrase “Kicker [cost 1] and/or [cost 2]” means the same thing as “Kicker [cost 1], kicker [cost 2].”
- 702.33c — Multikicker is a variant of the kicker ability. “Multikicker [cost]” means “You may pay an additional [cost] any number…
- 702.33d — If a spell’s controller declares the intention to pay any of that spell’s kicker costs, that spell has been “kicked.” If…
- 702.33e — Objects with kicker or multikicker have additional abilities that specify what happens if they were kicked. These abilit…
- 702.33f — Objects with more than one kicker cost may also have abilities that each correspond to a specific kicker cost. Those abi…
- 702.33g — If part of a spell’s ability has its effect only if that spell was kicked, and that part of the ability includes any tar…
- 702.33h — Sticker kicker is a keyword ability that represents a kicker ability and an ability that imposes an additional cost if t…
- 702.34 — Flashback
- 702.34a — Flashback appears on some instants and sorceries. It represents two static abilities: one that functions while the card…
- 702.35 — Madness
- 702.35a — Madness is a keyword that represents two abilities. The first is a static ability that functions while the card with mad…
- 702.35b — Casting a spell using its madness ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.
- 702.35c — After resolving a madness triggered ability, if the exiled card wasn’t cast and was moved to a public zone, effects refe…
- 702.36 — Fear
- 702.36a — Fear is an evasion ability.
- 702.36b — A creature with fear can’t be blocked except by artifact creatures and/or black creatures. (See rule 509, “Declare Block…
- 702.36c — Multiple instances of fear on the same creature are redundant.
- 702.37 — Morph
- 702.37a — Morph is a static ability that functions in any zone from which you could play the card it’s on, and the morph effect wo…
- 702.37b — Megamorph is a variant of the morph ability. “Megamorph [cost]” means “You may cast this card as a 2/2 face-down creatur…
- 702.37c — To cast a card using its morph ability, turn it face down and announce that you’re using a morph ability. It becomes a 2…
- 702.37d — You can’t normally cast a card face down. A morph ability allows you to do so.
- 702.37e — Any time you have priority, you may turn a face-down permanent you control with a morph ability face up. This is a speci…
- 702.37f — If a permanent’s morph cost includes X, other abilities of that permanent may also refer to X. The value of X in those a…
- 702.37g — See rule 708, “Face-Down Spells and Permanents,” for more information about how to cast cards with a morph ability.
- 702.38 — Amplify
- 702.38a — Amplify is a static ability. “Amplify N” means “As this object enters, reveal any number of cards from your hand that sh…
- 702.38b — If a creature has multiple instances of amplify, each one works separately.
- 702.39 — Provoke
- 702.39a — Provoke is a triggered ability. “Provoke” means “Whenever this creature attacks, you may choose to have target creature…
- 702.39b — If a creature has multiple instances of provoke, each triggers separately.
- 702.40 — Storm
- 702.40a — Storm is a triggered ability that functions on the stack. “Storm” means “When you cast this spell, copy it for each othe…
- 702.40b — If a spell has multiple instances of storm, each triggers separately.
- 702.41 — Affinity
- 702.41a — Affinity is a static ability that functions while the spell with affinity is on the stack. “Affinity for [text]” means “…
- 702.41b — If a spell has multiple instances of affinity, each of them applies.
- 702.42 — Entwine
- 702.42a — Entwine is a static ability of modal spells (see rule 700.2) that functions while the spell is on the stack. “Entwine [c…
- 702.42b — If the entwine cost was paid, follow the text of each of the modes in the order written on the card when the spell resol…
- 702.43 — Modular
- 702.43a — Modular represents both a static ability and a triggered ability. “Modular N” means “This permanent enters with N +1/+1…
- 702.43b — If a creature has multiple instances of modular, each one works separately.
- 702.44 — Sunburst
- 702.44a — Sunburst is a static ability that functions as an object is entering the battlefield. “Sunburst” means “If this object i…
- 702.44b — Sunburst adds counters only if the object with sunburst is entering the battlefield from the stack as a resolving spell…
- 702.44c — Sunburst can also be used to set a variable number for another ability. If the keyword is used in this way, it doesn’t m…
- 702.44d — If an object has multiple instances of sunburst, each one works separately.
- 702.45 — Bushido
- 702.45a — Bushido is a triggered ability. “Bushido N” means “Whenever this creature blocks or becomes blocked, it gets +N/+N until…
- 702.45b — If a creature has multiple instances of bushido, each triggers separately.
- 702.46 — Soulshift
- 702.46a — Soulshift is a triggered ability. “Soulshift N” means “When this permanent is put into a graveyard from the battlefield,…
- 702.46b — If a permanent has multiple instances of soulshift, each triggers separately.
- 702.47 — Splice
- 702.47a — Splice is a static ability that functions while a card is in your hand. “Splice onto [quality] [cost]” means “You may re…
- 702.47b — You can’t choose to use a splice ability if you can’t make the required choices (targets, etc.) for that card’s rules te…
- 702.47c — The spell has the characteristics of the main spell, plus the rules text of each of the spliced cards. This is a text-ch…
- 702.47d — Choose targets for the added text normally (see rule 601.2c). Note that a spell with one or more targets won’t resolve i…
- 702.47e — The spell loses any splice changes once it leaves the stack for any reason.
- 702.48 — Offering
- 702.48a — Offering is a static ability that functions while the spell with offering is on the stack. “[Quality] offering” means “A…
- 702.48b — You choose which permanent to sacrifice as you make choices for the spell (see rule 601.2b), and you sacrifice that perm…
- 702.48c — Generic mana in the sacrificed permanent’s mana cost reduces generic mana in the spell’s total cost. Colored and colorle…
- 702.49 — Ninjutsu
- 702.49a — Ninjutsu is an activated ability that functions only while the card with ninjutsu is in a player’s hand. “Ninjutsu [cost…
- 702.49b — The card with ninjutsu remains revealed from the time the ability is announced until the ability leaves the stack.
- 702.49c — A ninjutsu ability may be activated only while a creature on the battlefield is unblocked (see rule 509.1h). The creatur…
- 702.49d — Commander ninjutsu is a variant of the ninjutsu ability that also functions while the card with commander ninjutsu is in…
- 702.50 — Epic
- 702.50a — Epic represents two spell abilities, one of which creates a delayed triggered ability. “Epic” means “For the rest of the…
- 702.50b — A player can’t cast spells once a spell with epic they control resolves, but effects (such as the epic ability itself) c…
- 702.51 — Convoke
- 702.51a — Convoke is a static ability that functions while the spell with convoke is on the stack. “Convoke” means “For each color…
- 702.51b — The convoke ability isn’t an additional or alternative cost and applies only after the total cost of the spell with conv…
- 702.51c — A creature tapped to pay for mana in a spell’s total cost this way is said to have “convoked” that spell.
- 702.51d — Multiple instances of convoke on the same spell are redundant.
- 702.52 — Dredge
- 702.52a — Dredge is a static ability that functions only while the card with dredge is in a player’s graveyard. “Dredge N” means “…
- 702.52b — A player with fewer cards in their library than the number required by a dredge ability can’t mill any of them this way.
- 702.53 — Transmute
- 702.53a — Transmute is an activated ability that functions only while the card with transmute is in a player’s hand. “Transmute [c…
- 702.53b — Although the transmute ability can be activated only if the card is in a player’s hand, it continues to exist while the…
- 702.54 — Bloodthirst
- 702.54a — Bloodthirst is a static ability. “Bloodthirst N” means “If an opponent was dealt damage this turn, this permanent enters…
- 702.54b — “Bloodthirst X” is a special form of bloodthirst. “Bloodthirst X” means “This permanent enters with X +1/+1 counters on…
- 702.54c — If an object has multiple instances of bloodthirst, each applies separately.
- 702.55 — Haunt
- 702.55a — Haunt is a triggered ability. “Haunt” on a permanent means “When this permanent is put into a graveyard from the battlef…
- 702.55b — Cards that are in the exile zone as the result of a haunt ability “haunt” the creature targeted by that ability. The phr…
- 702.55c — Triggered abilities of cards with haunt that refer to the haunted creature can trigger in the exile zone.
- 702.56 — Replicate
- 702.56a — Replicate is a keyword that represents two abilities. The first is a static ability that functions while the spell with…
- 702.56b — If a spell has multiple instances of replicate, each is paid separately and triggers based on the payments made for it,…
- 702.57 — Forecast
- 702.57a — A forecast ability is a special kind of activated ability that can be activated only from a player’s hand. It’s written…
- 702.57b — A forecast ability may be activated only during the upkeep step of the card’s owner and only once each turn. The control…
- 702.58 — Graft
- 702.58a — Graft represents both a static ability and a triggered ability. “Graft N” means “This permanent enters with N +1/+1 coun…
- 702.58b — If a permanent has multiple instances of graft, each one works separately.
- 702.59 — Recover
- 702.59a — Recover is a triggered ability that functions only while the card with recover is in a player’s graveyard. “Recover [cos…
- 702.60 — Ripple
- 702.60a — Ripple is a triggered ability that functions only while the card with ripple is on the stack. “Ripple N” means “When you…
- 702.60b — If a spell has multiple instances of ripple, each triggers separately.
- 702.61 — Split Second
- 702.61a — Split second is a static ability that functions only while the spell with split second is on the stack. “Split second” m…
- 702.61b — Players may activate mana abilities and take special actions while a spell with split second is on the stack. Triggered…
- 702.61c — Multiple instances of split second on the same spell are redundant.
- 702.62 — Suspend
- 702.62a — Suspend is a keyword that represents three abilities. The first is a static ability that functions while the card with s…
- 702.62b — A card is “suspended” if it’s in the exile zone, has suspend, and has a time counter on it.
- 702.62c — While determining if you could begin to cast a card with suspend, take into consideration any effects that would prohibi…
- 702.62d — Casting a spell as an effect of its suspend ability follows the rules for paying alternative costs in rules 601.2b and 6…
- 702.63 — Vanishing
- 702.63a — Vanishing is a keyword that represents three abilities. “Vanishing N” means “This permanent enters with N time counters…
- 702.63b — Vanishing without a number means “At the beginning of your upkeep, if this permanent has a time counter on it, remove a…
- 702.63c — If a permanent has multiple instances of vanishing, each works separately.
- 702.64 — Absorb
- 702.64a — Absorb is a static ability. “Absorb N” means “If a source would deal damage to this creature, prevent N of that damage.”
- 702.64b — Each absorb ability can prevent only N damage from any one source at any one time. It will apply separately to damage fr…
- 702.64c — If an object has multiple instances of absorb, each applies separately.
- 702.65 — Aura Swap
- 702.65a — Aura swap is an activated ability of some Aura cards. “Aura swap [cost]” means “[Cost]: You may exchange this permanent…
- 702.65b — If either half of the exchange can’t be completed, the ability has no effect.
- 702.66 — Delve
- 702.66a — Delve is a static ability that functions while the spell with delve is on the stack. “Delve” means “For each generic man…
- 702.66b — The delve ability isn’t an additional or alternative cost and applies only after the total cost of the spell with delve…
- 702.66c — Multiple instances of delve on the same spell are redundant.
