============================================================================== General Rulings Summary Updated 2007/05/28 ============================================================================== Rulings are collected from many sources. See credits and disclaimer at the end of the file for details. This release is under rules used by NINTH EDITION. These rulings have been updated monthly with the most recent version available on the web as the following: http://www.crystalkeep.com/magic/rules This document contains the complete text of the Magic: The Gathering Comprehensive Rules document published by Wizards of the Coast. These rules are noted with numbered entries. It also contains additional rulings to clarify or explain some rules. These are marked with the word "Ruling". A '+' is used to mark changes since the 2007/04/07 release. Thanx, Stephen. ---- Stephen D'Angelo | Crystal Keep Editor dangelo@crystalkeep.com | Former Wizards of the Coast Rules NetRep ============================================================================== Table of Contents: ------------------------------------------------------------------------------ 1 - The Game 100 - General 101 - Starting the Game 102 - Winning and Losing 103 - The Magic Golden Rules 104 - Numbers and Symbols 2 - Parts of the Game 200 - General 201 - Characteristics 202 - Name 203 - Mana Cost and Color 204 - Illustration 205 - Type Line 206 - Expansion Symbol 207 - Text Box 208 - Power/Toughness 209 - Illustration Credit 210 - Legal Text 211 - Collector Number 212 - Type, Supertype, and Subtype 213 - Spells 214 - Permanents 215 - Life 216 - Tokens 217 - Zones 3 - Turn Structure 300 - General 301 - Beginning Phase 302 - Untap Step 303 - Upkeep Step 304 - Draw Step 305 - Main Phase 306 - Combat Phase 307 - Beginning of Combat Step 308 - Declare Attackers Step 309 - Declare Blockers Step 310 - Combat Damage Step 311 - End of Combat Step 312 - End Phase 313 - End of Turn Step 314 - Cleanup Step 4 - Spells, Abilities, and Effects 400 - General 401 - Spells on the Stack 402 - Abilities 403 - Activated Abilities 404 - Triggered Abilities 405 - Static Abilities 406 - Mana Abilities 407 - Adding and Removing Abilities 408 - Timing of Spells and Abilities 409 - Playing Spells and Activated Abilities 410 - Handling Triggered Abilities 411 - Playing Mana Abilities 412 - Handling Static Abilities 413 - Resolving Spells and Abilities 414 - Countering Spells and Abilities 415 - Targeted Spells and Abilities 416 - Effects 417 - One-Shot Effects 418 - Continuous Effects 419 - Replacement and Prevention Effects 420 - State-Based Effects 421 - Handling "Infinite" Loops 422 - Handling Illegal Actions 423 - Drawing a Card 424 - Costs 5 - Additional Rules 500 - Legal Attacks and Blocks 501 - Keyword Actions 502 - Keyword Abilities 503 - Copying Objects 504 - Face-Down Spells and Permanents 505 - Split Cards 506 - Subgames 507 - Controlling Another Player's Turn 508 - Flip Cards 509 - Ending the Turn 510 - Status 511 - Flipping a Coin 6 - Multiplayer Rules 600 - General 601 - Limited Range of Influence Option 602 - Attack Multiple Players Option 603 - Deploy Creatures Option 604 - Attack Left and Attack Right Options 605 - Free-for-All Variant 606 - Two-Headed Giant Variant 607 - Emperor Variant 608 - Grand Melee Variant 609 - Teams Variant 7 - Specialized Rules 701 - Unglued & Unhinged 702 - Licids 703 - Keyword Abilities 704 - Other Rules 8 - Tournament Rules 800 - Shared Tournament Format Rules 801 - Vintage Tournament Format 802 - Legacy Tournament Format 803 - Extended Tournament Format 804 - Standard (Type 2) Tournament Format 805 - Sealed Deck Formats 806 - Block Constructed Deck Formats 807 - Booster Draft Formats G - Glossary G1 - A G2 - B G3 - C G4 - D G5 - E G6 - F G7 - G G8 - H G9 - I G11 - K G12 - L G13 - M G14 - N G15 - O G16 - P G18 - R G19 - S G20 - T G21 - U G22 - V G23 - W G24 - X G25 - Y G26 - Z 1 - The Game ------------------------------------------------------------------------------ 100 - General 100.1 - These Magic rules apply to any Magic game with two or more players, including two-player games and multiplayer games. [CompRules 2005/08/01] 100.1a - A two-player game is a game that begins with only two players. [CompRules 2005/08/01] 100.1b - A multiplayer game is a game that begins with more than two players. See Section 6, "Multiplayer Rules." [CompRules 2005/08/01] 100.2 - In constructed play, each player needs his or her own deck of at least sixty cards, small items to represent any tokens and counters, and some way to clearly track life totals. A constructed deck can have any number of basic land cards and no more than four of any card with a particular English name other than basic land cards. [CompRules 2003/07/01] 100.3 - For sealed deck or draft play, only forty cards are required in a deck, and a player may use as many duplicates of a card as he or she has. Each player still needs small items to represent any tokens and counters, and some way to clearly track life totals. [CompRules 2003/07/01] 100.4 - There is no maximum deck size. [CompRules 2003/07/01] 100.5 - Most Magic tournaments have special rules (not included here) and may limit the use of some cards, including barring all cards from some older sets. See the most current Magic: The Gathering DCI(r) Floor Rules for more information. They can be found at //www.wizards.com/default.asp?x=dci/doccenter/home. [CompRules 2005/10/01] Note - Also see Rule 202.3 for how to deal with non-English cards. Note - The rules in this section are metarules and cannot be overridden by a card in the game. [WotC Rules Team 2003/12/01] 101 - Starting the Game 101.1 - At the start of a game, each player shuffles his or her deck so that the cards are in a random order. Each player may then shuffle his or her opponents' decks. The players' decks become their libraries. [CompRules 2005/08/01] 101.2 - After the decks have been shuffled, the players determine who chooses which player goes first using any mutually agreeable method (flipping a coin, rolling dice, etc.). In a match of several games, the loser of the previous game decides who will take the first turn. If the previous game was a draw, the person who determined who would take the first turn in the previous game decides. [CompRules 2003/07/01] 101.3 - Once the starting player has been determined, each player sets his or her life total to 20 and draws a hand of seven cards. [CompRules 2003/07/01] + 101.3a - In a Two-Headed Giant game, each team starts with a shared life total of 30 instead. [CompRules 2007/05/01] 101.4 - A player who is dissatisfied with his or her initial hand may mulligan. First, the starting player takes any mulligans. To take a mulligan, that player shuffles his or her hand back into the deck and then draws a new hand of six cards. He or she may repeat this process as many times as desired, drawing one fewer card each time, until the hand size reaches zero cards. Once the starting player has decided to keep a hand, those cards become his or her opening hand. Then each other player (in turn order) may take any number of mulligans. A player can't take any mulligans once he or she has decided to keep an opening hand. [CompRules 2005/08/01] 101.4a - The Two-Headed Giant variant uses the standard mulligan rule, with some modifications. First, the starting team takes any mulligans. For a team to take a mulligan, each player on that team decides whether or not to take a mulligan, then all players who chose to do so take their mulligans at the same time. The first time a player takes a mulligan, he or she draws a new hand of seven cards. After each player on that team who took a mulligan looks at his or her new hand, the team repeats the process. (Subsequent hands decrease by one card as normal.) Once a player has decided to keep a hand, those cards become his or her opening hand. That player can't take any more mulligans, but his or her teammate may. Once each player on the starting team decides to keep an opening hand, the other team may take mulligans. [CompRules 2006/10/01] Example: Bob and Clare are the starting team in a Two-Headed Giant game. They've each draw seven cards. After reviewing each other's hands, both Bob and Clare decide to mulligan. Each shuffles his or her hand into his or her deck and draws seven cards. Clare isn't sure about Bob's new hand, but he decides to keep it. Clare decides to take another mulligan. Bob's hand becomes his opening hand, and Clare shuffles her hand into her deck and draws six cards. Then only Clare has the option to mulligan. She decides to keep her hand of six cards and that becomes her opening hand. After that, the other team decides whether to take mulligans. [CompRules 2006/10/01] 101.5 - Once all players have kept their opening hands, the starting player takes his or her turn. [CompRules 2006/02/01] 101.5a - In a two-player game, the player who plays first skips the draw step (see Rule 304, "Draw Step") of his or her first turn. [CompRules 2005/08/01] + 101.5b - In a Two-Headed Giant game, the team who plays first skips the draw step of their first turn. In all other multiplayer games, no player skips the draw step of his or her first turn. [CompRules 2007/05/01] See Rule 606, "Two-Headed Giant Variant". 101.Ruling.1 - The Leyline cards from Guildpact happen after players are satisfied with their hands, but before the first player takes his or her turn. Each player chooses, in turn order, which Leylines to put into play, then they all reveal their choices simultaneously and put the cards into play simultaneously. These are put into play directly without playing them. They cannot be countered. The player who will be going first determines the timestamp order among Leylines that start the game in play. [Guildpact FAQ 2005/12/22] Note - The rules in this section are metarules and cannot be overridden by a card in the game. [WotC Rules Team 2003/12/01] 102 - Winning and Losing 102.1 - A game ends immediately when either a player wins or the game is a draw. [CompRules 2005/08/01] 102.2 - There are several ways to win the game. [CompRules 2005/08/01] 102.2a - A player still in the game wins the game if all of that player's opponents have lost the game. [CompRules 2005/08/01] 102.2b - An effect may state that a player wins the game. [CompRules 2005/08/01] 102.2c - In a multiplayer game between teams, a team with at least one player still in the game wins the game if all other teams have lost the game. Each player on the winning team wins the game, even if one or more of those players had previously lost that game. [CompRules 2005/10/01] 102.3 - There are several ways to lose the game. [CompRules 2005/08/01] 102.3a - A player can concede the game at any time. A player who concedes loses the game immediately. [CompRules 2005/08/01] 102.3b - If a player's life total is 0 or less, he or she loses the game the next time a player would receive priority. (This is a state-based effect. See Rule 420.) [CompRules 2005/08/01] 102.3c - When a player is required to draw more cards than are left in his or her library, he or she draws the remaining cards, and then loses the game the next time a player would receive priority. (This is a state-based effect. See Rule 420.) [CompRules 2005/08/01] 102.3d - If a player has ten or more poison counters, he or she loses the game the next time a player would receive priority. (This is a state-based effect. See Rule 420.) [CompRules 2005/08/01] 102.3e - If a player would both win and lose simultaneously, he or she loses. [CompRules 2005/08/01] 102.3f - In a multiplayer game between teams, a team loses the game if all players on that team have lost. [CompRules 2005/08/01] 102.4 - There are several ways to draw the game. [CompRules 2005/08/01] 102.4a - If all the players remaining in a game lose simultaneously, the game is a draw. [CompRules 2005/08/01] 102.4b - If the game somehow enters a "loop," repeating a sequence of events with no way to stop, the game is a draw. Loops that contain an optional action don't result in a draw. [CompRules 2005/08/01] 102.4c - In a multiplayer game between teams, the game is a draw if all remaining teams lose at once. [CompRules 2005/08/01] 102.5 - If a player loses the game, he or she leaves the game. Likewise, if a player leaves the game, he or she loses the game. The multiplayer rules handle what happens when a player leaves the game; see Rule 600.4. [CompRules 2005/10/01] 103 - The Magic Golden Rules 103.1 - Whenever a card's text directly contradicts these rules, the card takes precedence. The card overrides only the rule that applies to that specific situation. The only exception is that a player can concede the game at any time (see Rule 102.3). [CompRules 2005/08/01] 103.2 - When a rule or effect says something can happen and another effect says it can't, the "can't" effect wins. For example, if one effect reads "You may play an additional land this turn" and another reads "You can't play land cards this turn," the effect that keeps you from playing lands wins out. Note that adding abilities to objects and removing abilities from objects don't fall under this rule. See Rule 407, "Adding and Removing Abilities." [CompRules 2004/06/01] 103.3 - If an instruction requires taking an impossible action, it's ignored. (In many cases the card will specify consequences for this; if it doesn't, there's no effect.) [CompRules 2003/07/01] 103.4 - If multiple players would make choices and/or take actions at the same time, the active player (the player whose turn it is) makes any choices required, then the next player in turn order (usually the player seated to the active player's left) makes any choices required followed by the remaining nonactive players in turn order. Then the actions happen simultaneously. This rule is often referred to as the "Active Player, Nonactive Player (APNAP) order" rule. [CompRules 2005/08/01] Example: A card reads "Each player sacrifices a creature." First, the active player chooses a creature he or she controls. Then each of the nonactive players chooses a creature he or she controls. Then all creatures are sacrificed simultaneously. [CompRules 2005/08/01] 103.4a - A player knows the choices made by the previous players when he or she makes his or her choice. [CompRules 2005/08/01] 103.4b - If a player would make more than one choice at the same time, the player makes the choices in the order written, or in the order he or she chooses if the choices aren't ordered. [CompRules 2005/08/01] 104 - Numbers and Symbols + 104.1 - The Magic game uses only integers. [CompRules 2007/05/01] + 104.1a - You can't choose a fractional number, deal fractional damage, gain fractional life, and so on. If a spell or ability could generate a fractional number, the spell or ability will tell you whether to round up or down. [CompRules 2007/05/01] + 104.1b - Most of the time, the Magic game uses only positive numbers. You can't choose a negative number, deal negative damage, gain negative life, and so on. However, it's possible for a game value, such as a creature's power, to be less than zero. If a calculation or comparison that would determine the result of an effect needs to use a negative value, it does so. If such a calculation yields a negative number, zero is used instead, unless that effect sets a creature's power or toughness, changes a creature's power or toughness, or sets a player's life total. [CompRules 2007/05/01] Example: If a 3/4 creature gets -5/-0, it's a -2/4 creature. It deals no damage in combat. Its total power and toughness is 2. You'd have to give it +3/+0 to raise its power to 1. [CompRules 2007/05/01] Example: Viridian Joiner is a 1/2 creature that says "{Tap}: Add an amount of {G} to your mana pool equal to Viridian Joiner's power." An effect gives it -2/-0, then its ability is activated. The ability adds no mana to your mana pool. [CompRules 2007/05/01] + 104.2 - If anything needs to use a number that can't be determined, either as a result or in a calculation, it uses 0 instead. [CompRules 2007/05/01] 104.3 - The mana symbols are {W}, {U}, {B}, {R}, {G}, {X}, {Y}, and {Z}, the numerals {0}, {1}, {2}, {3}, {4}, and so on; the bybrid symbols {W/U}, {W/B}, {U/B}, {U/R}, {B/R}, {B/G}, {R/G}, {R/W}, {G/W}, and {G/U}; and the snow symbol {S}. [CompRules 2006/10/01] 104.3a - Each of the colored mana symbols represents one colored mana: {W} is white, {U} blue, {B} black, {R} red, and {G} green. [CompRules 2003/07/01] 104.3b - Numeral symbols (such as {1}) are generic mana costs and represent an amount of mana that can be paid with any color of, or colorless, mana. [CompRules 2003/07/01] 104.3c - The symbols {X}, {Y}, and {Z} represent unspecified amounts of mana; when playing a spell or activated ability with {X}, {Y}, or {Z} in its cost, its controller decides the value of that variable. [CompRules 2003/07/01] 104.3d - Numeral symbols (such as {1}) and variable symbols (such as {X}) can also represent colorless mana if they appear in the effect of a spell or ability that reads "add [mana symbol] to your mana pool" or something similar. [CompRules 2003/07/01] 104.3e - The symbol {0} represents zero mana and is used as a placeholder when a spell or activated ability costs nothing to play. A spell or ability whose cost is {0} must still be played the same way as one with a cost greater than zero; it won't play itself automatically. [CompRules 2003/07/01] + 104.3f - Each of the hybrid mana symbols represents a cost that can be paid with one of two colors: {W/U} in a cost can be paid with either white or blue mana, {W/B} white or black, {U/B} blue or black, {U/R} blue or red, {B/R} black or red, {B/G} black or green, {R/G} red or green, {R/W} red or white, {G/W} green or white, and {G/U} green or blue. A hybrid mana systmbol is each of its component colors. [CompRules 2007/05/01] Example: {G/W}{G/W} can be paid by spending {G}{G}, {G}{W}, or {W}{W}. [CompRules 2005/10/01] 104.3g - If an effect would add one mana represented by a hybrid mana symbol to a player's mana pool, that player chooses either of that symbol's colors and adds one mana of that color to his or her mana pool. [CompRules 2006/07/15] 104.3h - The snow mana symbol {S} represents a cost that can be paid with one mana produced by a snow permanent. This is a generic mana cost that can be paid with any color of, or colorless, mana. Effects that reduce the amount of generic mana you pay don't affect {S} costs. [CompRules 2006/07/15] 104.4 - The tap symbol is {Tap}. The tap symbol in an activation cost means "Tap this permanent." A permanent that's already tapped can't be tapped again to pay the cost. Creatures that haven't been under a player's control continuously since the beginning of his or her most recent turn can't use any ability with the tap symbol in the cost. See Rule 212.3d. [CompRules 2003/07/01] 104.5 - A tombstone icon appears to the left of the name of many Odyssey(tm) block cards with abilities that are relevant in a player's graveyard. The purpose of the icon is to make those cards stand out when they're in a graveyard. This icon has no effect on game play. [CompRules 2003/07/01] 2 - Parts of the Game ------------------------------------------------------------------------------ 200 - General 200.1 - When a rule or text on a card refers to a "card," it means a Magic card with a Magic card front and the Magic card back. Tokens aren't considered cards--even a card that represents a token isn't considered a card for rules purposes. [CompRules 2003/07/01] 200.1a - A card's owner is the player who started the game with it in his or her deck or, for cards that didn't start the game in a player's deck, the player who brought the card into the game. [CompRules 2003/07/01] 200.2 - Use the Oracle(tm) card reference when determining a card's wording. A card's Oracle text can be found using the Gatherer card database at http://gatherer.wizards.com. [CompRules 2005/10/01] 200.3 - A player is one of the people in the game. The active player is the player whose turn it is. The other players are nonactive players. [CompRules 2005/08/01] 200.3a - In a multiplayer game between teams, a player's teammates are the other players on his or her team, and the player's opponents are all players not on his or her team. [CompRules 2005/08/01] 200.4 - A token is a marker used to represent any permanent that isn't represented by a card. (See Rule 216, "Tokens.") [CompRules 2003/07/01] 200.4a - A token's owner is the player who controlled the spell or ability that put it into play. A token's controller is the player who put it into play. [CompRules 2003/07/01] 200.5 - A spell is a card, or copy of a spell or card, that's on the stack. (See Rule 213, "Spells.") [CompRules 2004/10/01] 200.5a - A spell's owner is the same as the owner of the card that represents it. A spell's controller is the player who played it. [CompRules 2003/07/01] 200.6 - A permanent is a card or token that's in play. (See Rule 214, "Permanents.") [CompRules 2003/07/01] 200.6a - A nontoken permanent's owner is the same as the owner of the card that represents it. A permanent's controller is the player who put it into play. [CompRules 2003/07/01] 200.7 - An ability can be one of two things. First, it can be an activated or triggered ability on the stack. Second, it can be text on an object that explains what the object does. (See Rule 402, "Abilities," and Section 4, "Spells, Abilities, and Effects.") [CompRules 2003/07/01] 200.7a - The owner of an ability on the stack is the player who controlled its source when it was played or triggered. The controller of an ability on the stack is the player who played the ability, or the player who controlled the ability's source when it triggered. [CompRules 2003/07/01] 200.8 - An object is an ability on the stack, a card, a copy of a card, a token, a spell, or a permanent. The term "object" is used in these rules when a rule applies to abilities on the stack, cards, tokens, spells, and permanents. Combat damage on the stack is also an object, although many uses of the term "object" in these rules don't apply to it. [CompRules 2004/02/01] + 200.9 - If a spell or ability uses a description of an object that includes a type or subtype, but doesn't include the word "card," "spell," or "source," it means a permanent of that type or subtype in play. [CompRules 2007/05/01] + 200.9a - If a spell or ability uses a description of an object that includes the word "card" and the name of a zone, it means a card matching that description in the stated zone. [CompRules 2007/05/01] + 200.9b - If a spell or ability uses a description of an object that includes the word "spell," it means a spell matching that description on the stack. [CompRules 2007/05/01] + 200.9c - If a spell or ability uses a description of an object that includes the word "source," it means a source matching that description-either a source of an ability or a source of damage-in any zone. See Rule 419.8 "Sources of Damage." [CompRules 2007/05/01] 200.10 - A counter is a marker placed on an object or player, either modifying its characteristics or interacting with an ability. A counter is not a token, and a token is not a counter. A +X/+Y counter on a permanent, where X and Y are numbers, adds X to that permanent's power and Y to that permanent's toughness. Similarly, -X/-Y counters subtract from power and toughness. Counters with the same name or description are interchangeable. [CompRules 2003/07/01] 201 - Characteristics 201.1 - The parts of a card are name, mana cost, illustration, type line, expansion symbol, text box, power and toughness, illustration credit, legal text, and collector number. Some cards may have more than one of any or all of these parts. [CompRules 2003/07/01] 201.2 - An object's characteristics are name, mana cost, color, type, subtype, supertype, expansion symbol, rules text, abilities, power, and toughness. Objects can have some or all of these characteristics. Any other information about an object isn't a characteristic. For example, characteristics don't include whether a permanent is tapped, a spell's target, an object's owner or controller, what an Aura enchants, and so on. [CompRules 2005/08/01] 202 - Name 202.1 - The name of a card is printed on its upper left corner. [CompRules 2003/07/01] 202.2 - Text that refers to the object it's on by name means just that particular object and not any other duplicates of it, regardless of any name changes caused by game effects. [CompRules 2003/07/01] 202.2a - If an ability of an object uses a phrase such as "this [something]" to identify an object, where [something] is a characteristic, it is referring to that particular object, even if it isn't the appropriate characteristic at the time. [CompRules 2006/02/01] Example: An ability reads "Target creature gets +2/+2 until end of turn. Destroy that creature at end of turn." The ability will destroy the object it gave +2/+2 at the end of the turn, even if that object isn't a creature anymore. [CompRules 2003/12/01] 202.2b - If an ability of an object grants to another object an ability that refers to the first object by name, the name refers only to the object whose ability grants that ability, not to any other object with the same name. [CompRules 2006/05/01] Example: Saproling Burst has an ability that reads "Remove a fade counter from Saproling Burst: Put a green Saproling creature token into play. It has 'This creature's power and toughness are each equal to the number of fade counters on Saproling Burst.'" The ability granted to the token only looks at the Saproling Burst that created the token, not at any other Saproling Burst in play. [CompRules 2003/12/01] 202.3 - Two cards have the same name if the English versions of their names are identical, regardless of anything else printed on the cards. [CompRules 2003/07/01] 202.Ruling.1 - Due to Rule 202.2a, card that refers to itself including its normal type, such as "this creature" does find itself even if it is not a creature at the time the text is applied. [D'Angelo 2006/08/24] 203 - Mana Cost and Color + 203.1 - The mana cost of a card is indicated by mana symbols near the top of the card. On most cards, these symbols are printed in the upper right corner. Some cards from the Future Sight(tm) set have alternate frames in which the mana symbols appear to the left of the art. Paying an object's mana cost requires matching the color of any colored mana symbols as well as paying the generic mana indicated in the cost. [CompRules 2007/05/01] + 203.1a - A copy of an object copies that object's mana cost. See Rule 503, "Copying Objects." [CompRules 2007/05/01] + 203.1b - Some cards have no mana symbols where their mana