- 702.67 — Fortify
- 702.67a — Fortify is an activated ability of Fortification cards. “Fortify [cost]” means “[Cost]: Attach this Fortification to tar…
- 702.67b — For more information about Fortifications, see rule 301, “Artifacts.”
- 702.67c — If a Fortification has multiple instances of fortify, any of its fortify abilities may be used.
- 702.68 — Frenzy
- 702.68a — Frenzy is a triggered ability. “Frenzy N” means “Whenever this creature attacks and isn’t blocked, it gets +N/+0 until e…
- 702.68b — If a creature has multiple instances of frenzy, each triggers separately.
- 702.69 — Gravestorm
- 702.69a — Gravestorm is a triggered ability that functions on the stack. “Gravestorm” means “When you cast this spell, copy it for…
- 702.69b — If a spell has multiple instances of gravestorm, each triggers separately.
- 702.70 — Poisonous
- 702.70a — Poisonous is a triggered ability. “Poisonous N” means “Whenever this creature deals combat damage to a player, that play…
- 702.70b — If a creature has multiple instances of poisonous, each triggers separately.
- 702.71 — Transfigure
- 702.71a — Transfigure is an activated ability. “Transfigure [cost]” means “[Cost], Sacrifice this permanent: Search your library f…
- 702.72 — Champion
- 702.72a — Champion represents two triggered abilities. “Champion an [object]” means “When this permanent enters, sacrifice it unle…
- 702.72b — The two abilities represented by champion are linked. See rule 607, “Linked Abilities.”
- 702.72c — A permanent is “championed” by another permanent if the latter exiles the former as the direct result of a champion abil…
- 702.73 — Changeling
- 702.73a — Changeling is a characteristic-defining ability. “Changeling” means “This object is every creature type.” This ability w…
- 702.74 — Evoke
- 702.74a — Evoke represents two abilities: a static ability that functions in any zone from which the card with evoke can be cast a…
- 702.75 — Hideaway
- 702.75a — Hideaway is a triggered ability. “Hideaway N” means “When this permanent enters, look at the top N cards of your library…
- 702.75b — Previously, the rules for the hideaway ability caused the permanent to enter the battlefield tapped, and the number of c…
- 702.76 — Prowl
- 702.76a — Prowl is a static ability that functions on the stack. “Prowl [cost]” means “You may pay [cost] rather than pay this spe…
- 702.77 — Reinforce
- 702.77a — Reinforce is an activated ability that functions only while the card with reinforce is in a player’s hand. “Reinforce N—…
- 702.77b — Although the reinforce ability can be activated only if the card is in a player’s hand, it continues to exist while the…
- 702.78 — Conspire
- 702.78a — Conspire is a keyword that represents two abilities. The first is a static ability that functions while the spell with c…
- 702.78b — If a spell has multiple instances of conspire, each is paid separately and triggers based on its own payment, not any ot…
- 702.79 — Persist
- 702.79a — Persist is a triggered ability. “Persist” means “When this permanent is put into a graveyard from the battlefield, if it…
- 702.80 — Wither
- 702.80a — Wither is a static ability. Damage dealt to a creature by a source with wither isn’t marked on that creature. Rather, it…
- 702.80b — If an object changes zones before an effect causes it to deal damage, its last known information is used to determine wh…
- 702.80c — The wither rules function no matter what zone an object with wither deals damage from.
- 702.80d — Multiple instances of wither on the same object are redundant.
- 702.81 — Retrace
- 702.81a — Retrace is a static ability that functions while the card with retrace is in a player’s graveyard. “Retrace” means “You…
- 702.82 — Devour
- 702.82a — Devour is a static ability. “Devour N” means “As this object enters, you may sacrifice any number of creatures. This per…
- 702.82b — Some objects have abilities that refer to the number of creatures the permanent devoured. “It devoured” means “sacrifice…
- 702.82c — Devour [quality] is a variant of devour. “Devour [quality] N” means “As this object enters, you may sacrifice any number…
- 702.83 — Exalted
- 702.83a — Exalted is a triggered ability. “Exalted” means “Whenever a creature you control attacks alone, that creature gets +1/+1…
- 702.83b — A creature “attacks alone” if it’s the only creature declared as an attacker in a given combat phase. See rule 506.5.
- 702.84 — Unearth
- 702.84a — Unearth is an activated ability that functions while the card with unearth is in a graveyard. “Unearth [cost]” means “[C…
- 702.85 — Cascade
- 702.85a — Cascade is a triggered ability that functions only while the spell with cascade is on the stack. “Cascade” means “When y…
- 702.85b — If an effect allows a player to take an action with one or more of the exiled cards “as you cascade,” the player may tak…
- 702.85c — If a spell has multiple instances of cascade, each triggers separately.
- 702.86 — Annihilator
- 702.86a — Annihilator is a triggered ability. “Annihilator N” means “Whenever this creature attacks, defending player sacrifices N…
- 702.86b — If a creature has multiple instances of annihilator, each triggers separately.
- 702.87 — Level Up
- 702.87a — Level up is an activated ability. “Level up [cost]” means “[Cost]: Put a level counter on this permanent. Activate only…
- 702.87b — Each card printed with a level up ability is known as a leveler card. It has a nonstandard layout and includes two level…
- 702.87c — Some enchantments have the subtype Class and associated abilities that give them a class level. These are not the same a…
- 702.88 — Rebound
- 702.88a — Rebound appears on some instants and sorceries. It represents a static ability that functions while the spell is on the…
- 702.88b — Casting a spell as an effect of its rebound ability follows the rules for paying alternative costs in rules 601.2b and 6…
- 702.88c — Multiple instances of rebound on the same spell are redundant.
- 702.89 — Umbra Armor
- 702.89a — Umbra armor is a static ability that appears on some Auras. “Umbra armor” means “If enchanted permanent would be destroy…
- 702.89b — Some older cards were printed with the ability “totem armor” or referenced that ability. The text of these cards has bee…
- 702.90 — Infect
- 702.90a — Infect is a static ability.
- 702.90b — Damage dealt to a player by a source with infect doesn’t cause that player to lose life. Rather, it causes that source’s…
- 702.90c — Damage dealt to a creature by a source with infect isn’t marked on that creature. Rather, it causes that source’s contro…
- 702.90d — If an object changes zones before an effect causes it to deal damage, its last known information is used to determine wh…
- 702.90e — The infect rules function no matter what zone an object with infect deals damage from.
- 702.90f — Multiple instances of infect on the same object are redundant.
- 702.91 — Battle Cry
- 702.91a — Battle cry is a triggered ability. “Battle cry” means “Whenever this creature attacks, each other attacking creature get…
- 702.91b — If a creature has multiple instances of battle cry, each triggers separately.
- 702.92 — Living Weapon
- 702.92a — Living weapon is a triggered ability. “Living weapon” means “When this Equipment enters, create a 0/0 black Phyrexian Ge…
- 702.93 — Undying
- 702.93a — Undying is a triggered ability. “Undying” means “When this permanent is put into a graveyard from the battlefield, if it…
- 702.94 — Miracle
- 702.94a — Miracle is a static ability linked to a triggered ability. (See rule 603.11.) “Miracle [cost]” means “You may reveal thi…
- 702.94b — If a player chooses to reveal a card using its miracle ability, they play with that card revealed until that card leaves…
- 702.95 — Soulbond
- 702.95a — Soulbond is a keyword that represents two triggered abilities. “Soulbond” means “When this creature enters, if you contr…
- 702.95b — A creature becomes “paired” with another as the result of a soulbond ability. Abilities may refer to a paired creature,…
- 702.95c — When the soulbond ability resolves, if either object that would be paired is no longer a creature, no longer on the batt…
- 702.95d — A creature can be paired with only one other creature.
- 702.95e — A paired creature becomes unpaired if any of the following occur: another player gains control of it or the creature it’…
- 702.96 — Overload
- 702.96a — Overload is a keyword that represents two static abilities that function while the spell with overload is on the stack.…
- 702.96b — If a player chooses to pay the overload cost of a spell, that spell won’t require any targets. It may affect objects tha…
- 702.96c — Overload’s second ability creates a text-changing effect. See rule 612, “Text-Changing Effects.”
- 702.97 — Scavenge
- 702.97a — Scavenge is an activated ability that functions only while the card with scavenge is in a graveyard. “Scavenge [cost]” m…
- 702.98 — Unleash
- 702.98a — Unleash is a keyword that represents two static abilities. “Unleash” means “You may have this permanent enter with an ad…
- 702.99 — Cipher
- 702.99a — Cipher appears on some instants and sorceries. It represents two abilities. The first is a spell ability that functions…
- 702.99b — The term “encoded” describes the relationship between the card with cipher while in the exile zone and the creature chos…
- 702.99c — The card with cipher remains encoded on the chosen creature as long as the card with cipher remains exiled and the creat…
- 702.100 — Evolve
- 702.100a — Evolve is a triggered ability. “Evolve” means “Whenever a creature you control enters, if that creature’s power is great…
- 702.100b — A creature “evolves” when one or more +1/+1 counters are put on it as a result of its evolve ability resolving.
- 702.100c — A creature can’t have a greater power or toughness than a noncreature permanent.
- 702.100d — If a creature has multiple instances of evolve, each triggers separately.
- 702.101 — Extort
- 702.101a — Extort is a triggered ability. “Extort” means “Whenever you cast a spell, you may pay {W/B}. If you do, each opponent lo…
- 702.101b — If a permanent has multiple instances of extort, each triggers separately.
- 702.102 — Fuse
- 702.102a — Fuse is a static ability found on some split cards (see rule 709, “Split Cards”) that applies while the card with fuse i…
- 702.102b — A fused split spell has the combined characteristics of its two halves. (See rule 709.4.)
- 702.102c — The total cost of a fused split spell includes the mana cost of each half.
- 702.102d — As a fused split spell resolves, the controller of the spell follows the instructions of the left half and then follows…
- 702.103 — Bestow
- 702.103a — Bestow represents a static ability that functions in any zone from which you could play the card it’s on. “Bestow [cost]…
- 702.103b — As a spell cast bestowed is put onto the stack, it becomes an Aura enchantment and gains enchant creature. It is a besto…
- 702.103c — If a bestowed Aura spell is copied, the copy is also a bestowed Aura spell. Any rule that refers to a spell cast bestowe…
- 702.103d — When casting a spell bestowed, only its characteristics as modified by the bestow ability are evaluated to determine if…
- 702.103e — As a bestowed Aura spell begins resolving, if its target is illegal, it ceases to be bestowed and the effect making it a…
- 702.103f — If a bestowed Aura becomes unattached, it ceases to be bestowed. If a bestowed Aura is attached to an illegal object or…
- 702.103g — If a bestowed Aura phases in unattached, it ceases to be bestowed. See rule 702.26, “Phasing.”