cost would appear. This represents an unpayable cost. An ability can also have an unpayable cost if its cost is based on the mana cost of a spell with no mana cost. Attempting to play a spell or ability that has an unpayable cost is a legal action. However, attempting to pay an unpayable cost is an illegal action. [CompRules 2007/05/01] If an unpayable cost is increased by an effect or an additional cost is imposed, the cost is still unpayable. If an alternative cost is applied to an unpayable cost, including an effect that allows you to play a spell without paying its mana cost, the alternative cost may be paid. [CompRules 2007/05/01] + 203.1c - Lands normally have no mana cost. Lands are played without paying any costs. [CompRules 2007/05/01] + 203.1d - Tokens have no mana cost unless the effect that creates them specifies otherwise. [CompRules 2007/05/01] 203.2 - An object is the color or colors of the mana symbols in its mana cost, regardless of the color of its frame. [CompRules 2003/07/01] 203.2a - Objects with no colored mana symbols in their mana costs are colorless. [CompRules 2003/07/01] 203.2b - An object with two or more different colored mana symbols in its mana cost is each of the colors of those mana symbols. Most multicolored cards are printed with a gold frame, but this is not a requirement for a card to be multicolored. [CompRules 2005/02/01] 203.2c - The five colors are white, blue, black, red, and green. The white mana symbol is represented by {W}, blue by {U}, black by {B}, red by {R}, and green by {G}. Example: An object with a mana cost of {2}{W} is white, an object with a mana cost of {2} is colorless, and one with a mana cost of {2}{W}{B} is both white and black. [CompRules 2003/07/01] 203.2d - If a player is asked to choose a color, he or she must choose one of the five colors. "Multicolored" is not a color. [CompRules 2004/02/01] 203.2e - An object with one or more hybrid mana symbols in its mana cost is each of the colors of that mana symbol, in addition to any other colors the object might be. Most cards with hybrid mana symbols in their mana costs are printed in a two-tone frame. See Rule 104.3. [CompRules 2006/05/01] 203.3 - The converted mana cost of an object is a number equal to the total amount of mana in its mana cost, regardless of color. Some effects ask a player to pay mana equal to an object's converted mana cost; this cost may be paid with any combination of colored and/or colorless mana, regardless of the colors in the object's mana cost. [CompRules 2005/08/01] 203.3a - The converted mana cost of an object with no mana cost is 0. [CompRules 2005/08/01] + 203.3b - When calculating the converted mana cost of an object with an {X} in its mana cost, X is treated as 0 while the object is not on the stack, and X is treated as the number chosen for it while the object is on the stack. [CompRules 2007/05/01] 203.4 - Any additional cost listed in an object's rules text or imposed by an effect isn't part of the mana cost. (See Rule 409, "Playing Spells and Activated Abilities.") Such costs are paid at the same time as the spell's other costs. [CompRules 2003/07/01] 203.Ruling.1 - If a cost has an "X" in it, the mana cost equals the amount announced as part of playing the spell or ability while it is on the stack, but if the card in any other zone, X is treated as zero. [D'Angelo 2003/09/08] See Rule G24.1a. 203.Ruling.2 - And {S} in a cost is similar to the symbol {1}, but the mana must come from a snow permanent. It can't be paid with mana produced by nonsnow permanents. [Coldsnap FAQ 2006/06/14] 203.Ruling.3 - Whey paying for {S}, it matters only if the permanents that produced the mana had supertype snow at the time the mana was produced. Changes before or after that time do not matter. [Coldsnap FAQ 2006/06/14] 203.Ruling.4 - {S} is not a color, you can't add {S} to your mana pool, and "snow mana" is not a type of mana. [Coldsnap FAQ 2006/06/14] It is just a shorthand for restricting the source of mana. 203.Ruling.5 - Colorless is not a color. See Rule 203.2c. [D'Angelo 2006/09/02] 203.Ruling.6 - The mana cost of a spell on the stack is the mana cost printed on the spell or ability being played. Only the choice value of X (see Rule 203.Ruling.1) affects the mana cost. Other cost modifiers do not alter the mana cost. [D'Angelo 2006/09/30] 204 - Illustration 204.1 - The illustration is printed on the upper half of a card and has no game significance. For example, a creature doesn't have the flying ability unless stated in its rules text, even if it's depicted as flying. [CompRules 2003/07/01] 205 - Type Line 205.1 - The type (and subtype and supertype, if applicable) of a card is printed directly below the illustration. (See Rule 212, "Type, Supertype, and Subtype.") [CompRules 2003/07/01] 205.2 - Types + 205.2a - The types are artifact, creature, enchantment, instant, land, sorcery, and tribal. [CompRules 2007/05/01] 205.2b - Some objects have more than one type (for example, an artifact creature). Such objects satisfy the criteria for any effect that applies to any of their types. [CompRules 2005/08/01] 205.3 - Subtypes 205.3a - A card can have one or more subtypes printed on its type line. [CompRules 2003/07/01] 205.3b - Subtypes are always single words and are listed after a long dash. Each word after the dash is a separate subtype. [CompRules 2004/10/01] 205.3c - Subtypes of a [type] object are also called [type] types. For example, creature subtypes are also called creature types. Objects may have multiple subtypes. [CompRules 2004/10/01] + 205.3d - Artifact, enchantment, and land each have their own unique set of possible subtypes. Instant and sorcery share their lists of subtypes; these subtypes are called spell types. Creature and tribal also share their lists of subtypes; these subtypes are called creature types. (You can find complete lists of subtypes in the glossary at the end of this document under "Creature Types," "Land Types," and so on.) [CompRules 2007/05/01] + 205.3e - If a card with multiple types has one or more subtypes, each subtype is correlated to its appropriate type. [CompRules 2007/05/01] Example: Dryad Arbor's type line says "Land Creature - Forest Dryad." Forest is a land type, and Dryad is a creature type. [CompRules 2007/05/01] 205.4 - Supertypes 205.4a - A card can also have one or more supertypes. These are printed directly before the card's types. If an object's types or subtypes change, any supertypes it has are kept, although they may not be relevant to the new type. [CompRules 2003/07/01] 205.4b - Any land with the supertype "basic" is a basic land. Any land that doesn't have this supertype is a nonbasic land. Example: Note that cards printed in sets prior to the Eighth Edition core set didn't use the word "basic" to indicate a basic land. Cards from those sets with the following names are basic lands: Forest, Island, Mountain, Plains, Swamp, Snow-Covered Forest, Snow-Covered Island, Snow-Covered Mountain, Snow-Covered Plains, and Snow-Covered Swamp. [CompRules 2003/07/01] 205.4c - Any permanent with the supertype "legendary" is subject to the state-based effect for legendary permanents, also called the "legend rule" (see Rule 420.5i). [CompRules 2004/10/01] 205.4d - Any permanent with the supertype "world" is subject to the state-based effect for world permanents, also called the "world rule" (see Rule 420.5i). [CompRules 2004/10/01] 205.4e - Any permanent with the supertype "snow" is a snow permanent. Any permanent that doesn't have this supertype is a nonsnow permanent, regardless of its name. [CompRules 2006/07/15] 206 - Expansion Symbol 206.1 - The expansion symbol indicates which Magic set a card is from. It's normally printed below the right edge of the illustration. [CompRules 2006/10/01] 206.2 - The color of the expansion symbol indicates the rarity of the card within its set. A gold symbol indicates the card is rare. A silver expansion symbol indicates the card is uncommon. A black or white expansion symbol indicates the card is common or is a basic land. A purple expansion symbol signifies a special rarity; to date, only the Time Spiral(tm) "timeshifted" cards, which were rarer than that set's rare cards, have had purple expansion symbols. (Prior to the Exodus(tm) set, all expansion symbols were black, regardless of rarity. Also, prior to the Sixth Edition core set, Magic core sets didn't have expansion symbols at all.) [CompRules 2006/10/01] 206.3 - A spell or ability that affects cards from a particular set "looks" only for that set's expansion symbol. A card reprinted in the core set receives the core set's expansion symbol. Any reprinted version of the card no longer counts as part of its original set unless it was reprinted with that set's expansion symbol. The first five editions of the core set had no expansion symbol. [CompRules 2006/10/01] 207 - Text Box 207.1 - The text box is printed on the lower half of the card. It usually contains rules text defining the card's abilities. [CompRules 2003/07/01] 207.2 - The text box may also contain italicized reminder text (in parentheses), which summarizes a rule that applies to that card, and italicized flavor text, which has no game function, but like the illustration, adds artistic appeal to the game. [CompRules 2003/07/01] + 207.3 - A guild icon appears in the text box of many Ravnica(r) block cards. These cards either have the specified guild's exclusive mechanic or somehow relate to the two colors associated with that guild. Guild icons have no effect on game play. [CompRules 2007/05/01] 208 - Power/Toughness 208.1 - A creature card has two numbers separated by a slash printed on its lower right corner. The first number is its power (the amount of damage it deals in combat); the second is its toughness (the amount of damage needed to destroy it). For example, 2/3 means the creature has power 2 and toughness 3. Power and toughness can be modified or set to particular values by effects. [CompRules 2006/05/01] + 208.2 - Some creature cards have power and/or toughness represented by a * instead of a number. The object has a characteristic-defining ability that sets its power and/or toughness according to some stated condition. This ability functions in all zones. If the ability needs to use a number that can't be determined, use 0 instead of that number. [CompRules 2007/05/01] Example: Lost Order of Jarkeld has power and toughness each equal to 1+*. It says "As Lost Order of Jarkeld comes into play, choose an opponent" and "Lost Order of Jarkeld's power and toughness are each equal to 1 plus the number of creatures that opponent controls." While Lost Order of Jarkeld isn't in play, there won't be a chosen opponent. Its power and toughness will each be equal to 1 plus 0, so it's a 1/1. [CompRules 2007/05/01] 208.3 - A noncreature permanent has no power or toughness, even if it's a card with a power and toughness printed on it (such as a Licid that's become an Aura). [CompRules 2006/05/01] 209 - Illustration Credit 209.1 - The illustration credit for a card is printed directly below the text box. The credit has no effect on game play. [CompRules 2003/07/01] 210 - Legal Text 210.1 - Legal text (the fine print at the bottom of the card) lists the copyright information. It has no effect on game play. [CompRules 2003/07/01] 211 - Collector Number 211.1 - Some card sets feature collector numbers. This information is printed in the form [card number]/[total cards in the set], immediately following the legal text. These numbers have no effect on game play. [CompRules 2003/07/01] 212 - Type, Supertype, and Subtype 212.1 - General 212.1a - Cards, tokens, permanents, and spells can all have types, supertypes, and subtypes. Abilities don't have types, supertypes, or subtypes. Instead, there are various categories of abilities. (See Rule 402, "Abilities.") [CompRules 2003/07/01] + 212.1b - When an object's type changes, the new type(s) replaces any existing types. Counters, effects, and damage affecting the object remain with it, even if they are meaningless to the new type. Similarly, when one or more of an object's subtypes changes, the new subtype(s) replaces any existing subtypes from the appropriate set (creature types, land types, artifact types, enchantment types, or spell types). If an object's type is removed, the subtypes correlated with that type will remain if they are also the subtypes of a type the object currently has; otherwise, they are also removed for the entire time the object's type is removed. Removing an object's subtype doesn't affect its types at all. [CompRules 2007/05/01] + 212.1c - Some effects change an object's type, supertype, or subtype but specify that the object retains a prior type, supertype, or subtype. In such cases, all the object's prior types, supertypes, and subtypes are retained. This rule applies to effects that use the phrase "in addition to its types" or that state that something is "still a [type]." Some effects state that an object becomes an "artifact creature"; these effects also allow the object to retain all of its prior types and subtypes. [CompRules 2005/08/01] Example: An ability reads, "All lands are 1/1 creatures that are still lands." The affected lands now have two types: creature and land. If there were any lands that were also artifacts before the ability's effect applied