- 702.104 — Tribute
- 702.104a — Tribute is a static ability that functions as the creature with tribute is entering the battlefield. “Tribute N” means “…
- 702.104b — Objects with tribute have triggered abilities that check “if tribute wasn’t paid.” This condition is true if the opponen…
- 702.105 — Dethrone
- 702.105a — Dethrone is a triggered ability. “Dethrone” means “Whenever this creature attacks the player with the most life or tied…
- 702.105b — If a creature has multiple instances of dethrone, each triggers separately.
- 702.106 — Hidden Agenda
- 702.106a — Hidden agenda is a static ability that functions as a conspiracy card with hidden agenda is put into the command zone. “…
- 702.106b — To secretly choose a card name, note that name on a piece of paper kept with the face-down conspiracy card.
- 702.106c — Any time you have priority, you may turn a face-down conspiracy card you control in the command zone face up. This is a…
- 702.106d — Hidden agenda and another ability of the object with hidden agenda that refers to “the chosen name” are linked. The seco…
- 702.106e — If a player leaves the game, all face-down conspiracy cards controlled by that player must be revealed to all players. A…
- 702.106f — Double agenda is a variant of the hidden agenda ability. As you put a conspiracy card with double agenda into the comman…
- 702.107 — Outlast
- 702.107a — Outlast is an activated ability. “Outlast [cost]” means “[Cost], {T}: Put a +1/+1 counter on this creature. Activate onl…
- 702.108 — Prowess
- 702.108a — Prowess is a triggered ability. “Prowess” means “Whenever you cast a noncreature spell, this creature gets +1/+1 until e…
- 702.108b — If a creature has multiple instances of prowess, each triggers separately.
- 702.109 — Dash
- 702.109a — Dash represents three abilities: two static abilities that function while the card with dash is on the stack, one of whi…
- 702.110 — Exploit
- 702.110a — Exploit is a triggered ability. “Exploit” means “When this creature enters, you may sacrifice a creature.”
- 702.110b — A creature with exploit “exploits a creature” when the controller of the exploit ability sacrifices a creature as that a…
- 702.111 — Menace
- 702.111a — Menace is an evasion ability.
- 702.111b — A creature with menace can’t be blocked except by two or more creatures. (See rule 509, “Declare Blockers Step.”)
- 702.111c — Multiple instances of menace on the same creature are redundant.
- 702.112 — Renown
- 702.112a — Renown is a triggered ability. “Renown N” means “When this creature deals combat damage to a player, if it isn’t renowne…
- 702.112b — Renowned is a designation that has no rules meaning other than to act as a marker that the renown ability and other spel…
- 702.112c — If a creature has multiple instances of renown, each triggers separately. The first such ability to resolve will cause t…
- 702.113 — Awaken
- 702.113a — Awaken appears on some instants and sorceries. It represents two abilities: a static ability that functions while the sp…
- 702.113b — The controller of a spell with awaken chooses the target of the awaken spell ability only if that player chose to pay th…
- 702.114 — Devoid
- 702.114a — Devoid is a characteristic-defining ability. “Devoid” means “This object is colorless.” This ability functions everywher…
- 702.115 — Ingest
- 702.115a — Ingest is a triggered ability. “Ingest” means “Whenever this creature deals combat damage to a player, that player exile…
- 702.115b — If a creature has multiple instances of ingest, each triggers separately.
- 702.116 — Myriad
- 702.116a — Myriad is a triggered ability that may also create a delayed triggered ability. “Myriad” means “Whenever this creature a…
- 702.116b — If a creature has multiple instances of myriad, each triggers separately.
- 702.117 — Surge
- 702.117a — Surge is a static ability that functions while the spell with surge is on the stack. “Surge [cost]” means “You may pay […
- 702.118 — Skulk
- 702.118a — Skulk is an evasion ability.
- 702.118b — A creature with skulk can’t be blocked by creatures with greater power. (See rule 509, “Declare Blockers Step.”)
- 702.118c — Multiple instances of skulk on the same creature are redundant.
- 702.119 — Emerge
- 702.119a — Emerge represents two static abilities that function while the spell with emerge is on the stack. “Emerge [cost]” means…
- 702.119b — Emerge from [quality] is a variant of emerge. “Emerge from [quality] [cost]” means “You may cast this spell by paying [c…
- 702.119c — You choose which permanent to sacrifice as you choose to pay a spell’s emerge cost (see rule 601.2b), and you sacrifice…
- 702.120 — Escalate
- 702.120a — Escalate is a static ability of modal spells (see rule 700.2) that functions while the spell with escalate is on the sta…
- 702.121 — Melee
- 702.121a — Melee is a triggered ability. “Melee” means “Whenever this creature attacks, it gets +1/+1 until end of turn for each op…
- 702.121b — If a creature has multiple instances of melee, each triggers separately.
- 702.122 — Crew
- 702.122a — Crew is an activated ability of Vehicle cards. “Crew N” means “Tap any number of other untapped creatures you control wi…
- 702.122b — A creature “crews a Vehicle” when it’s tapped to pay the cost to activate a Vehicle’s crew ability.
- 702.122c — If an effect states that a creature “can’t crew Vehicles,” that creature can’t be tapped to pay the crew cost of a Vehic…
- 702.122d — Some Vehicles have abilities that trigger when they become crewed. “Whenever [this Vehicle] becomes crewed” means “Whene…
- 702.123 — Fabricate
- 702.123a — Fabricate is a triggered ability. “Fabricate N” means “When this permanent enters, you may put N +1/+1 counters on it. I…
- 702.123b — If a permanent has multiple instances of fabricate, each triggers separately.
- 702.124 — Partner
- 702.124a — Partner abilities are keyword abilities that modify the rules for deck construction in the Commander variant (see rule 9…
- 702.124b — Your deck must contain exactly 100 cards, including its two commanders. Both commanders begin the game in the command zo…
- 702.124c — A rule or effect that refers to your commander’s color identity refers to the combined color identities of your two comm…
- 702.124d — Except for determining the color identity of your commander, the two commanders function independently. When casting a c…
- 702.124e — If an effect refers to your commander while you have two commanders, it refers to either one. If an effect causes you to…
- 702.124f — Different partner abilities are distinct from one another and cannot be combined. For example, you cannot designate two…
- 702.124g — If a legendary card has more than one partner ability, you may choose which one to use when designating your commander,…
- 702.124h — “Partner” means “You may designate two legendary creature cards as your commander rather than one if each of them has pa…
- 702.124i — “Partner with [name]” represents two abilities. It means “You may designate two legendary creature cards as your command…
- 702.124j — “Friends forever” means “You may designate two legendary creature cards as your commander rather than one if each of the…
- 702.124k — “Choose a Background” means “You may designate two cards as your commander rather than one if one of them is this card a…
- 702.124m — “Doctor’s companion” means “You may designate two legendary creature cards as your commander rather than one if one of t…
- 702.124n — If an effect refers to a partner ability by name, it means only that partner ability and not any others. If an effect re…
- 702.125 — Undaunted
- 702.125a — Undaunted is a static ability that functions while the spell with undaunted is on the stack. Undaunted means “This spell…
- 702.125b — Players who have left the game are not counted when determining how many opponents you have.
- 702.125c — If a spell has multiple instances of undaunted, each of them applies.
- 702.126 — Improvise
- 702.126a — Improvise is a static ability that functions while the spell with improvise is on the stack. “Improvise” means “For each…
- 702.126b — The improvise ability isn’t an additional or alternative cost and applies only after the total cost of the spell with im…
- 702.126c — Multiple instances of improvise on the same spell are redundant.
- 702.127 — Aftermath
- 702.127a — Aftermath is an ability found on some split cards (see rule 709, “Split Cards”). It represents three static abilities. “…
- 702.128 — Embalm
- 702.128a — Embalm is an activated ability that functions while the card with embalm is in a graveyard. “Embalm [cost]” means “[Cost…
- 702.128b — A token is “embalmed” if it’s created by a resolving embalm ability.
- 702.129 — Eternalize
- 702.129a — Eternalize is an activated ability that functions while the card with eternalize is in a graveyard. “Eternalize [cost]”…
- 702.130 — Afflict
- 702.130a — Afflict is a triggered ability. “Afflict N” means “Whenever this creature becomes blocked, defending player loses N life…
- 702.130b — If a creature has multiple instances of afflict, each triggers separately.
- 702.131 — Ascend
- 702.131a — Ascend on an instant or sorcery spell represents a spell ability. It means “If you control ten or more permanents and yo…
- 702.131b — Ascend on a permanent represents a static ability. It means “Any time you control ten or more permanents and you don’t h…
- 702.131c — The city’s blessing is a designation that has no rules meaning other than to act as a marker that other rules and effect…
- 702.131d — After a player gets the city’s blessing, continuous effects are reapplied before the game checks to see if the game stat…
- 702.132 — Assist
- 702.132a — Assist is a static ability that modifies the rules of paying for the spell with assist (see rules 601.2g-h). If the tota…
- 702.133 — Jump-Start
- 702.133a — Jump-start appears on some instants and sorceries. It represents two static abilities: one that functions while the card…
- 702.134 — Mentor
- 702.134a — Mentor is a triggered ability. “Mentor” means “Whenever this creature attacks, put a +1/+1 counter on target attacking c…
- 702.134b — If a creature has multiple instances of mentor, each triggers separately.
- 702.134c — An ability that triggers whenever a creature mentors another creature triggers whenever a mentor ability whose source is…
- 702.135 — Afterlife
- 702.135a — Afterlife is a triggered ability. “Afterlife N” means “When this permanent is put into a graveyard from the battlefield,…
- 702.135b — If a permanent has multiple instances of afterlife, each triggers separately.
- 702.136 — Riot
- 702.136a — Riot is a static ability. “Riot” means “You may have this permanent enter with an additional +1/+1 counter on it. If you…
- 702.136b — If a permanent has multiple instances of riot, each works separately.
- 702.137 — Spectacle
- 702.137a — Spectacle is a static ability that functions on the stack. “Spectacle [cost]” means “You may pay [cost] rather than pay…
- 702.138 — Escape
- 702.138a — Escape represents a static ability that functions while the card with escape is in a player’s graveyard. “Escape [cost]”…
- 702.138b — A spell or permanent “escaped” if that spell or the spell that became that permanent as it resolved was cast from a grav…
- 702.138c — An ability that reads “[This permanent] escapes with [one or more of a kind of counter]” means “If this permanent escape…
- 702.138d — An ability that reads “[This permanent] escapes with [ability]” means “If this permanent escaped, it has [ability].”
- 702.139 — Companion
- 702.139a — Companion is a keyword ability that functions outside the game. It’s written as “Companion—[Condition].” Before the game…
- 702.139b — If a companion ability refers to your starting deck, it refers to your deck after you’ve set aside any sideboard cards.…
- 702.139c — Once you take the special action and put the card with companion into your hand, it remains in the game until the game e…
- 702.140 — Mutate
- 702.140a — Mutate appears on some creature cards. It represents a static ability that functions while the spell with mutate is on t…
- 702.140b — As a mutating creature spell begins resolving, if its target is illegal, it ceases to be a mutating creature spell and c…
- 702.140c — As a mutating creature spell resolves, if its target is legal, it doesn’t enter the battlefield. Rather, it merges with…
- 702.140d — An ability that triggers whenever a creature mutates triggers when a spell merges with a creature as a result of a resol…
- 702.140e — A mutated permanent has all abilities of each card and token that represents it. Its other characteristics are derived f…
- 702.140f — Any effect that refers to or modifies the mutating creature spell refers to or modifies the mutated permanent it merges…
- 702.141 — Encore
- 702.141a — Encore is an activated ability that functions while the card with encore is in a graveyard. “Encore [cost]” means “[Cost…
- 702.142 — Boast
- 702.142a — A boast ability is a special kind of activated ability. “Boast — [Cost]: [Effect]” means “[Cost]: [Effect]. Activate onl…
- 702.142b — Effects may refer to boast abilities. If an effect refers to a creature boasting, it means its boast ability being activ…
- 702.143 — Foretell
- 702.143a — Foretell is a keyword that functions while the card with foretell is in a player’s hand. Any time a player has priority…
- 702.143b — Exiling a card using its foretell ability is a special action, which doesn’t use the stack. See rule 116, “Special Actio…
- 702.143c — If an effect refers to foretelling a card, it means performing the special action associated with a foretell ability. If…
- 702.143d — If an effect states that a card in exile becomes foretold, that card becomes a foretold card. That effect may give the c…
- 702.143e — If a player owns multiple foretold cards in exile, they must ensure that those cards can be easily differentiated from e…
- 702.143f — If a player leaves the game, all face-down foretold cards that player owns must be revealed to all players. At the end o…
- 702.144 — Demonstrate
- 702.144a — Demonstrate is a triggered ability. “Demonstrate” means “When you cast this spell, you may copy it and you may choose ne…
- 702.145 — Daybound and Nightbound
- 702.145a — Daybound and nightbound are found on opposite faces of some transforming double-faced cards (see rule 712, “Double-Faced…
- 702.145b — Daybound is found on the front faces of some transforming double-faced cards and represents three static abilities. “Day…
- 702.145c — Any time a player controls a permanent that is front face up with daybound and it’s night, that player transforms that p…
- 702.145d — Any time a player controls a permanent with daybound, if it’s neither day nor night, it becomes day.
- 702.145e — Nightbound is found on the back faces of some transforming double-faced cards and represents two static abilities. “Nigh…
- 702.145f — Any time a player controls a permanent that is back face up with nightbound and it’s day, that player transforms that pe…
- 702.145g — Any time a player controls a permanent with nightbound, if it’s neither day nor night and there are no permanents with d…
- 702.146 — Disturb
- 702.146a — Disturb is an ability found on the front face of some transforming double-faced cards (see rule 712, “Double-Faced Cards…
- 702.146b — A resolving transforming double-faced spell that was cast using its disturb ability enters the battlefield with its back…
- 702.147 — Decayed
- 702.147a — Decayed represents a static ability and a triggered ability. “Decayed” means “This creature can’t block” and “When this…
- 702.148 — Cleave
- 702.148a — Cleave is a keyword that represents two static abilities that function while a spell with cleave is on the stack. “Cleav…
- 702.148b — Cleave’s second ability is a text-changing effect. See rule 612, “Text-Changing Effects.”
- 702.149 — Training
- 702.149a — Training is a triggered ability. “Training” means “Whenever this creature and at least one other creature with power gre…
- 702.149b — If a creature has multiple instances of training, each triggers separately.
- 702.149c — Some creatures with training have abilities that trigger when they train. “When this creature trains” means “When a reso…
- 702.150 — Compleated
- 702.150a — Compleated is a static ability found on some planeswalker cards. Compleated means “If this permanent would enter with on…
- 702.151 — Reconfigure
- 702.151a — Reconfigure represents two activated abilities. Reconfigure [cost] means “[Cost]: Attach this permanent to another targe…
- 702.151b — Attaching an Equipment with reconfigure to another creature causes the Equipment to stop being a creature until it becom…
- 702.152 — Blitz
- 702.152a — Blitz represents three abilities: two static abilities that function while the card with blitz is on the stack, one of w…
- 702.152b — If a spell has multiple instances of blitz, only one may be used to cast that spell. If a permanent has multiple instanc…
- 702.153 — Casualty
- 702.153a — Casualty is a keyword that represents two abilities. The first is a static ability that functions while the spell with c…
- 702.153b — If a spell has multiple instances of casualty, each is paid separately and triggers based on the payments made for it, n…
- 702.154 — Enlist
- 702.154a — Enlist represents a static ability and a triggered ability. Enlist means “As this creature attacks, you may tap up to on…
- 702.154b — Enlist’s static ability represents an optional cost to attack (see rule 508.1g). Its triggered ability is linked to that…
- 702.154c — A creature “enlists” another creature when you pay the cost of the creature’s enlist ability by tapping the other creatu…
- 702.154d — Multiple instances of enlist on a single creature function independently. The triggered ability represented by each inst…
- 702.155 — Read Ahead
- 702.155a — Read ahead is a keyword found on some Saga cards. “Read ahead” means “Chapter abilities of this Saga can’t trigger the t…
- 702.155b — As a Saga with the read ahead ability enters the battlefield, its controller chooses a number from one to that Saga’s fi…
- 702.155c — Multiple instances of read ahead on the same object are redundant.
- 702.156 — Ravenous
- 702.156a — Ravenous is a keyword found on some creature cards with {X} in their mana cost. Ravenous represents both a replacement e…
- 702.157 — Squad
- 702.157a — Squad is a keyword that represents two linked abilities. The first is a static ability that functions while the creature…
- 702.157b — If a spell has multiple instances of squad, each is paid separately. If a permanent has multiple instances of squad, eac…
- 702.158 — Space Sculptor
- 702.158a — One card (Space Beleren) has the space sculptor ability. This keyword ability causes creatures to gain sector designatio…
- 702.158b — A sector designation is a designation a permanent can have. The sector designations are alpha sector, beta sector, and g…
- 702.158c — Any time a permanent with space sculptor and any creatures without a sector designation are on the battlefield at the sa…
- 702.158d — Some abilities include an instruction to choose a sector along with an instruction to perform an action on each creature…
- 702.158e — Two permanents are in the same sector if each has the same sector designation.
- 702.159 — Visit
- 702.159a — Visit is a keyword ability found on Attraction cards (see rule 717). “Visit — [Effect]” means “Whenever you roll to visi…
- 702.159b — Some Attractions instruct a player to “claim the prize,” followed by a second paragraph that starts with the word “Prize…
- 702.160 — Prototype
- 702.160a — Prototype is a static ability that appears on prototype cards that have a secondary set of power, toughness, and mana co…
- 702.161 — Living Metal
- 702.161a — Living metal is a keyword ability found on some Vehicles. “Living metal” means “During your turn, this permanent is an a…
- 702.162 — More Than Meets the Eye
- 702.162a — More Than Meets the Eye represents a static ability that functions in any zone from which the spell may be cast. “More T…
- 702.163 — For Mirrodin!
- 702.163a — For Mirrodin! is a triggered ability. “For Mirrodin!” means “When this Equipment enters, create a 2/2 red Rebel creature…
- 702.164 — Toxic
- 702.164a — Toxic is a static ability. It is written “toxic N,” where N is a number.
- 702.164b — Some rules and effects refer to a creature’s “total toxic value.” A creature’s total toxic value is the sum of all N val…
- 702.164c — Combat damage dealt to a player by a creature with toxic causes that creature’s controller to give the player a number o…
- 702.165 — Backup
- 702.165a — Backup is a triggered ability. “Backup N” means “When this creature enters, put N +1/+1 counters on target creature. If…
- 702.165b — If a permanent enters the battlefield as a copy of a permanent with a backup ability or a token is created that is a cop…
- 702.165c — Only abilities printed on the object with backup are granted by its backup ability. Any abilities gained by a permanent,…
- 702.165d — The abilities that a backup ability grants are determined as the ability is put on the stack. They won’t change if the p…
- 702.166 — Bargain
- 702.166a — Bargain is a static ability that functions while the spell with bargain is on the stack. “Bargain” means “As an addition…
- 702.166b — If a spell’s controller declares the intention to pay that spell’s bargain cost, that spell has been “bargained.” See ru…
- 702.166c — Objects with bargain have additional abilities that specify what happens if they were bargained. These abilities are lin…
- 702.166d — If part of a spell’s ability has its effect only if that spell was bargained and that part of the ability includes any t…
- 702.167 — Craft
- 702.167a — Craft represents an activated ability. It is written as “Craft with [materials] [cost],” where [materials] is a descript…
- 702.167b — If an object in the [materials] of a craft ability is described using only a card type or subtype without the word “card…
- 702.167c — An ability of a permanent may refer to the exiled cards used to craft it. This refers to cards in exile that were exiled…
- 702.168 — Disguise
- 702.168a — Disguise is a static ability that functions in any zone from which you could play the card it’s on, and the disguise eff…
- 702.168b — To cast a card using its disguise ability, turn the card face down and announce that you are using a disguise ability. I…
- 702.168c — You can’t normally cast a card face down. A disguise ability allows you to do so.
- 702.168d — Any time you have priority, you may turn a face-down permanent you control with a disguise ability face up. This is a sp…
- 702.168e — If a permanent’s disguise cost includes X, other abilities of that permanent may also refer to X. The value of X in thos…
- 702.168f — See rule 708, “Face-Down Spells and Permanents,” for more information about how to cast cards with a disguise ability.
- 702.169 — Solved
- 702.169a — Solved is a keyword ability found on Case cards. See rule 719, “Case Cards.” “Solved” is followed by ability text. Toget…
- 702.169b — For a static ability, “Solved — [Ability text]” means “As long as this Case is solved, [ability text].”
- 702.169c — For a triggered ability, “Solved — [Ability text]” means “[Ability text]. This ability triggers only if this Case is sol…
- 702.169d — For an activated ability, “Solved — [Ability text]” means “[Ability text]. Activate only if this Case is solved.”
- 702.170 — Plot
- 702.170a — Plot is a keyword ability that functions while the card with plot is in a player’s hand. “Plot [cost]” means “Any time y…
- 702.170b — Exiling a card using its plot ability is a special action, which doesn’t use the stack. See rule 116, “Special Actions.”
- 702.170c — In addition to the plot special action, some spells and abilities cause a card in exile to become plotted.
- 702.170d — A plotted card’s owner may cast it from exile without paying its mana cost during their main phase while the stack is em…
- 702.170e — If an effect refers to plotting a card, it means performing the special action associated with a plot ability.
- 702.170f — An effect may allow the plot ability of a card to function in a zone other than a player’s hand. In that case, the card…
- 702.171 — Saddle
- 702.171a — Saddle is an activated ability. “Saddle N” means “Tap any number of other untapped creatures you control with power N or…
- 702.171b — Saddled is a designation that has no rules meaning other than to act as a marker that spells and abilities can identify.…
- 702.171c — A creature “saddles” a permanent as it’s tapped to pay the cost to activate a permanent’s saddle ability.