to them, those lands would become "artifact land creatures," not just "creatures," or "land creatures." The effect allows them to retain both the type "artifact" and the type "land". [CompRules 2007/05/01] Example: An ability reads, "All artifacts are 1/1 artifact creatures." If a permanent is both an artifact and an enchantment, it will become an "artifact enchantment creature." [CompRules 2003/07/01] 212.1d - An object's supertype is independent of its type and subtype. Changing an object's type or subtype won't change its supertype. Changing an object's supertype won't change its type or subtype. When an object's gains or loses a supertype, it retains any other supertypes it had. [CompRules 2005/10/01] Example: An ability reads, "All lands are 1/1 creatures that are still lands." If any of the affected lands were legendary, they are still legendary. [CompRules 2003/07/01] 212.1e - If an instruction requires choosing a subtype, you must choose one, and only one, existing subtype, and the subtype you choose must be for the appropriate type. For example, you can't choose a land type if an instruction requires choosing a creature type. (Use the Oracle card reference to determine whether a creature type exists; see Rule 200.2. You will also find complete lists of subtypes in the glossary at the end of this document under "Creature Types," "Land Types," etc.) [CompRules 2004/10/01] Example: When choosing a creature type, "Merfolk" or "Wizard" is acceptable, but "Merfolk Wizard" is not. Words like "artifact," "opponent," "Swamp," or "truck" can't be chosen because they aren't creature types. [CompRules 2003/10/01] 212.2 - Artifacts 212.2a - A player may play an artifact card from his or her hand during a main phase of his or her turn, when he or she has priority and the stack is empty. Playing an artifact as a spell uses the stack. (See Rule 409, "Playing Spells and Activated Abilities.") [CompRules 2003/07/01] 212.2b - When an artifact spell resolves, its controller puts it into play under his or her control. [CompRules 2003/07/01] + 212.2c - Artifact subtypes are always a single word and are listed after a long dash: "Artifact - Equipment." Artifact subtypes are also called artifact types. Artifacts may have multiple subtypes. (You can find the complete list of artifact subtypes under "Artifact Types" in the glossary at the end of this document.) [CompRules 2007/05/01] + 212.2d - Artifacts have no characteristics specific to their type. Most artifacts have no colored mana in their mana costs, and are therefore colorless. However, there is no correlation between being colorless and being an artifact: artifacts may be colored, and colorless objects may be types other than artifact. [CompRules 2007/05/01] + 212.2e - Artifact creatures combine the characteristics of both creatures and artifacts, and are subject to spells and abilities that affect either or both types. [CompRules 2007/05/01] + 212.2f - Artifact lands combine the characteristics of both lands and artifacts, and are subject to spells and abilities that affect either or both types. Artifact lands can only be played as lands. They can't be played as spells. [CompRules 2007/05/01] 212.2g - Some artifacts have the subtype "Equipment." An Equipment can be attached to a creature. It can't legally be attached to an object that isn't a creature. [CompRules 2003/10/01] 212.2h - An Equipment is played and comes into play just like any other artifact. An Equipment doesn't come into play attached to a creature. The equip keyword ability moves the Equipment onto a creature you control (see Rule 502.33, "Equip"). Control of the creature matters only when the equip ability is played and when it resolves. The creature to which the Equipment is to be moved must be able to be equipped by it. If it can't, the Equipment doesn't move. [CompRules 2005/10/01] 212.2i - An Equipment that's also a creature can't equip a creature. Equipment that loses the subtype "Equipment" can't equip a creature. An Equipment can't equip itself. An Equipment that equips an illegal or nonexistent permanent becomes unattached from that permanent but remains in play. (This is a state-based effect. See Rule 420.) [CompRules 2005/08/01] 212.2j - The creature an Equipment is attached to is called the "equipped creature." The Equipment is attached to, or "equips," that creature. [CompRules 2003/10/01] 212.2k - An Equipment's controller is separate from the equipped creature's controller; the two need not be the same. Changing control of the creature doesn't change control of the Equipment, and vice versa. Only the Equipment's controller can play its abilities. However, if the Equipment adds an ability to the equipped creature (with "gains" or "has"), the equipped creature's controller is the only one who can play that ability. [CompRules 2003/10/01] + 212.2m - Some artifacts have the subtype "Fortification." A Fortification can be attached to a land. It can't legally be attached to an object that isn't a land. Rule 212.2h through Rule 212.2k apply to Fortifications in relation to lands just as they apply to Equipment in relation to creatures. Fortification's analog to the equip keyword ability is the fortify keyword ability. (See Rule 502.65, "Fortify.") [CompRules 2007/05/01] 212.3 - Creatures 212.3a - A player may play a creature card from his or her hand during a main phase of his or her turn, when he or she has priority and the stack is empty. Playing a creature as a spell uses the stack. (See Rule 409, "Playing Spells and Activated Abilities.") [CompRules 2003/07/01] 212.3b - When a creature spell resolves, its controller puts it into play under his or her control. [CompRules 2003/07/01] + 212.3c - Creature subtypes are always a single word and are listed after a long dash: "Creature - Human Soldier," "Artifact Creature - Golem," and so on. Creature subtypes are also called creature types. Creatures may have multiple subtypes. (You can find the complete list of creature subtypes under "Creature Types" in the glossary at the end of this document.) [CompRules 2007/05/01] Example: "Creature - Goblin Wizard" means the card is a creature with the subtypes Goblin and Wizard. [CompRules 2003/07/01] + 212.3d - Each creature has a power (the amount of damage it deals in combat) and a toughness (the amount of damage needed to destroy it). To determine a creature's power and toughness, start with the numbers printed in its lower right corner, then apply any applicable continuous effects. (See Rule 418.5, "Interaction of Continuous Effects.") [CompRules 2007/05/01] + 212.3e - Creatures can attack and block. (See Rule 308, "Declare Attackers Step," and Rule 309, "Declare Blockers Step.") [CompRules 2007/05/01] + 212.3f - A creature's activated ability with the tap symbol in its activation cost can't be played unless the creature has been under its controller's control since the start of his or her most recent turn. A creature can't attack unless it has been under its controller's control since the start of his or her most recent turn. This rule is informally called the "summoning sickness" rule. Ignore this rule for creatures with haste (see rule 502.5). [CompRules 2007/05/01] + 212.3g - Creature lands combine the characteristics of both lands and creatures, and are subject to spells and abilities that affect either or both types. Creature lands can only be played as lands. They can't be played as spells. [CompRules 2007/05/01] 212.4 - Enchantments 212.4a - A player may play an enchantment card from his or her hand during a main phase of his or her turn, when he or she has priority and the stack is empty. Playing an enchantment as a spell uses the stack. (See Rule 409, "Playing Spells and Activated Abilities.") [CompRules 2003/07/01] 212.4b - When an enchantment spell resolves, its controller puts it into play under his or her control. [CompRules 2003/07/01] + 212.4c - Enchantment subtypes are always a single word and are listed after a long dash: "Enchantment - Shrine." Each word after the dash is a separate subtype. Enchantment subtypes are also called enchantment types. Enchantments may have multiple subtypes. (You can find the complete list of enchantment subtypes under "Enchantment Types" in the glossary at the end of this document.) [CompRules 2007/05/01] + 212.4d - Some enchantments have the subtype "Aura." An Aura comes into play attached to an object or player. What an Aura can be attached to is restricted by its enchant keyword ability (see Rule 502.45, "Enchant"). Other effects can limit what a permanent can be enchanted by. [CompRules 2007/05/01] 212.4e - An Aura spell requires a target, which is restricted by its enchant ability. [CompRules 2006/07/15] + 212.4f - If an Aura is enchanting an illegal object or player, the object it was attached to no longer exists, or the player it was attached to has left the game, the Aura is put into its owner's graveyard. (This is a state-based effect. See Rule 420.) [CompRules 2007/05/01] + 212.4g - An Aura can't enchant itself, and an Aura that's also a creature can't enchant anything. If this occurs somehow, the Aura is put into its owner's graveyard. (This is a state-based effect. See Rule 420.) [CompRules 2007/05/01] + 212.4h - The object or player an Aura is attached to is called enchanted. The Aura is attached to, or "enchants," that permanent. [CompRules 2007/05/01] + 212.4i - An Aura's controller is separate from the enchanted object's controller; the two need not be the same. Changing control of the object doesn't change control of the Aura, and vice versa. Only the Aura's controller can play its abilities. However, if the Aura adds an ability to the enchanted object (with "gains" or "has"), the enchanted object's controller is the only one who can play that ability. [CompRules 2007/05/01] + 212.4j - If an Aura is coming into play by any means other than by being played and the effect putting it into play doesn't specify the object or player the Aura will enchant, the player putting it into play chooses what it will enchant as the Aura comes into play. The player must choose a legal object or player according to the Aura's enchant ability and any other applicable effects. If the player can't make a legal choice, the Aura remains in its current zone, unless that zone is the stack. In that case, the Aura is put into its owner's graveyard instead of coming into play. [CompRules 2007/05/01] + 212.4k - If an effect attempts to attach an Aura in play to an object or player, that object or player must be able to be enchanted by it. If the object or player can't be, the Aura doesn't move. [CompRules 2007/05/15] 212.5 - Instants 212.5a - A player may play an instant card from his or her hand any time he or she has priority. Playing an instant as a spell uses the stack. (See Rule 409, "Playing Spells and Activated Abilities.") [CompRules 2003/07/01] 212.5b - When an instant spell resolves, the actions stated in its rules text are followed. Then, it's put into its owner's graveyard. [CompRules 2003/07/01] + 212.5c - Instant subtypes are always single words and are listed after a long dash: "Instant - Arcane." Each word after the dash is a separate subtype. Instant subtypes are also called instant types. An instant subtype that's also a sorcery subtype is also called a spell type. Instants may have multiple subtypes. (You can find the complete list of instant subtypes under "Spell Types" in the glossary at the end of this document.) [CompRules 2007/05/01] 212.5d - Instants can't come into play. If an instant would come into play, it remains in its previous zone instead. [CompRules 2003/07/01] 212.5e - If text states that a player may do something "any time he or she could play an instant," it means only that the player must have priority. The player doesn't need to have an instant he or she could actually play. [CompRules 2003/07/01] 212.6 - Lands 212.6a - A player may play a land card from his or her hand only during a main phase of his or her turn, and only when he or she has priority and the stack is empty. A land card isn't a spell card, and at no time is it a spell. When a player plays a land card, it's simply put into play. The land card doesn't go on the stack, so players can't respond to it with instants or activated abilities. [CompRules 2003/07/01] + 212.6b - A player may play only one land card during each of his or her own turns. Effects may allow the playing of additional lands; playing an additional land in this way doesn't prevent a player from taking the normal action of playing a land. Players can't begin to play a land that an effect prohibits from being played. As a player plays a land, he or she announces whether he or she is using the once-per-turn action of playing a land. If not, he or she specifies which effect is allowing the additional land play. Effects may also allow you to "put" lands into play. This isn't the same as "playing a land" and doesn't count as the player's one land played during his or her turn. A player may not play a land during another player's turn, even if an effect would seem to allow the player to do so. [CompRules 2007/05/01] + 212.6c - Land subtypes are always a single word and are listed after a long dash. Land subtypes are also called land types. Lands may have multiple subtypes. (You can find the complete list of land subtypes under "Land Types" in the glossary at the end of this document.) [CompRules 2007/05/01] Example: "Basic Land - Mountain" means the card is a land with the Mountain subtype. [CompRules 2003/07/01] 212.6d - The basic land types are Plains, Island, Swamp, Mountain, and Forest. If an object uses the words "basic land type," it's referring to one of these subtypes. A land with a basic land type has an intrinsic ability to produce colored mana. (See Rule 406, "Mana Abilities.") The land is treated as if its text box included, "{Tap}: Add [mana symbol] to your mana pool," even if the text box doesn't actually contain text or the card has no text box. Plains produce white mana; Islands, blue; Swamps, black; Mountains, red; and Forests, green. [CompRules 2005/10/01] 212.6e - If an effect changes a land's type to one or more of the basic land types, the land no longer has its old land type. It loses all abilities generated from its rules text and its old land types, and it gains the appropriate mana ability for each new basic land type. Note that this doesn't remove any abilities that were granted to the land by other effects. Changing a land's subtype doesn't add or remove any types (such as creature) or supertypes (such as basic, legendary, and snow) the land may have. If a land gains one or more land types in addition to its own, it keeps its land types and rules text, and it gains the new land types and mana abilities. [CompRules 2006/07/15] 212.6f - Any land with the supertype "basic" is a basic land. Any land that doesn't have this supertype is a nonbasic land. [CompRules 2003/07/01] 212.6g - If an object is both a land and another type, it can be played only as a land. It can't be played as a spell. [CompRules 2003/10/01] 212.7 - Sorceries 212.7a - A player may play a sorcery card from his or her hand during a main phase of his or her turn, when he or she has priority and the stack is empty. Playing a sorcery as a spell uses the stack. (See Rule 409, "Playing Spells and Activated Abilities.") [CompRules 2003/07/01] 212.7b - When a sorcery spell resolves, the actions stated in its rules text are followed. Then it's put into its owner's graveyard. [CompRules 2003/07/01] + 212.7c - Sorcery subtypes are always single words and are listed after a long dash: "Sorcery - Arcane." Each word after the dash is a separate subtype. Sorcery subtypes are also called sorcery types. A sorcery subtype that's also an instant subtype is also called a spell type. Sorceries may have multiple subtypes. (You can find the complete list of sorcery subtypes under "Spell Types" in the glossary at the end of this document.) [CompRules 2007/05/01] 212.7d - Sorceries can't come into play. If a sorcery would come into play, it remains in its previous zone instead. [CompRules 2003/07/01] 212.7e - If a spell, ability, or effect states that a player can do something only "any time he or she could play a sorcery," it means only that the player must have priority, it must be during the main phase of his or her turn, and the stack must be empty. The player doesn't need to have a sorcery he or she could actually play. [CompRules 2005/10/01] 212.8 - Tribals + 212.8a - Each tribal card has another card type. Playing and resolving a tribal card follows the rules for playing and resolving a card of the other type. [CompRules 2007/05/01] + 212.8b - Tribal subtypes are always single words and are listed after a long dash: In "Tribal Enchantment - Rebel Aura," "Rebel" is a subtype of tribal. The set of tribal subtypes is the same as the set of creature subtypes; these subtypes are called creature types. Tribals may have multiple subtypes. (You can find the complete list of tribal subtypes under "Creature Types" in the glossary at the end of this document.) [CompRules 2007/05/01] 213 - Spells 213.1 - Every nonland card is a spell while it's being played (see Rule 409, "Playing Spells and Activated Abilities.") and while it's on the stack. Once it's played, a card remains a spell until it resolves, is countered, or otherwise leaves the stack. For more information, see Rule 401, "Spells on the Stack." [CompRules 2003/07/01] 213.2 - A spell's type, supertype, and subtype are the same as those of its card. [CompRules 2005/02/01] 213.3 - The term "spell" is used to refer to a card while it's on the stack. [CompRules 2007/02/01] 213.4 - Every spell has a controller. By default, a spell's controller is the player who played it. [CompRules 2003/07/01] 213.5 - If an effect changes any characteristics of a spell that becomes a permanent, the effect continues to apply to the permanent when the spell resolves. Example: If an effect changes a black creature spell to white, the creature is white when it comes into play and remains white for the duration of the effect changing its color. [CompRules 2003/07/01] 214 - Permanents + 214.1 - A permanent is a card or token in play. Permanents stay in play unless moved to another zone by an effect or rule. There are four permanent types: artifact, creature, enchantment, and land. Instant and sorcery cards can't come into play. Some tribal cards can come into play and some can't, depending on their types. [CompRules 2007/05/01] + 214.1a - The term "permanent card" is used to refer to a card that could be put into play. Specifically, it means an artifact, creature, enchantment, or land card. [CompRules 2007/05/01] + 214.1b - If a permanent somehow loses all its permanent types, it remains in play. It's still a permanent. [CompRules 2007/05/01] + 214.2 - A nontoken permanent's types, supertypes, and subtypes are the same as those printed on its card. A token's types, supertypes, and subtypes are set by the spell or ability that created it. [CompRules 2007/05/01] + 214.3 - A card or token becomes a permanent when it comes into play and it stops being a permanent when it leaves play. Permanents come into play untapped. The term "permanent" is used to refer to a card or token while it's in play. The term "card" isn't used to refer to a card that's in play as a permanent; rather, it's used to refer to a card that's not in play or on the stack, such as a creature card in a player's hand. For more information, see Rule 217, "Zones." [CompRules 2007/05/01] 214.4 - Every permanent has a controller. By default, a permanent's controller is the player who put it into play. [CompRules 2006/10/01] 214.5 - Every permanent has a value in each of three status categories: tapped/untapped, flipped/unflipped, and face up/face down. By default, a permanent comes into play untapped, unflipped, and face up. For more information, see Rule 510, "Status." [CompRules 2006/10/01] 215 - Life + 215.1 - Each player begins the game with a life total of 20. In a Two-Headed Giant game, each team begins the game with a shared life total of 30 instead; see Rule 606, "Two-Headed Giant Variant." [CompRules 2007/05/01] + 215.2 - Damage dealt to a player causes that player to lose that much life. [CompRules 2007/05/01] + 215.3 - If an effect causes a player to gain life or lose life, that player's life total is adjusted accordingly. [CompRules 2007/05/01] + 215.4 - If a cost or effect allows a player to pay life, the player may do so only if his or her life total is equal to or greater than the amount of the payment. If a player pays life, the payment is subtracted from his or her life total. [CompRules 2007/05/01] + 215.5 - If an effect sets a player's life total to a specific number, the player gains or loses the necessary amount of life to end up with the new total. [CompRules 2007/05/01] + 215.6 - If a player has 0 or less life, that player loses the game as a state-based effect. See Rule 420.5. [CompRules 2007/05/01] 216 - Tokens + 216.1 - Some effects put tokens into play. A token is controlled by whomever put it into play and owned by the controller of the spell or ability that created it. (If no player controlled the effect that created it, the token is owned by whomever put it into play.) The spell or ability may define any number of characteristics for the token. This becomes the token's "text." The characteristics defined this way are functionally equivalent to the characteristics that are printed on a card; for example, they define the token's copiable values. A token doesn't have any characteristics not defined by the spell or ability that created it. [CompRules 2007/05/01] + 216.1a - A spell or ability that creates a creature token sets both its name and its creature type. If the spell or ability doesn't specify the name of the creature token, its name is the same as its creature type(s). A "Goblin Scout creature token," for example, is named "Goblin Scout" and has the creature subtypes Goblin and Scout. Once a token is in play, changing its name doesn't change its creature type, and vice versa. [CompRules 2007/05/01] 216.2 - A token is subject to anything that affects permanents in general or that affects the token's type or subtype. A token isn't a card (even if represented by cards from other games or Unglued(tm) cards). [CompRules 2004/10/01] 216.3 - A token in a zone other than the in-play zone ceases to exist. This is a state-based effect. (Note that a token changing zones sets off triggered abilities before the token ceases to exist.) [CompRules 2007/02/01] 216.4 - A token that has left play can't come back into play. If such a token would return to play, it remains in its current zone instead. It ceases to exist the next time state-based effects are checked. [CompRules 2007/02/01] 217 - Zones 217.1 - A zone is a place where objects can be during a game. There are normally six zones: library, hand, graveyard, in play, stack, and removed from the game. Some older cards also use the ante and phased-out zones. Each player has his or her own library, hand, and graveyard. The other zones are shared by all players. [CompRules 2003/07/01] 217.1a - If an object would go to any library, graveyard, or hand other than its owner's, it goes to the corresponding zone of its owner's instead. If an instant or sorcery card would come into play, it remains in its previous zone instead. [CompRules 2003/07/01] + 217.1b - The order of objects in a library, in a graveyard, or on the stack can't be changed except when effects or rules allow it. Objects in other zones can be arranged however their owners wish, although who controls those objects, whether they're tapped or flipped, and what other objects are attached to them must remain clear to all players. [CompRules 2007/05/01] + 217.1c - An object that moves from one zone to another is treated as a new object. Effects connected with its previous location will no longer affect it. There are four exceptions to this rule: (1) Effects that change the characteristics of an artifact, creature, or enchantment spell on the stack will continue to apply to the permanent that spell creates. (2) Abilities that trigger when an object moves from one zone to another (for example, "When Rancor is put into a graveyard from play") can find the object in the zone it moved to when the ability triggered. (3) Prevention effects that apply to damage from an artifact, creature, or enchantment spell on the stack will continue to apply to damage from the permanent that spell becomes. (4) Permanents that phase out or in "remember" their earlier states. See Rule 217.8c. [CompRules 2007/05/01] 217.1d - If an object would move from one zone to another, first determine what event is moving the object. Then apply any appropriate replacement effects to that event. If an effect or rule tries to do two or more contradictory or mutually exclusive things to a particular object, that object's controller-or its owner if it has no controller-chooses what the effect does to the object. Then the event moves the object. [CompRules 2003/07/01] 217.1e - An object is outside the game if it's in the removed-from-the-game zone, or if it isn't in any of the game's zones. All other objects are inside the game. Outside the game is not a zone. [CompRules 2003/07/01] 217.1f - If an object in the removed-from-the-game zone is removed from the game, it doesn't change zones, but it is treated as a new object that has just been removed from the game. [CompRules 2007/02/01] 217.2 - Library 217.2a - When a game begins, each player's deck becomes his or her library. [CompRules 2003/07/01] 217.2b - Each library must be kept in a single face-down pile. Players can't look at or change the order of cards in a library. [CompRules 2003/07/01] 217.2c - Any player may count the number of cards remaining in any player's library at any time. [CompRules 2005/08/01] 217.2d - If an effect puts two or more cards on the top or bottom of a library at the same time, the owner of those cards may arrange them in any order. That library's owner doesn't reveal the order in which the cards go into his or her library. [CompRules 2003/07/01] 217.2e - Some effects tell a player to play with the top card of his or her library revealed. If the top card of the player's library changes while a spell or ability is being played, the new top card won't be revealed until the spell or ability becomes played (see Rule 409.1i). [CompRules 2003/10/01] 217.2f - If a spell or ability causes a card to be drawn while another spell or ability is being played, the drawn card is kept face down until that spell or ability becomes played (see Rule 409.1i). [CompRules 2005/08/01] 