- 702.172 — Spree
- 702.172a — Spree is a static ability found on some modal spells (see rule 700.2) that applies while the spell on the stack. Spree m…
- 702.172b — Cards with the spree ability have a plus sign icon in the upper right corner of the card. This symbol is a visual remind…
- 702.173 — Freerunning
- 702.173a — Freerunning is a static ability that functions on the stack. “Freerunning [cost]” means “You may pay [cost] rather than…
- 702.174 — Gift
- 702.174a — Gift is a keyword that represents two abilities. It is written “Gift a [something].” The first ability is a static abili…
- 702.174b — On a permanent, the second ability represented by gift is “When this permanent enters, if its gift cost was paid, [effec…
- 702.174c — Some effects trigger whenever a player gives a gift. Such an ability triggers whenever an instant or sorcery spell that…
- 702.174d — “Gift a Food” means the effect is “The chosen player creates a Food token.”
- 702.174e — “Gift a card” means the effect is “The chosen player draws a card.”
- 702.174f — “Gift a tapped Fish” means the effect is “The chosen player creates a tapped 1/1 blue Fish creature token.”
- 702.174g — “Gift an extra turn” means the effect is “The chosen player takes an extra turn after this one.”
- 702.174h — “Gift a Treasure” means the effect is “The chosen player creates a Treasure token.”
- 702.174i — “Gift an Octopus” means the effect is “The chosen player creates an 8/8 blue Octopus creature token.”
- 702.174j — For instant and sorcery spells, the effect of a gift ability always happens before any other spell abilities of the card…
- 702.174k — If a spell’s controller declares the intention to pay a spell’s gift cost, that spell’s gift was promised.
- 702.174m — If part of a spell’s ability has its effect only if its gift was promised, and that part of the ability includes any tar…
- 702.175 — Offspring
- 702.175a — Offspring represents two abilities. “Offspring [cost]” means “You may pay an additional [cost] as you cast this spell” a…
- 702.175b — If a spell has multiple instances of offspring, each is paid separately and triggers based on the payments made for it,…
- 702.176 — Impending
- 702.176a — Impending is a keyword that represents four abilities. The first and second are static abilities that function while the…
- 702.177 — Exhaust
- 702.177a — An exhaust ability is a special kind of activated ability. “Exhaust — [Cost]: [Effect]” means “[Cost]: [Effect]. Activat…
- 702.177b — An effect may allow you to take an action as long as you haven’t activated an exhaust ability this turn. Such an effect…
- 702.178 — Max Speed
- 702.178a — A max speed ability is a special kind of static ability. “Max speed — [Ability]” means “As long as your speed is 4, this…
- 702.179 — Start Your Engines!
- 702.179a — Start your engines! is a static ability. If a player controls a permanent with start your engines! and that player has n…
- 702.179b — Players do not have speed until a rule or effect sets their speed to a specific value.
- 702.179c — If a player has no speed and they are instructed to increase their speed by a certain value, their speed becomes that va…
- 702.179d — There is an inherent triggered ability associated with a player having 1 or more speed. This ability has no source and i…
- 702.179e — Rules and effects may refer to whether a player has “max speed.” A player has max speed if their speed is 4.
- 702.179f — Some effects refer to a player’s speed. If that player has no speed, their speed is 0 for the purpose of an effect that…
- 703.1 — Turn-based actions are game actions that happen automatically when certain steps or phases begin, or when each step and…
- 703.1a — Abilities that watch for a specified step or phase to begin are triggered abilities, not turn-based actions. (See rule 6…
- 703.2 — Turn-based actions are not controlled by any player.
- 703.3 — Whenever a step or phase begins, if it’s a step or phase that has any turn-based action associated with it, those turn-b…
- 703.4 — The turn-based actions are as follows:
- 703.4a — Immediately after the untap step begins, all phased-in permanents with phasing that the active player controls phase out…
- 703.4b — Immediately after the phasing action has been completed during the untap step, if the game has either the day or night d…
- 703.4c — Immediately after the game checks to see if its day or night designation should change during the untap step or, if the…
- 703.4d — Immediately after the draw step begins, the active player draws a card. See rule 504.1.
- 703.4e — In an Archenemy game (see rule 904), immediately after the archenemy’s precombat main phase begins, that player sets the…
- 703.4f — Immediately after a player’s precombat main phase begins, that player puts a lore counter on each Saga enchantment they…
- 703.4g — Immediately after the action of placing lore counters has been completed, if the active player controls any Attractions,…
- 703.4h — Immediately after the beginning of combat step begins, if the game being played is a multiplayer game in which the activ…
- 703.4i — Immediately after the declare attackers step begins, the active player declares attackers. See rule 508.1.
- 703.4j — Immediately after the declare blockers step begins, the defending player declares blockers. See rule 509.1.
- 703.4k — Immediately after the combat damage step begins, each player in APNAP order announces how each attacking or blocking cre…
- 703.4m — Immediately after combat damage has been assigned during the combat damage step, all combat damage is dealt simultaneous…
- 703.4n — Immediately after the cleanup step begins, if the active player’s hand contains more cards than their maximum hand size…
- 703.4p — Immediately after the active player has discarded cards (if necessary) during the cleanup step, all damage is removed fr…
- 703.4q — When each step or phase ends, any unused mana left in a player’s mana pool empties. See rule 500.4.
- 704.1 — State-based actions are game actions that happen automatically whenever certain conditions (listed below) are met. State…
- 704.1a — Abilities that watch for a specified game state are triggered abilities, not state-based actions. (See rule 603, “Handli…
- 704.2 — State-based actions are checked throughout the game and are not controlled by any player.
- 704.3 — Whenever a player would get priority (see rule 117, “Timing and Priority”), the game checks for any of the listed condit…
- 704.4 — Unlike triggered abilities, state-based actions pay no attention to what happens during the resolution of a spell or abi…
- 704.5 — The state-based actions are as follows:
- 704.5a — If a player has 0 or less life, that player loses the game.
- 704.5b — If a player attempted to draw a card from a library with no cards in it since the last time state-based actions were che…
- 704.5c — If a player has ten or more poison counters, that player loses the game. Ignore this rule in Two-Headed Giant games; see…
- 704.5d — If a token is in a zone other than the battlefield, it ceases to exist.
- 704.5e — If a copy of a spell is in a zone other than the stack, it ceases to exist. If a copy of a card is in any zone other tha…
- 704.5f — If a creature has toughness 0 or less, it’s put into its owner’s graveyard. Regeneration can’t replace this event.
- 704.5g — If a creature has toughness greater than 0, it has damage marked on it, and the total damage marked on it is greater tha…
- 704.5h — If a creature has toughness greater than 0, and it’s been dealt damage by a source with deathtouch since the last time s…
- 704.5i — If a planeswalker has loyalty 0, it’s put into its owner’s graveyard.
- 704.5j — If two or more legendary permanents with the same name are controlled by the same player, that player chooses one of the…
- 704.5k — If two or more permanents have the supertype world, all except the one that has had the world supertype for the shortest…
- 704.5m — If an Aura is attached to an illegal object or player, or is not attached to an object or player, that Aura is put into…
- 704.5n — If an Equipment or Fortification is attached to an illegal permanent or to a player, it becomes unattached from that per…
- 704.5p — If a battle or creature is attached to an object or player, it becomes unattached and remains on the battlefield. Simila…
- 704.5q — 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, whe…
- 704.5r — 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…
- 704.5s — If the number of lore counters on a Saga permanent is greater than or equal to its final chapter number and it isn’t the…
- 704.5t — 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…
- 704.5u — If a permanent with space sculptor and any creatures without a sector designation are on the battlefield, each player wh…
- 704.5v — If a battle has defense 0 and it isn’t the source of an ability that has triggered but not yet left the stack, it’s put…
- 704.5w — If a battle has no player in the game designated as its protector and no attacking creatures are currently attacking tha…
- 704.5x — If a Siege’s controller is also its designated protector, that player chooses an opponent to become its protector. If no…
- 704.5y — If a permanent has more than one Role controlled by the same player attached to it, each of those Roles except the one w…
- 704.5z — If a player controls a permanent with start your engines! and that player has no speed, that player’s speed becomes 1. S…
- 704.6 — Some variant games include additional state-based actions that aren’t normally applicable:
- 704.6a — In a Two-Headed Giant game, if a team has 0 or less life, that team loses the game. See rule 810, “Two-Headed Giant Vari…
- 704.6b — In a Two-Headed Giant game, if a team has fifteen or more poison counters, that team loses the game. See rule 810, “Two-…
- 704.6c — 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…
- 704.6d — In a Commander game, if a commander is in a graveyard or in exile and that object was put into that zone since the last…
- 704.6e — In an Archenemy game, if a non-ongoing scheme card is face up in the command zone, and no triggered abilities of any sch…
- 704.6f — In a Planechase game, if a phenomenon card is face up in the command zone, and it isn’t the source of a triggered abilit…
- 704.7 — If multiple state-based actions would have the same result at the same time, a single replacement effect will replace al…
- 704.8 — If a state-based action results in a permanent leaving the battlefield at the same time other state-based actions were p…
- 705.1 — Some cards refer to flipping a coin. A coin used in a flip must be a two-sided object with easily distinguished sides an…
- 705.2 — Some effects that instruct a player to flip a coin care only about whether the coin comes up heads or tails. No player w…
- 706.1 — An effect that instructs a player to roll a die will specify what kind of die to roll and how many of those dice to roll…
- 706.1a — Such an effect may refer to an “N-sided die,” “N-sided dice,” or one or more “dN,” where N is a positive integer. In tho…
- 706.1b — Players may agree to use an alternate method for rolling a die, including a digital substitute, as long as the method us…
- 706.2 — After the roll, the number indicated on the top face of the die before any modifiers is the natural result. The instruct…
- 706.2a — Modifiers may be optional and/or have associated costs. If a modifier has an associated mana cost, the player who rolled…
- 706.2b — If two or more effects are attempting to modify the natural result, the player who rolled chooses one to apply, followin…
- 706.3 — Some abilities that instruct a player to roll one or more dice include a results table.
- 706.3a — The results table appears as a list or as a chart with multiple striations. Each list item or striation includes possibl…
- 706.3b — An instruction to roll one or more dice, any instructions to modify that roll printed in the same paragraph, any additio…
- 706.3c — Some effects in results charts include the text “Roll again.” This additional roll uses the same kind of and number of d…
- 706.4 — Some abilities that instruct a player to roll one or more dice do not include a results table. The text of those abiliti…
- 706.5 — One card (Celebr-8000) has an ability that instructs a player to roll two dice and has an additional effect if that play…
- 706.6 — If a player is instructed to ignore a roll, that roll is considered to have never happened. No abilities trigger because…
- 706.7 — In a Planechase game, rolling the planar die will cause any ability that triggers whenever a player rolls one or more di…
- 706.8 — One card (Centaur of Attention) has an ability that instructs a player to roll dice and “store” those results on it and…
- 706.8a — To store the result of a die roll on a permanent means to note both the kind of die rolled and the result of that roll.…
- 706.8b — To reroll one or more stored results of a permanent, roll one of the kind of die noted for each of them. If one kind of…
- 706.8c — If a permanent has an ability that stores results on it and another ability that refers to the stored results, those abi…
- 707.1 — Some objects become or turn another object into a “copy” of a spell, permanent, or card. Some effects create a token tha…
- 707.2 — When copying an object, the copy acquires the copiable values of the original object’s characteristics and, for an objec…
- 707.2a — A copy acquires the color of the object it’s copying because that value is derived from its mana cost or color indicator…
- 707.2b — Once an object has been copied, changing the copiable values of the original object won’t cause the copy to change.