217.2.Ruling.1 - If player puts two or more cards on the top or bottom of another player's library (as with Misinformation), that player may arrange them in any order (unless otherwise specified) and doesn't reveal this order to the owner of the library. [D'Angelo 2003/09/08] 217.3 - Hand 217.3a - The hand is where a player holds cards that have been drawn but not yet played. At the beginning of the game, each player draws a hand of seven cards. (See Rule 101, "Starting the Game.") [CompRules 2003/07/01] 217.3b - Each player has a maximum hand size, which is normally seven cards. A player may have any number of cards in his or her hand, but as part of his or her cleanup step, the player must discard excess cards down to the maximum hand size. [CompRules 2003/07/01] 217.3c - A player may arrange his or her hand in any convenient fashion and look at it as much as he or she wishes. A player can't look at the cards in another player's hand but may count those cards at any time. [CompRules 2003/07/01] 217.4 - Graveyard 217.4a - A graveyard is a discard pile. Any object that's countered, discarded, destroyed, or sacrificed is put on top of its owner's graveyard, as is any instant or sorcery spell that's finished resolving. Each player's graveyard starts out empty. [CompRules 2003/07/01] 217.4b - Each graveyard is kept in a single face-up pile. A player can examine the cards in any graveyard at any time but can't change their order. [CompRules 2003/07/01] 217.4c - If an effect or rule puts two or more cards into the same graveyard at the same time, the owner of those cards may arrange them in any order. [CompRules 2003/07/01] 217.5 - In Play 217.5a - Most of the area between the players represents the in-play zone. The in-play zone starts out empty. Permanents a player controls (other than Auras attached to another player's permanents) are kept in front of him or her in the in-play zone. [CompRules 2005/08/01] 217.5b - A spell or ability affects and checks only the in-play zone unless it specifically mentions a player or another zone. Permanents exist only in the in-play zone. [CompRules 2003/07/01] 217.5c - Whenever a permanent enters the in-play zone, it's considered a brand-new permanent and has no relationship to any previous permanent represented by the same object. This is also true for any objects entering any zone (see Rule 217.1c). [CompRules 2003/10/01] 217.5d - An object not in the in-play zone isn't "in play" and isn't considered tapped or untapped. Objects that aren't either in play or on the stack aren't controlled by any player. [CompRules 2005/08/01] 217.6 - Stack 217.6a - When a spell is played, the physical card is put on the stack. When an ability is played, it goes on top of the stack without any card associated with it (See Rule 409.1, "Playing Spells and Activated Abilities.") [CompRules 2003/07/01] 217.6b - The stack keeps track of the order that spells and/or abilities were added to it. Each time an object is put on the stack, it's put on top of all objects already there. (See Rule 408, "Timing of Spells and Abilities.") [CompRules 2005/08/01] 217.6c - Each spell has all the characteristics of the card associated with it. Each activated or triggered ability that's on the stack has the text of the ability that created it and no other characteristics. The controller of a spell is the person who played the spell. The controller of an activated ability is the player who played the ability. The controller of a triggered ability is the player who controlled the ability's source when it triggered. [CompRules 2003/07/01] 217.6d - When all players pass in succession, the top (last-added) spell or ability on the stack resolves. If the stack is empty when all players pass, the current step or phase ends and the next begins. [CompRules 2005/08/01] 217.6e - Combat damage also uses the stack, in the same way as other objects that use the stack. [CompRules 2003/07/01] 217.7 - Removed from the Game 217.7a - Effects can remove objects from the game. Some effects may provide a way for a card to return to a zone and use the term "set aside." Cards that are set aside this way are still removed from the game, even though that removal may be temporary. Objects that aren't cards that would return to a zone remain removed from the game instead. [CompRules 2007/02/01] 217.7b - Cards in the removed-from-the-game zone are kept face up and may be examined by any player at any time. Cards "removed from the game face down" can't be examined by any player except when instructions allow it. [CompRules 2005/08/01] 217.7c - Cards that might return to play should be kept in separate piles to keep track of their respective ways of returning. [CompRules 2003/07/01] 217.7d - A card may have one ability printed on it that removes one or more cards from the game, and another ability that refers either to "the removed cards" or to cards "removed from the game with [name]." These abilities are linked: the second refers only to cards in the removed-from-the-game zone removed as a result of the first. If another object gains a pair of linked abilities, the abilities will be similarly linked on that object. They can't be linked to any other ability, regardless of what other abilities the object may currently have or may have had in the past. [CompRules 2006/10/15] Example: Arc-Slogger has the ability "{R}: Remove the top ten cards of your library from the game: Arc-Slogger deals 2 damage to target creature or player." Sisters of Stone Death has the ability "{B}{G}: Remove from the game target creature blocking or blocked by Sisters of Stone Death" and the ability "{2}{B}: Put a creature card removed from the game with Sisters of Stone Death into play under your control." Quicksilver Elemental has the ability "{U}: Quicksilver Elemental gains all activated abilities of target creature until end of turn." If a player has Quicksilver Elemental gain Arc-Slogger's ability, plays it, then has Quicksilver Elemental gain Sisters of Stone Death's abilities, plays the remove-from-game ability, and then plays the return-to-play ability, only the creature card Quicksilver Elemental removed from the game with Sisters of Stone Death's ability can be returned to play. Creature cards Quicksilver Elemental removed from the game with Arc-Slogger's ability can't be returned. [CompRules 2005/10/01] 217.7e - If an object in the removed-from-the-game zone is removed from the game, it doesn't change zones, but it is treated as a new object that has just been removed from the game. [CompRules 2007/02/01] 217.8 - Phased Out 217.8a - Permanents that phase out are placed in the phased-out zone. (See Rule 502.15, "Phasing.") [CompRules 2003/07/01] 217.8b - Face-up objects in the phased-out zone may be examined by any player at any time. Face-down objects in the phased-out zone are covered by the rules for face-down permanents. (See Rule 502.26, "Morph," and Rule 504, "Face-Down Spells and Permanents.") [CompRules 2005/08/01] + 217.8c - Phased-out objects are not in play, so they do not count as tapped or untapped, nor are they controlled by anyone. However, an object in this zone "remembers" the state of the permanent as it phased out and returns to play in the same state as when it left. (See Rule 502.15, "Phasing.") [CompRules 2006/05/01] + 217.8d - Tokens in the phased-out zone cease to exist. This is a state-based effect (see Rule 420, "State-Based Effects"). Any phased-out Auras, Equipment, or Fortifications that were attached to those tokens remain phased out for the rest of the game. [CompRules 2007/05/01] 217.9 - Ante 217.9a - Earlier versions of the Magic rules included an ante rule as a way of playing "for keeps." Playing Magic games for ante is now considered an optional variation on the game, and it's allowed only where it's not forbidden by law or by other rules. Playing for ante is strictly forbidden under the DCI Universal Tournament Rules ( www.wizards.com/default.asp?x=dci/doccenter/home). [CompRules 2005/10/01] 217.9b - When playing for ante, each player puts one random card from his or her deck into the ante zone at the beginning of the game. Cards in the ante zone may be examined by any player at any time. At the end of the game, the winner becomes the owner of all the cards in the ante zone. [CompRules 2005/08/01] 217.9c - A few cards have the text "Remove [this card] from your deck before playing if you're not playing for ante." These are the only cards that can add or remove cards from a player's ante zone or change a card's owner. [CompRules 2003/10/01] 217.9d - To ante an object is to put that object into the ante zone from whichever zone it's currently in. The owner of an object is the only person who can ante that object. [CompRules 2003/07/01] 3 - Turn Structure ------------------------------------------------------------------------------ 300 - General 300.1 - A turn consists of five phases, in this order: beginning, precombat main, combat, postcombat main, and end. Each of these phases takes place every turn, even if nothing happens during the phase. The beginning, combat, and end phases are further broken down into steps, which proceed in order. [CompRules 2003/07/01] 300.2 - A phase or step ends when the stack is empty and all players pass in succession. No game events can occur between turns, phases, or steps. Simply having the stack become empty doesn't cause the phase or step to end; all players have to pass with the stack empty. Because of this, each player gets a chance to add new things to the stack before the current phase or step ends. [CompRules 2005/08/01] 300.3 - When a phase ends (but not a step), any unused mana left in a player's mana pool is lost. That player loses 1 life for each one mana lost this way. This is called mana burn. Mana burn is loss of life, not damage, so it can't be prevented or altered by effects that affect damage. This game action doesn't use the stack. (See Rule 406, "Mana Abilities.") [CompRules 2005/08/01] 300.4 - When a phase or step ends, any effects scheduled to last "until end of" that phase or step expire. When a phase or step begins, any effects scheduled to last "until" that phase or step expire. Effects that last "until end of combat" expire at the end of the combat phase, not at the beginning of the end of combat step. Effects that last "until end of turn" are subject to special rules; see Rule 314.2. [CompRules 2003/07/01] 300.5 - When a phase or step begins, any abilities that trigger "at the beginning of" that phase or step are added to the stack. [CompRules 2003/07/01] 300.6 - Some effects can give a player extra turns. They do this by adding the turns directly after the current turn. If a player gets multiple extra turns or if multiple players get extra turns during a single turn, the extra turns are added one at a time. The most recently created turn will be taken first. [CompRules 2005/08/01] 300.7 - Some effects can add phases to a turn. They do this by adding the phases directly after the specified phase. If multiple extra phases are created after the same phase, the most recently created phase will occur first. [CompRules 2003/10/01] 300.8 - Some effects can add steps to a phase. They do this by adding the steps directly after a specified step (or directly before a specified step). If multiple extra steps are created after the same step, the most recently created step will occur first. [CompRules 2003/10/01] 300.9 - Some effects can cause a step, phase, or turn to be skipped. To skip a step, phase, or turn is to proceed past it as though it didn't exist. See Rule 419.6e and Rule 419.6f. [CompRules 2003/07/01] 301 - Beginning Phase 301.1 - The beginning phase consists of three steps, in this order: untap, upkeep, and draw. [CompRules 2003/07/01] 302 - Untap Step 302.1 - First, all permanents with phasing that the active player controls phase out, and all phased-out objects that the active player controlled when they phased out simultaneously phase in (this game action doesn't use the stack). See Rule 217.8, "Phased Out," and Rule 502.15, "Phasing." [CompRules 2005/08/01] 302.2 - Next the active player determines which permanents he or she controls will untap. Then he or she untaps them all simultaneously (this game action doesn't use the stack). Normally, all of a player's permanents untap, but effects can keep one or more of a player's permanents from untapping. [CompRules 2003/10/01] 302.3 - No player receives priority during the untap step, so no spells or abilities can be played or resolved. Any ability that triggers during this step will be held until the next time a player would receive priority, which is usually during the upkeep step. (See Rule 303, "Upkeep Step.") [CompRules 2004/06/01] 303 - Upkeep Step 303.1 - As the upkeep step begins, any abilities that trigger at the beginning of that upkeep step and any abilities that triggered during the turn's untap step go on the stack. (See Rule 410, "Handling Triggered Abilities.") Then the active player gets priority and players may play spells and abilities. [CompRules 2003/10/01] 304 - Draw Step 304.1 - First, the active player draws a card. This game action doesn't use the stack. Then any abilities that trigger at the beginning of the draw step and any other abilities that have triggered go on the stack. Then the active player gets priority and players may play spells and abilities. [CompRules 2005/08/01] 305 - Main Phase 305.1 - There are two main phases in a turn. In each turn, the first main phase, known as the precombat main phase, and the second main phase, known as the postcombat main phase, are separated by the combat phase (see Rule 306, "Combat Phase"). The precombat and postcombat main phases are individually and collectively known as the main phase. [CompRules 2003/10/01] 305.2 - The main phase has no steps, so a main phase ends when all players pass in succession while the stack is empty. (See Rule 300.2) [CompRules 2003/07/01] 305.3 - As the main phase begins, any abilities that trigger at the beginning of that main phase go on the stack. (See Rule 410, "Handling Triggered Abilities.") Then the active player gets priority and players may play spells and abilities. (This is the only phase in which a player can normally play artifact, creature, enchantment, and sorcery spells, and only the active player may play these spells.) [CompRules 2003/10/01] 305.4 - During either main phase, the active player may play one land card from his or her hand if the stack is empty, if the player has priority, and if he or she hasn't yet taken this special action this turn. (See Rule 212.6, "Lands.") This action doesn't use the stack and it isn't a spell or ability of any kind. It can't be countered, and players can't respond to it with instants or activated abilities. [CompRules 2003/07/01] 306 - Combat Phase 306.1 - The combat phase has five steps, which proceed in order: beginning of combat, declare attackers, declare blockers, combat damage, and end of combat. The declare blockers and combat damage steps are skipped if no creatures are declared as attackers (see Rule 308.4). There are two combat damage steps if any attacking or blocking creature has first strike (see Rule 502.2) or double strike (see Rule 502.28). [CompRules 2003/07/01] 306.2 - A creature is removed from combat if it leaves play (such as by being destroyed or removed from the game), if it regenerates (see Rule 419.6b), if its controller changes, if it stops being a creature, or if an effect removes it from combat. Removed from combat means the creature stops being an attacking, blocking, blocked, and/or unblocked creature. [CompRules 2003/07/01] 306.2a - Once a creature has been declared as an attacking or blocking creature, spells or abilities that would have kept that creature from attacking or blocking don't remove the creature from combat. [CompRules 2003/07/01] 306.2b - Tapping or untapping a creature that's already been declared as an attacker or blocker doesn't remove it from combat and doesn't prevent its combat damage. [CompRules 2003/07/01] 306.3 - During the combat phase, the active player is attacking and is the attacking player. As the combat phase starts, the active player chooses one of his or her opponents. The chosen opponent is being attacked and is the defending player. Some multiplayer games allow the active player to attack multiple other players. See Rule 602, "Attack Multiple Players Option" and Rule 606, "Two-Headed Giant Variant." [CompRules 2005/08/01] 306.4 - An attacking creature is attacking alone if no other creatures are attacking. A blocking creature is blocking alone if no other creatures are blocking. [CompRules 2003/07/01] 307 - Beginning of Combat Step 307.1 - As the beginning of combat step begins, any abilities that trigger at the beginning of combat go on the stack. (See Rule 410, "Handling Triggered Abilities.") Then the active player gets priority and players may play spells and abilities. [CompRules 2003/10/01] 308 - Declare Attackers Step 308.1 - As the declare attackers step begins, the active player declares attackers (this game action doesn't use the stack). If the game allows the active player to attack multiple other players, he or she declares which player each creature is attacking. Effects from a creature that refer to a defending player refer only to the defending player it is attacking. Then any abilities that triggered on attackers being declared go on the stack. (See Rule 410, "Handling Triggered Abilities.") Then the active player gets priority and players may play spells and abilities. [CompRules 2005/08/01] Example: Tanglewalker reads, "Creatures you control are unblockable as long as defending player controls an artifact land." Whether a creaure you control is unblockable depends only on whether the player being attacked by it controls an artifact land. [CompRules 2005/10/01] Example: Guiltfeeder reads, in part, "Whenever Guiltfeeder attacks and isn't blocked, defending player loses 1 life for each card in his or her graveyard." Only the player being attacked loses life due to Guiltfeeder's ability. [CompRules 2005/08/01] 308.2 - To declare attackers, the active player follows the steps below, in order. If at any point during the declaration of attackers, the active player is unable to comply with any of the steps listed below, the declaration was illegal; the game returns to the moment before the declaration (see Rule 422, "Handling Illegal Actions," and Rule 500, "Legal Attacks and Blocks"). [CompRules 2003/07/01] 308.2a - The active player either chooses to not attack, or chooses one or more creatures he or she controls and then determines whether this set of creatures could attack. Only creatures can attack, and the following creatures can't attack: tapped creatures (even those that can attack without tapping) and creatures the active player didn't control continuously since the beginning of the turn (except those with haste). Other effects may also affect whether or not a set of creatures could attack. (See Rule 500, "Legal Attacks and Blocks.") [CompRules 2004/10/01] 308.2b - If any of the chosen creatures have banding or a bands with other ability, the active player announces which creatures, if any, are banded with which. (See Rule 502.10, "Banding.") [CompRules 2003/07/01] 308.2c - The active player taps the chosen creatures. Tapping a creature when it's declared as an attacker isn't a cost; attacking simply causes creatures to become tapped. [CompRules 2003/07/01] 308.2d - If any of the creatures require paying costs to attack, the active player determines the total cost to attack. Costs may include paying mana, tapping permanents, sacrificing permanents, discarding cards, and so on. Once the total cost is determined, it becomes "locked in." If effects would change the total cost after this time, ignore this change. [CompRules 2003/07/01] 308.2e - If any of the costs require mana, the active player then has a chance to play mana abilities (see Rule 411, "Playing Mana Abilities"). [CompRules 2003/07/01] 308.2f - Once the player has enough mana in his or her mana pool, he or she pays all costs in any order. Partial payments are not allowed. [CompRules 2003/07/01] 308.2g - Each chosen creature becomes an attacking creature if all costs have been paid, but only if it's still controlled by the active player. It remains an attacking creature until it's removed from combat or the combat phase ends, whichever comes first. See Rule 306.2. [CompRules 2003/07/01] 308.3 - Abilities that trigger on a creature attacking trigger only at the point the creature is declared as an attacker. They will not trigger if a creature attacks and that creature's characteristics change to match the ability's trigger condition. They will not trigger if a creature is put into play attacking. [CompRules 2006/05/01] Example: A permanent has the ability "Whenever a green creature attacks, destroy that creature at end of combat." If a blue creature attacks and is later turned green, the ability will not trigger. [CompRules 2003/07/01] 308.4 - If no creatures are declared as attackers, finish the declare attackers step, but skip the declare blockers and combat damage steps. [CompRules 2003/07/01] 308.Ruling.1 - Due to Rule 306.2a, once a creature becomes an attacker, it stays an attacker unless removed from combat as per Rule 306.2. Tapping or untapping an attacker does not remove it from combat, as per Rule 306.2b. [D'Angelo 2006/06/30] 309 - Declare Blockers Step 309.1 - As the declare blockers step begins, the defending player declares blockers (this game action doesn't use the stack). Then any abilities that triggered on blockers being declared go on the stack. (See Rule 410, "Handling Triggered Abilities.") Then the active player gets priority and players may play spells and abilities. [CompRules 2003/10/01] 309.2 - To declare blockers, the defending player follows the steps below, in order. If at any point during the declaration of blockers, the defending player is unable to comply with any of the steps listed below, the declaration was illegal; the game returns to the moment before the declaration (see Rule 422, "Handling Illegal Actions," and Rule 500, "Legal Attacks and Blocks"). [CompRules 2003/07/01] 309.2a - The defending player chooses zero or more creatures he or she controls, chooses one attacking creature for each one to block, then determines whether this set of blocks is legal. Only untapped creatures can block, but blocking does not cause creatures to tap. Other effects may also affect whether or not a set of creatures could block. (See Rule 500, "Legal Attacks and Blocks.") [CompRules 2003/10/01] 309.2b - If any of the creatures require paying costs to block, the defending player determines the total cost to block. Costs may include paying mana, tapping permanents, sacrificing permanents, discarding cards, and so on. Once the total cost is determined, it becomes "locked in." If effects would change the total cost after this time, ignore this change. [CompRules 2003/07/01] 309.2c - If any of the costs require mana, the defending player then has a chance to play mana abilities (see Rule 411, "Playing Mana Abilities"). [CompRules 2003/07/01] 309.2d - Once the player has enough mana in his or her mana pool, he or she pays all costs in any order. Partial payments are not allowed. [CompRules 2003/07/01] 309.2e - Each chosen creature becomes a blocking creature, but only if it's controlled by the defending player. Each one is blocking the attacking creature chosen for it. It remains a blocking creature until it's removed from combat or the combat phase ends, whichever comes first. See Rule 306.2. [CompRules 2003/07/01] 309.2f - An attacking creature with one or more creatures declared as blockers for it becomes a blocked creature; one with no blockers becomes an unblocked creature. This remains unchanged until the creature is removed from combat or the combat phase ends, whichever comes first. (Some effects can change whether a creature is blocked or unblocked.) [CompRules 2006/10/01] 309.3 - Abilities that trigger on a creature blocking trigger only at the point the creature is declared as a blocker. They will not trigger if a creature blocks, and then that creature's characteristics change to match the ability's trigger condition. They will not trigger if a creature is put into play blocking. [CompRules 2005/05/01] 309.4 - Abilities that trigger on a creature becoming blocked trigger only at the first point the creature becomes blocked that combat. They will trigger if a creature becomes blocked by a creature declared as a blocker, by a creature that's put into play as a blocker, or by an effect, but only if the attacking creature hadn't yet been blocked that combat. They will not trigger if a creature becomes blocked, and then the blocking creature's characteristics change to match the ability's trigger condition. [CompRules 2006/05/01] Example: A creature has the ability "Whenever this creature becomes blocked by a white creature, destroy that creature at end of combat." If that creature is blocked by a black creature that is later turned white, the ability will not trigger. [CompRules 2003/07/01] 309.Ruling.1 - Due to Rule 306.2a, once a creature becomes a blocker, it stays a blocker unless removed from combat as per Rule 306.2. Tapping or untapping a blocker does not remove it from combat, as per Rule 306.2b. [D'Angelo 2006/06/30] 310 - Combat Damage Step 310.1 - As the combat damage step begins, the active player announces how each attacking creature will assign its combat damage. Then the defending player announces how each blocking creature will assign its combat damage. All assignments of combat damage go on the stack as a single object. Then any abilities that triggered on damage being assigned go on the stack. (See Rule 410, "Handling Triggered Abilities.") Then the active player gets priority and players may play spells and abilities. [CompRules 2003/10/01] 310.2 - A player may divide a creature's combat damage as he or she chooses among the legal recipients. Dividing combat damage is subject to the following restrictions: [CompRules 2003/07/01] 310.2a - Each attacking creature and each blocking creature will assign combat damage equal to its power. Creatures with 0 or less power don't assign combat damage. [CompRules 2004/02/01] 310.2b - An unblocked attacking creature will assign all its combat damage to the defending player. [CompRules 2003/07/01] 310.2c - A blocked creature will assign combat damage, divided as its controller chooses, to the creatures blocking it. If no creatures are currently blocking it (if, for example, they were destroyed or removed from combat), it will assign no