- 707.2c — If a static ability generates a continuous effect that’s a copy effect, the copiable values that effect grants are deter…
- 707.3 — The copy’s copiable values become the copied information, as modified by the copy’s status (see rule 110.5). Objects tha…
- 707.4 — Some effects cause a permanent that’s copying a permanent to copy a different object while remaining on the battlefield.…
- 707.5 — An object that enters the battlefield “as a copy” or “that’s a copy” of another object becomes a copy as it enters the b…
- 707.6 — When copying a permanent, any choices that have been made for that permanent aren’t copied. Instead, if an object enters…
- 707.7 — If a pair of linked abilities are copied, those abilities will be similarly linked to one another on the object that cop…
- 707.8 — When copying a melded permanent or other double-faced permanent, use the copiable values of the face that’s currently up…
- 707.8a — If an effect creates a token that is a copy of a transforming permanent or a transforming double-faced card not on the b…
- 707.9 — Copy effects may include modifications or exceptions to the copying process.
- 707.9a — Some copy effects cause the copy to gain an ability as part of the copying process. This ability becomes part of the cop…
- 707.9b — Some copy effects modify a characteristic as part of the copying process. The final set of values for that characteristi…
- 707.9c — Some copy effects specifically state that they don’t copy certain characteristics and the affected objects instead retai…
- 707.9d — When applying a copy effect that doesn’t copy a certain characteristic, retains one or more original values for a certai…
- 707.9e — Some replacement effects that generate copy effects include an exception that’s an additional effect rather than a modif…
- 707.9f — Some exceptions to the copying process apply only if the copy is or has certain characteristics. To determine whether su…
- 707.9g — Some replacement effects that generate copy effects are linked to triggered abilities written in the same paragraph. (Se…
- 707.10 — To copy a spell, activated ability, or triggered ability means to put a copy of it onto the stack; a copy of a spell isn…
- 707.10a — If a copy of a spell is in a zone other than the stack, it ceases to exist. If a copy of a card is in any zone other tha…
- 707.10b — A copy of an ability has the same source as the original ability. If the ability refers to its source by name, the copy…
- 707.10c — Some effects copy a spell or ability and state that its controller may choose new targets for the copy. The player may l…
- 707.10d — Some effects copy a spell or ability for each player or object it “could target.” The copies are put onto the stack with…
- 707.10e — Some effects copy a spell or ability and specify a new target for the copy. If the spell or ability has more than one ta…
- 707.10f — Some effects copy a permanent spell. As that copy resolves, it ceases being a copy of a spell and becomes a token perman…
- 707.10g — If an effect creates a copy of a transforming permanent spell, the copy is also a transforming permanent spell that has…
- 707.11 — If an effect refers to a permanent by name, the effect still tracks that permanent even if it changes names or becomes a…
- 707.12 — An effect that instructs a player to cast a copy of an object (and not just copy a spell) follows the rules for casting…
- 707.13 — One card (Garth One-Eye) instructs a player to create a copy of a card defined by name rather than by indicating an obje…
- 707.14 — One card (Magar of the Magic Strings) instructs a player to note the name of a particular card in a graveyard and create…
- 708.1 — Some cards allow spells and permanents to be face down.
- 708.2 — Face-down spells and face-down permanents have no characteristics other than those listed by the ability or rules that a…
- 708.2a — If a face-up permanent is turned face down by a spell or ability that doesn’t list any characteristics for that object,…
- 708.2b — A face-down permanent can’t be turned face-down. If a spell or ability attempts to turn a face-down permanent face down,…
- 708.3 — Objects that are put onto the battlefield face down are turned face down before they enter the battlefield, so the perma…
- 708.4 — Objects that are cast face down are turned face down before they are put onto the stack, so effects that care about the…
- 708.5 — At any time, you may look at a face-down spell you control on the stack or a face-down permanent you control (even if it…
- 708.6 — If you control multiple face-down spells or face-down permanents, you must ensure at all times that your face-down spell…
- 708.7 — The ability or rules that allow a permanent to be face down may also allow the permanent’s controller to turn it face up…
- 708.8 — As a face-down permanent is turned face up, its copiable values revert to its normal copiable values. Any effects that h…
- 708.9 — If a face-down permanent or a face-down component of a merged permanent moves from the battlefield to any other zone, it…
- 708.10 — If a face-down permanent becomes a copy of another permanent, its copiable values become the copiable values of that per…
- 708.11 — If a face-down permanent would have an “As [this permanent] is turned face up . . .” ability after it’s turned face up,…
- 708.12 — If a spell or ability that instructs a player to reveal a face-down permanent needs information about the revealed objec…
- 709.1 — Split cards have two card faces on a single card. The back of a split card is the normal Magic card back.
- 709.2 — Although split cards have two castable halves, each split card is only one card. For example, a player who has drawn or…
- 709.3 — A player chooses which half of a split card they are casting before putting it onto the stack.
- 709.3a — Only the chosen half is evaluated to see if it can be cast. Only that half is considered to be put onto the stack.
- 709.3b — While on the stack, only the characteristics of the half being cast exist. The other half’s characteristics are treated…
- 709.3c — An effect may create a copy of a split card and allow a player to cast the copy. That copy retains the characteristics o…
- 709.4 — In every zone except the stack, the characteristics of a split card are those of its two halves combined.
- 709.4a — Each split card has two names. If an effect instructs a player to choose a card name and the player wants to choose a sp…
- 709.4b — The mana cost of a split card is the combined mana costs of its two halves. A split card’s colors and mana value are det…
- 709.4c — A split card has each card type specified on either of its halves and each ability in the text box of each half.
- 709.4d — The characteristics of a fused split spell on the stack are also those of its two halves combined (see rule 702.102, “Fu…
- 709.5 — Some split cards are permanent cards with a single shared type line. A shared type line on such an object represents two…
- 709.5a — Each half of a split card with a shared type line shares the types and subtypes listed on that card’s shared type line.
- 709.5b — The existence of each half of an object with a shared type line is part of that object’s copiable values, even if that o…
- 709.5c — “Left half unlocked” and “right half unlocked” are designations that a permanent on the battlefield can have. Together,…
- 709.5d — A permanent with a shared type line is given the “left half unlocked” designation as it enters the battlefield if its le…
- 709.5e — A player who controls a permanent that has one or more locked halves may pay the mana cost of a locked half of that perm…
- 709.5f — Some spells and abilities instruct a player to “unlock” half of a permanent. To unlock half of a permanent, a player cho…
- 709.5g — Some spells and abilities instruct a player to “lock” half of a permanent. To lock half of a permanent, a player chooses…
- 709.5h — Some abilities trigger when a player unlocks a particular half of a permanent. These abilities trigger when that permane…
- 709.5i — Some abilities trigger when a player “fully unlocks” a permanent with a shared type line. Such an ability triggers when…
- 709.5j — Some cards refer to a “door” of a Room permanent. A door is a half of that permanent.
- 710.1 — Flip cards have a two-part card frame on a single card. The text that appears right side up on the card defines the card…
- 710.1a — The top half of a flip card contains the card’s normal name, text box, type line, power, and toughness. The text box usu…
- 710.1b — The bottom half of a flip card contains an alternative name, text box, type line, power, and toughness. These characteri…
- 710.1c — A flip card’s color and mana cost don’t change if the permanent is flipped. Also, any changes to it by external effects…
- 710.2 — In every zone other than the battlefield, and also on the battlefield before the permanent flips, a flip card has only t…
- 710.3 — You must ensure that it’s clear at all times whether a permanent you control is flipped or not, both when it’s untapped…
- 710.4 — Flipping a permanent is a one-way process. Once a permanent is flipped, it’s impossible for it to become unflipped. Howe…
- 710.5 — If an effect instructs a player to choose a card name and the player wants to choose a flip card’s alternative name, the…
- 711.1 — Each leveler card has a striated text box and three power/toughness boxes. The text box of a leveler card contains two l…
- 711.2 — A level symbol is a keyword ability that represents a static ability. The level symbol includes either a range of number…
- 711.2a — “{LEVEL N1-N2} [Abilities] [P/T]” means “As long as this creature has at least N1 level counters on it, but no more than…
- 711.2b — “{LEVEL N3+} [Abilities] [P/T]” means “As long as this creature has N3 or more level counters on it, it has base power a…
- 711.3 — The text box striations have no game significance other than clearly demarcating which abilities and which power/toughne…
- 711.4 — Any ability a leveler card has that isn’t preceded by a level symbol is treated normally. In particular, each leveler pe…
- 711.5 — If the number of level counters on a leveler creature is less than N1 (the first number printed in its {LEVEL N1-N2} sym…
- 711.6 — In every zone other than the battlefield, a leveler card has the power and toughness denoted by its uppermost power/toug…
- 711.7 — Some enchantments have the subtype Class and associated abilities that give them a class level. These are not level up a…
- 712.1 — A double-faced card has a Magic card face on one side and either a Magic card face or half of an oversized card face on…
- 712.2 — Transforming double-faced cards have a Magic card face on each side and include abilities on one or both of their faces…
- 712.2a — A transforming double-faced card’s front face is marked by a front-face symbol in its upper left corner. On cards printe…
- 712.2b — A transforming double-faced card’s back face is marked by a back-face symbol in its upper left or upper right corner. On…
- 712.2c — The front face of a transforming double-faced card whose back face is a creature has the back face’s power and toughness…
- 712.3 — Modal double-faced cards have a Magic card face on each side. These faces are independent from one another.
- 712.3a — A modal double-faced card’s front face is marked by a front-face symbol in its upper left corner. The front-face symbol…
- 712.3b — A modal double-faced card’s back face is marked by a back-face symbol in its upper left corner. The back-face symbol is…
- 712.3c — Each face of a modal double-faced card includes a hint bar in the lower left corner with information about the opposite…
- 712.4 — Meld cards have a Magic card face on one side and half of an oversized card face on the other.
- 712.4a — One card in each meld pair has an ability that exiles both that object and its counterpart and melds them. To meld the t…
- 712.4b — The back faces of a meld pair are used only to determine the characteristics of the melded permanent that pair becomes o…
- 712.5 — There are six specific meld pairs.
- 712.5a — Midnight Scavengers and Graf Rats meld to form Chittering Host.
- 712.5b — Hanweir Garrison and Hanweir Battlements meld to form Hanweir, the Writhing Township.
- 712.5c — Bruna, the Fading Light and Gisela, the Broken Blade meld to form Brisela, Voice of Nightmares.
- 712.5d — Phyrexian Dragon Engine and Mishra, Claimed by Gix meld to form Mishra, Lost to Phyrexia.
- 712.5e — The Mightstone and Weakstone and Urza, Lord Protector meld to form Urza, Planeswalker.
- 712.5f — Argoth, Sanctum of Nature and Titania, Voice of Gaea meld to form Titania, Gaea Incarnate.
- 712.6 — Players who are allowed to look at a double-faced card may look at both sides of that card.
- 712.7 — Players must ensure that double-faced cards in hidden zones are indistinguishable from other cards in the same zone. To…
- 712.8 — Each face of a transforming or modal double-faced card has its own set of characteristics. The front face of each meld c…
- 712.8a — While a double-faced card is outside the game or in a zone other than the battlefield or stack, it has only the characte…
- 712.8b — A meld card on the stack has only the characteristics of its front face.
- 712.8c — Normally, a transforming double-faced spell has its front face up while on the stack and has only the characteristics of…
- 712.8d — While a double-faced permanent has its front face up, it has only the characteristics of its front face.
- 712.8e — While a transforming double-faced permanent has its back face up, it has only the characteristics of its back face. Howe…
- 712.8f — While a modal double-faced spell is on the stack or a modal double-faced permanent is on the battlefield, it has only th…
- 712.8g — While the two cards of a meld pair are on the battlefield as a melded permanent, the object represented by those cards h…
- 712.9 — Only transforming tokens and permanents represented by transforming double-faced cards can transform or convert. (See ru…
- 712.10 — If a spell or ability instructs a player to transform or convert a permanent, and the face that permanent would transfor…
- 712.11 — A double-faced spell is cast with its front face up by default. See rule 601, “Casting Spells.”
- 712.11a — If a transforming double-faced card or a copy of a transforming double-faced card is cast as a spell “transformed” or “c…
- 712.11b — A player casting a modal double-faced card or a copy of a modal double-faced card as a spell chooses which face they are…
- 712.11c — Only the face that will be face up on the stack is evaluated to determine if it can be cast. Only that face is considere…
- 712.11d — If an ability of a transforming double-faced card’s front face allows it to be cast “transformed” or “converted,” that a…
- 712.12 — A player playing a modal double-faced card or a copy of a modal double-faced card as a land chooses one of its faces tha…
- 712.13 — By default, a resolving double-faced spell that becomes a permanent is put onto the battlefield with the same face up th…
- 712.13a — Some abilities may cause a transforming double-faced spell with its front face up on the stack to enter the battlefield…
- 712.14 — A double-faced card put onto the battlefield from a zone other than the stack enters the battlefield with its front face…
- 712.14a — If a spell or ability puts a transforming double-faced card onto the battlefield “transformed” or “converted,” it enters…
- 712.14b — If a player is instructed to put a modal double-faced card onto the battlefield and its front face isn’t a permanent car…
- 712.14c — If a meld card is being melded with its counterpart, those cards enter the battlefield as a single permanent with their…
- 712.15 — If an effect allows a player to cast a double-faced card as a face-down creature spell, or if a double-faced card enters…
- 712.15a — While face down, a transforming double-faced permanent can’t transform or convert. If it’s turned face up, it will have…
- 712.16 — Melded permanents and other double-faced permanents can’t be turned face down. If a spell or ability tries to turn a dou…
- 712.17 — A double-faced card that is exiled face down remains hidden, using a face-down substitute card and/or opaque sleeves. Se…
- 712.18 — When a transforming double-faced permanent transforms or converts, it doesn’t become a new object. Any effects that appl…
- 712.19 — If an effect instructs a player to choose a card name, the player may choose the name of either face of a transforming o…
- 712.20 — If a transforming double-faced card would have an “As [this permanent] transforms . . .” ability after it transforms or…
- 712.21 — If a melded permanent leaves the battlefield, one permanent leaves the battlefield and two cards are put into the approp…
- 712.21a — If a melded permanent is put into its owner’s graveyard or library, that player may arrange the two cards in any order.…
- 712.21b — If a player exiles a melded permanent, that player determines the relative timestamp order of the two cards at that time…
- 712.21c — If an effect can find the new object that a melded permanent becomes as it leaves the battlefield, it finds both cards.…
- 712.21d — If multiple replacement effects could be applied to the event of a melded permanent leaving the battlefield or being put…
- 712.21e — If an effect needs to know the number of objects that changed zones, a melded permanent among those objects counts as on…
- 713.1 — A substitute card is a game supplement that can be used to represent a double-faced card or meld card. A substitute card…
- 713.2 — Each substitute card must clearly indicate the name of at least the front face of the card that it represents. Other inf…
- 713.2a — Some substitute cards list the names and mana costs of the cards they can represent. Exactly one of the fill-in circles…
- 713.2b — Some substitute cards represent one specific listed card. This style of substitute card was found in the Core Set 2019 r…
- 713.2c — Some substitute cards can represent any modal double-faced card. These substitute cards include the front-face and back-…
- 713.3 — If a substitute card is used in a deck, the card it represents is set aside prior to the beginning of the game (see rule…
- 713.4 — For all game purposes, the substitute card is considered to be the card it’s representing.
- 713.5 — If the substitute card is face up in a public zone, it should be set aside and the double-faced card or meld card that i…
- 714.1 — Each Saga card has a striated text box containing a number of chapter symbols. Its illustration is vertically oriented o…
- 714.2 — A chapter symbol is a keyword ability that represents a triggered ability referred to as a chapter ability.
- 714.2a — A chapter symbol includes a Roman numeral, indicated here as “{rN}.” The numeral I represents 1, II represents 2, III re…
- 714.2b — “{rN}—[Effect]” means “When one or more lore counters are put onto this Saga, if the number of lore counters on it was l…
- 714.2c — “{rN1}, {rN2}—[Effect]” means the same as “{rN1}—[Effect]” and “{rN2}—[Effect].”
- 714.2d — A Saga’s final chapter number is the greatest value among chapter abilities it has. If a Saga somehow has no chapter abi…
- 714.2e — A Saga’s final chapter ability is the chapter ability which has its final chapter number in its chapter symbol.
- 714.3 — Sagas use lore counters to track their progress.
- 714.3a — As a Saga without the read ahead ability enters the battlefield, its controller puts a lore counter on it. As a Saga wit…
- 714.3b — As a player’s precombat main phase begins, that player puts a lore counter on each Saga they control. This turn-based ac…
- 714.4 — If the number of lore counters on a Saga permanent is greater than or equal to its final chapter number, and it isn’t th…
- 715.1 — Adventurer cards have a two-part card frame, with a smaller frame inset within their text box.
- 715.2 — The text that appears in the inset frame on the left defines alternative characteristics that the object may have while…
- 715.2a — If an effect refers to a card, spell, or permanent that “has an Adventure,” it refers to an object for which these alter…
- 715.2b — The existence and values of these alternative characteristics is part of the object’s copiable values.
- 715.2c — Although adventurer cards are printed with multiple sets of characteristics, each adventurer card is only one card. For…
- 715.3 — As a player casts an adventurer card, the player chooses whether they cast the card normally or as an Adventure.
- 715.3a — When casting an adventurer card as an Adventure, only the alternative characteristics are evaluated to see if it can be…
- 715.3b — While on the stack as an Adventure, the spell has only its alternative characteristics.
- 715.3c — If an Adventure spell is copied, the copy is also an Adventure. It has the alternative characteristics of the spell and…
- 715.3d — Instead of putting a spell that was cast as an Adventure into its owner’s graveyard as it resolves, its controller exile…
- 715.4 — In every zone except the stack, and while on the stack not as an Adventure, an adventurer card has only its normal chara…
- 715.5 — If an effect instructs a player to choose a card name and the player wants to choose an adventurer card’s alternative na…
- 716.1 — Each Class card has a striated text box containing two class level bars. Its illustration is vertically oriented on the…
- 716.2 — A class level bar is a keyword ability that represents both an activated ability and a static ability. A class level bar…
- 716.2a — “[Cost]: Level N — [Abilities]” means “[Cost]: This Class’s level becomes N. Activate only if this Class is level N-1 an…
- 716.2b — A level is a designation that any permanent can have. A Class retains its level even if it stops being a Class. Levels a…
- 716.2c — The phrase “to gain a Class level” means “to activate an ability indicated by a class level bar”
- 716.2d — If a rule or effect refers to a permanent’s level and that permanent doesn’t have a level, it is treated as though its l…
- 716.3 — Any ability printed on a Class card that isn’t preceded by a class level bar is treated normally. In particular, the Cla…
- 716.4 — Some older creature cards, called leveler cards, have level up abilities that add level counters to them. These are not…
- 717.1 — Attraction is an artifact subtype seen only on nontraditional Magic cards. Each Attraction has an “Astrotorium” card bac…
- 717.2 — Attraction cards do not begin the game in a player’s deck and do not count toward maximum or minimum deck sizes. Rather,…
- 717.2a — In constructed play, an Attraction deck must contain at least ten Attraction cards and each card in an Attraction deck m…
- 717.2b — In limited play, an Attraction deck must contain at least three Attraction cards from that player’s card pool, and may c…
- 717.3 — Effects can cause an Attraction card to enter the battlefield from the command zone. See rule 701.48, “Open an Attractio…
- 717.4 — As a player’s precombat main phase begins, a player who controls one or more Attractions rolls to visit their Attraction…
- 717.5 — Each Attraction card has an ability that begins with the word “Visit” followed by a long dash in its rules text. This is…
- 717.6 — If a card with an Astrotorium card back would be put into a zone other than the battlefield, exile, or the command zone…
- 717.6a — Each card owned by the same player that has been put in the command zone this way is kept in a single face-up pile separ…
- 718.1 — Prototype cards have a two-part frame, with a smaller frame inset below the type line of the card. The inset frame conta…
- 718.2 — The mana cost, power, and toughness in the inset frame represent alternative characteristics that the object may have wh…
- 718.2a — The existence and values of these alternative characteristics are part of the object’s copiable values.
- 718.3 — As a player casts a prototype card, the player chooses whether they cast the card normally or cast it as a prototyped sp…
- 718.3a — While casting a prototyped spell, use only its alternative power, toughness, and mana cost when evaluating those charact…
- 718.3b — Both a prototyped spell and the permanent it becomes have only its alternative set of power, toughness, and mana cost ch…
- 718.3c — If a prototyped spell is copied, the copy is also a prototyped spell. It has the alternative power, toughness, and mana…
- 718.3d — If a permanent that was a prototyped spell is copied, the copy has the alternative power, toughness, and mana cost chara…
- 718.4 — In every zone except the stack or the battlefield, and while on the stack or the battlefield when not cast as a prototyp…
- 718.5 — A prototype card’s characteristics other than its power, toughness, and mana cost (and other than color) remain the same…
- 719.1 — Each Case card’s illustration is vertically oriented on the left side of the card, and its type line is along the bottom…
- 719.2 — The Case frame has no additional rules meaning.
- 719.3 — Case cards have two special keyword abilities that appear before a long dash and represent a triggered ability and an ab…
- 719.3a — “To solve — [Condition]” means “At the beginning of your end step, if [condition] and this Case is not solved, this Case…
- 719.3b — Solved is a designation a permanent can have. It has no rules meaning other than to act as a marker that spells and abil…
- 719.3c — If a Case has the solved designation, “Solved — [Ability text]” is an ability that may affect the game if it’s a static…
- 720.1 — Some cards allow a player to control another player during that player’s next turn. This effect applies to the next turn…
- 720.1a — Multiple player-controlling effects that affect the same player overwrite each other. The last one to be created is the…
- 720.1b — If a turn is skipped, any pending player-controlling effects wait until the player who would be affected actually takes…
- 720.2 — Two cards (Word of Command and Opposition Agent) allow a player to control another player for a limited duration.
- 720.3 — Only control of the player changes. All objects are controlled by their normal controllers. A player who’s being control…
- 720.4 — If information about an object in the game would be visible to the player being controlled, it’s visible to both that pl…
- 720.5 — While controlling another player, a player makes all choices and decisions the controlled player is allowed to make or i…
- 720.5a — The controller of another player can use only that player’s resources (cards, mana, and so on) to pay costs for that pla…
- 720.5b — The controller of another player can’t make choices or decisions for that player that aren’t called for by the rules or…
- 720.6 — The controller of another player can’t make that player concede. A player may concede the game at any time, even if they…
- 720.7 — The effect that gives control of a player to another player may restrict the actions the controlled player is allowed to…
- 720.8 — A player who controls another player also continues to make their own choices and decisions.
- 720.9 — A player may gain control of themselves. That player will make their own decisions and choices as normal.
- 721.1 — Some cards end the turn. When an effect ends the turn, follow these steps in order, as they differ from the normal proce…
- 721.1a — If there are any triggered abilities that triggered before this process began but haven’t been put onto the stack yet, t…
- 721.1b — Exile every object on the stack, including the object that’s resolving. All objects not on the battlefield or in the com…
- 721.1c — Check state-based actions. No player gets priority, and no triggered abilities are put onto the stack.
- 721.1d — The current phase and/or step ends. If this happens during combat, remove all creatures and planeswalkers from combat. T…
- 721.1e — Even though the turn ends, “at the beginning of the end step” triggered abilities don’t trigger because the end step is…
- 721.1f — No player gets priority during this process, so triggered abilities are not put onto the stack. If any triggered abiliti…
- 721.2 — One card (Mandate of Peace) ends the combat phase. When an effect ends the combat phase, follow these steps in order, as…
- 721.2a — If there are any triggered abilities that triggered before this process began but haven’t been put onto the stack yet, t…
- 721.2b — Exile every object on the stack, including the object that’s resolving. All objects not on the battlefield or in the com…
- 721.2c — Check state-based actions. No player gets priority, and no triggered abilities are put onto the stack.
- 721.2d — The current combat phase ends. Remove all creatures and planeswalkers from combat. Effects that last “until end of comba…
- 721.2e — Even though the combat phase ends, “at end of combat” triggered abilities don’t trigger because the end of combat step i…
- 721.2f — No player gets priority during this process, so triggered abilities are not put onto the stack. If any triggered abiliti…
- 721.2g — If an effect attempts to end the combat phase at any time that’s not a combat phase, nothing happens.
- 722.1 — The monarch is a designation a player can have. There is no monarch in a game until an effect instructs a player to beco…
- 722.2 — There are two inherent triggered abilities associated with being the monarch. These triggered abilities have no source a…
- 722.3 — Only one player can be the monarch at a time. As a player becomes the monarch, the current monarch ceases to be the mona…
- 722.4 — If the monarch leaves the game, the active player becomes the monarch at the same time as that player leaves the game. I…
- 722.5 — If the result of a continuous effect generated by a static ability is determined based on who is currently the monarch,…
- 723.1 — The initiative is a designation a player can have. There is no initiative in a game until an effect instructs a player t…
- 723.2 — There are three inherent triggered abilities associated with having the initiative. These triggered abilities have no so…
- 723.3 — Only one player can have the initiative at a time. As a player takes the initiative, the player who currently has the in…
- 723.4 — If the player who has the initiative leaves the game, the active player takes the initiative at the same time that playe…
- 723.5 — If the player who currently has the initiative is instructed to take the initiative, this causes the last triggered abil…
- 724.1 — One card (Karn Liberated) restarts the game. A game that is restarted immediately ends. No players in that game win, los…
- 724.1a — The starting player in the new game is the player who controlled the spell or ability that restarted the game.
- 724.2 — All Magic cards involved in the game that was restarted when it ended, including phased-out permanents and nontraditiona…
- 724.3 — Because each player draws seven cards when the new game begins, any player with fewer than seven cards in their library…
- 724.4 — The effect that restarts the game finishes resolving just before the first turn’s untap step. If the spell or ability th…
- 724.5 — Effects may exempt certain cards from the procedure that restarts the game. These cards are not in their owner’s deck as…
- 724.5a — In a Commander game, a commander that has been exempted from the procedure that restarts the game won’t begin the new ga…
- 724.6 — If a Magic subgame (see rule 724) is restarted, the main game is unaffected. Main-game effects that refer to the winner…
- 724.7 — If a multiplayer game using the limited range of influence option (see rule 801) is restarted, all players in the game a…
- 725.1 — Rad counters are a kind of counter a player can have (see rule 122, “Counters”). There is an inherent triggered ability…
- 725.1a — A card that refers to life loss “from radiation” refers to life lost as a result of the triggered ability associated wit…
- 726.1 — One card (Shahrazad) allows players to play a Magic subgame.
- 726.1a — A “subgame” is a completely separate Magic game created by an effect. Essentially, it’s a game within a game. The “main…
- 726.1b — No effects or definitions created in either the main game or the subgame have any meaning in the other, except as define…
- 726.2 — As the subgame starts, an entirely new set of game zones is created. Each player takes all the cards in their main-game…
- 726.2a — As a subgame begins, if one or more supplementary decks of nontraditional cards are being used, each player moves each o…
- 726.2b — As a subgame of a Vanguard game starts, each player moves their vanguard card from the main-game command zone to the sub…
- 726.2c — As a subgame of a Commander game starts, each player moves their commander from the main-game command zone (if it’s ther…
- 726.3 — Because each player draws seven cards when a game begins, any player with fewer than seven cards in their deck will lose…
- 726.4 — All objects in the main game and all cards outside the main game are considered outside the subgame (except those specif…
- 726.4a — Some effects can bring cards into a game from outside of it. If a card is brought into a subgame from a main game, abili…
- 726.4b — A player’s main-game counters aren’t considered part of the subgame, although the player will still have them when the m…
- 726.5 — At the end of a subgame, each player takes all traditional cards they own that are in the subgame other than those in th…
- 726.5a — At the end of a subgame, each nontraditional card not in a supplementary deck that began the subgame in a supplementary…
- 726.5b — At the end of a subgame of a Vanguard game, each player moves their vanguard card from the subgame command zone to the m…
- 726.5c — At the end of a subgame of a Commander game, each player moves their commander from the subgame command zone (if it’s th…
- 726.6 — A subgame can be created within a subgame. The existing subgame becomes the main game in relation to the new subgame.
- 727.1 — One keyword causes an object to merge with a permanent. See rule 702.140, “Mutate.”
- 727.2 — To merge an object with a permanent, place that object on top of or under that permanent. That permanent becomes a merge…
- 727.2a — A merged permanent has only the characteristics of its topmost component, unless otherwise specified by the effect that…
- 727.2b — As an object merges with a permanent, that object leaves its previous zone and becomes part of an object on the battlefi…
- 727.2c — Because a merged permanent is the same object that it was before, it hasn’t just come under a player’s control, any cont…
- 727.2d — If a merged permanent contains a token, the resulting permanent is a token only if the topmost component is a token.
- 727.2e — If a merged permanent contains face-up and face-down components, the permanent’s status is determined by its topmost com…
- 727.2f — If a merged permanent is turned face down, each face-up component that represents it is turned face down. If a face-down…
- 727.2g — A face-down merged permanent that contains an instant or sorcery card can’t be turned face up. If such a permanent would…
- 727.2h — If a merged permanent contains a flip card (see rule 710), that component’s alternative characteristics are used instead…
- 727.2i — A merged permanent is not a double-faced permanent even if it contains one or more double-faced components. If a merged…
- 727.2j — A face-up merged permanent that contains a double-faced component can’t be turned face down.
- 727.3 — If a merged permanent leaves the battlefield, one permanent leaves the battlefield and each of the individual components…
- 727.3a — If a merged permanent is put into its owner’s graveyard or library, that player may arrange the new objects in any order…
- 727.3b — If a player exiles a merged permanent, that player determines the relative timestamp order of the cards at that time. Th…
- 727.3c — If an effect can find the new object that a merged permanent becomes as it leaves the battlefield, it finds all of those…
- 727.3d — If multiple replacement effects could be applied to the event of a merged permanent leaving the battlefield or being put…
- 727.3e — If a replacement effect applies to a “card” being put into a zone without also including tokens, that effect applies to…
- 728.1 — Day and night are designations that the game itself can have. The game starts with neither designation. “It becomes day”…
- 728.1a — The phrases “day becomes night” and “night becomes day” refer to the game losing the first designation and gaining the s…
- 728.2 — As the second part of the untap step, the game checks the previous turn to see if the game’s day/night designation shoul…
- 728.2a — If it’s day and the previous turn’s active player didn’t cast any spells during that turn, it becomes night. Multiplayer…
- 728.2b — If it’s night, and previous turn’s active player cast two or more spells during the previous turn, it becomes day. Multi…
- 728.2c — If it’s neither day nor night, this check doesn’t happen and it remains neither.
- 729.1 — When playing a game, players typically make use of mutually understood shortcuts rather than explicitly identifying each…
- 729.1a — The rules for taking shortcuts are largely informal. As long as each player in the game understands the intent of each o…
- 729.1b — Occasionally the game gets into a state in which a set of actions could be repeated indefinitely (thus creating a “loop”…
- 729.1c — Tournaments use a modified version of the rules governing shortcuts and loops. These rules are covered in the Magic: The…
- 729.2 — Taking a shortcut follows the following procedure.
- 729.2a — At any point in the game, the player with priority may suggest a shortcut by describing a sequence of game choices, for…
- 729.2b — Each other player, in turn order starting after the player who suggested the shortcut, may either accept the proposed se…
- 729.2c — Once the last player has either accepted or shortened the shortcut proposal, the shortcut is taken. The game advances to…
- 729.3 — Sometimes a loop can be fragmented, meaning that each player involved in the loop performs an independent action that re…
- 729.4 — If a loop contains only mandatory actions, the game is a draw. (See rules 104.4b and 104.4f.)
- 729.5 — No player can be forced to perform an action that would end a loop other than actions called for by objects involved in…
- 729.6 — If a loop contains an effect that says “[A] unless [B],” where [A] and [B] are each actions, no player can be forced to…
- 730.1 — If a player takes an illegal action or starts to take an action but can’t legally complete it, the entire action is reve…
- 730.2 — When reversing illegal spells and abilities, the player who had priority retains it and may take another action or pass.…