combat damage. [CompRules 2003/07/01] 310.2d - A blocking creature will assign combat damage, divided as its controller chooses, to the attacking creatures it's blocking. If it isn't currently blocking any creatures (if, for example, they were destroyed or removed from combat), it will assign no combat damage. [CompRules 2003/07/01] 310.2e - An effect that states a creature deals its combat damage in a different manner than normal affects the assignment of combat damage. [CompRules 2003/07/01] 310.3 - Although combat-damage assignments go on the stack as an object, they aren't spells or abilities, so they can't be countered. [CompRules 2003/07/01] 310.4 - Combat damage resolves as an object on the stack. When it resolves, it's all dealt at once, as originally assigned. After combat damage finishes resolving, the active player gets priority. [CompRules 2003/10/01] 310.4a - Combat damage is dealt as it was originally assigned even if the creature dealing damage is no longer in play, its power has changed, or the creature receiving damage has left combat. [CompRules 2003/07/01] + 310.4b - The source of the combat damage is the creature as it currently exists if it's still in play. If it's no longer in play, its last known information is used to determine its characteristics. [CompRules 2007/05/01] 310.4c - If a creature that was supposed to receive combat damage is no longer in play or is no longer a creature, the damage assigned to it isn't dealt. [CompRules 2003/07/01] 310.4.Ruling.1 - Once combat damage is assigned at the start of this step, the damage will be resolved even if the creature that assigned the damage leaves play (see Rule 310.4a). What this means in practical terms is that a creature can assign damage, then during this step it can be sacrificed, unsummoned, or otherwise be made to leave play or stop being a creature in order to either save it from being killed or to generate some other effect. [D'Angelo 2006/06/20] 310.5 - At the start of the combat damage step, if at least one attacking or blocking creature has first strike (see Rule 502.2) or double strike (see Rule 502.28), creatures without first strike or double strike don't assign combat damage. Instead of proceeding to end of combat, the phase gets a second combat damage step (see Rule 310.1) to handle the remaining creatures. In the second combat damage step, any attackers and blockers that didn't assign combat damage in the first step, plus any creatures with double strike, assign their combat damage. [CompRules 2007/02/01] 311 - End of Combat Step 311.1 - As the end of combat step begins, all "at end of combat" abilities trigger and go on the stack. (See Rule 410, "Handling Triggered Abilities.") Then the active player gets priority and players may play spells and abilities. [CompRules 2005/08/01] 311.2 - As soon as the end of combat step ends, all creatures are removed from combat. After the end of combat step ends, the combat phase is over and the postcombat main phase begins. [CompRules 2003/10/01] 312 - End Phase 312.1 - The end phase consists of two steps: end of turn and cleanup. [CompRules 2003/07/01] 313 - End of Turn Step 313.1 - As the end of turn step begins, all abilities that trigger "at end of turn" go on the stack. (See Rule 410, "Handling Triggered Abilities.") Then the active player gets priority and players may play spells and abilities. [CompRules 2003/07/01] 313.2 - If "at end of turn"-triggered abilities are created or if cards with "at end of turn"-triggered abilities come into play after preexisting ones have already gone on the stack at the beginning of the end of turn step, those abilities won't go on the stack until the next turn's end phase. In other words, the step doesn't "back up" so new "at end of turn"-triggered abilities can go on the stack. This only applies to triggered abilities that say "at end of turn." It doesn't apply to continuous effects whose durations say "until end of turn" or "this turn." (See Rule 314, "Cleanup Step.") [CompRules 2003/07/01] 314 - Cleanup Step 314.1 - If the active player's hand contains more cards than his or her maximum hand size (normally seven), he or she discards enough cards to reduce the hand size to that number (this game action doesn't use the stack). [CompRules 2003/07/01] 314.2 - After discarding, the following actions happen simultaneously: all damage is removed from permanents and all "until end of turn" and "this turn" effects end (this game action doesn't use the stack). [CompRules 2005/08/01] 314.3 - If the conditions for any state-based effects exist or if any triggered abilities are waiting to be put onto the stack, the active player gets priority and players may play spells and abilities. Once the stack is empty and all players pass, another cleanup step begins. Otherwise, no player receives priority and the step ends. [CompRules 2005/08/01] 4 - Spells, Abilities, and Effects ------------------------------------------------------------------------------ 400 - General 400.1 - An ability is something an object does or can do. Abilities generate effects. An object's abilities are defined in the object's text box (if it has one) or by the effect that created the object. Abilities can also be granted to objects by effects. Reminder text and flavor text are not abilities. Reminder text and flavor text always appear in italics. [CompRules 2003/07/01] 400.2 - Spells, activated abilities, and triggered abilities generate effects when they resolve. Static abilities generate continuous effects. Text itself is never an effect. [CompRules 2003/07/01] 401 - Spells on the Stack 401.1 - A card on the stack is a spell. As the first step of being played, the card becomes a spell and goes on the stack from the zone it was played from (usually the player's hand). (See Rule 217.6, "Stack.") [CompRules 2005/08/01] 401.1a - A copy of a spell is also a spell, even if it has no card associated with it. [CompRules 2005/08/01] 401.2 - A spell stops being a spell when it resolves (see Rule 413, "Resolving Spells and Abilities"), is countered (see Rule 414, "Countering Spells and Abilities"), or otherwise leaves the stack. Example: A played creature card is a creature spell until it resolves, is countered, or leaves the stack. [CompRules 2003/07/01] 401.3 - Instant and sorcery spells have abilities, just like any other objects. These abilities are instructions that are followed when the spells resolve, unless the instructions can only be applied at some other time. [CompRules 2003/07/01] Example: Some abilities that are not followed when the spell resolves are activated abilities or triggered abilities, any abilities that define the zone from which it can be played (see Rule 401.4), any abilities that apply while the spell is in a zone from which it can be played (see Rule 401.5), or any abilities that apply while the spell is on the stack (see Rule 401.6). [CompRules 2003/10/01] 401.4 - Any object can have static abilities that allow it to be played from a zone other than a player's hand. These abilities are active while the object is in that zone. [CompRules 2003/07/01] 401.5 - Any object can have static abilities that apply while the object is in a zone from which it can be played. These include restrictions on playing the object and abilities that allow the object to be played at a time that it otherwise could not or in a manner that it otherwise could not. [CompRules 2003/07/01] 401.6 - Any spell can have static abilities that apply while the spell is on the stack. These include, but are not limited to, additional costs, alternative costs, and cost reductions. See Rule 409, "Playing Spells and Activated Abilities." [CompRules 2003/10/01] 401.7 - As the final part of an instant or sorcery spell's resolution, the card is put into its owner's graveyard. As the final part of an artifact, creature, or enchantment spell's resolution, the card becomes a permanent and is put into the in-play zone under the control of the spell's controller. If any spell is countered, the card is put into its owner's graveyard as part of the resolution of the countering spell or ability. (See Rule 413, "Resolving Spells and Activated Abilities.") [CompRules 2003/07/01] 402 - Abilities 402.1 - An ability is text on an object that's not reminder text or flavor text (see Rule 400.1). The result of following such an instruction is an effect. (See Rule 416, "Effects.") Abilities can affect the objects they're on; they can also affect other objects and/or players. Abilities can grant abilities to other objects or to the objects they're on; they do so when the words "has," "have," "gains," or "gain" are used. [CompRules 2003/07/01] 402.2 - There are three general categories of abilities: activated, triggered, and static. Activated and triggered abilities can also be mana abilities. Abilities can generate one-shot effects or continuous effects. Some effects are replacement effects or prevention effects. [CompRules 2003/07/01] 402.3 - Abilities can be beneficial or detrimental. [CompRules 2005/08/01] Example: "[This creature] can't block" is an ability. [CompRules 2005/08/01] 402.4 - An additional cost or alternative cost to play a card is an ability of the card. [CompRules 2003/07/01] 402.5 - An ability isn't a spell and therefore can't be countered by anything that counters only spells. Abilities can be countered by effects that specifically counter abilities, as well as by the rules (for example, an ability with one or more targets is countered if all its targets become illegal). [CompRules 2003/07/01] 402.6 - Once activated or triggered, an ability exists independently of its source as an ability on the stack. Destruction or removal of the source after that time won't affect the ability. Note that some abilities cause a source to do something (for example, "Prodigal Sorcerer deals 1 damage to target creature or player") rather than the ability doing anything directly. In these cases, any activated or triggered ability that references information about the source because the effect needs to be divided checks that information when the ability is put on the stack. Otherwise, it will check that information when it resolves. In both instances, if the source is no longer in play, its last known information is used. [CompRules 2006/02/01] 402.7 - An object may have multiple abilities. Aside from certain defined abilities that may be strung together on a single line (see Rule 502, "Keyword Abilities"), each paragraph break in a card's text marks a separate ability. An object may also have multiple instances of the same ability. Each instance functions independently. This may or may not produce more effects than a single instance; refer to the specific ability for more information. [CompRules 2003/07/01] 402.8 - Abilities of an instant or sorcery usually function only while the object is not in play. Abilities of all other objects usually function only while that object is in play. The exceptions are as follows: [CompRules 2006/02/01] + 402.8a - Characteristic-defining abilities function in all zones. [CompRules 2007/05/01] 402.8b - An ability that states which zones it functions in functions only from those zones. [CompRules 2006/02/01] 402.8c - An ability of an object that modifies what it costs to play functions on the stack. [CompRules 2006/02/01] 402.8d - An object's ability that restricts or modifies how that object can be played functions in any zone from which it could be played. [CompRules 2006/02/01] + 402.8e - An object's ability that modifies how it comes into play functions as that object is coming into play. See Rule 419.6i. [CompRules 2007/05/01] + 402.8f - An object's activated ability that has a cost that can't be paid while the object is in play functions from any zone in which its cost can be paid. [CompRules 2007/05/01] + 402.8g - A trigger condition that can trigger only in a zone other than the in-play zone triggers from that zone. Other trigger conditions of the same triggered ability may function in different zones. [CompRules 2007/05/01] Example: Absolver Thrull has the ability "When Absolver Thrull comes into play or the creature it haunts is put into a graveyard, destroy target enchantment." The first trigger condition triggers from the in-play zone and the second trigger condition functions from the removed-from-the-game zone. [CompRules 2006/02/01] + 402.8h - An ability whose cost or effect specifies that it moves the object it's on out of a particular zone functions only in that zone, unless that ability's trigger condition, or a previous part of that ability's cost or effect, specifies that the object is put into that zone. [CompRules 2007/05/01] Example: Necrosavant says "{3}{B}{B}, Sacrifice a creature: Return Necrosavant from your graveyard to play. Play this ability only during your upkeep." A player may play this ability only if Necrosavant is in his or her graveyard. [CompRules 2006/02/01] 403 - Activated Abilities 403.1 - An activated ability is written as "[cost]: [effect]." The activation cost is everything before the colon (:). An ability's activation cost must be paid by the player who is playing it. [CompRules 2003/07/01] 403.2 - Only an object's controller (or its owner, if it doesn't have a controller) can play its activated ability unless the object specifically says otherwise. [CompRules 2003/07/01] 403.3 - If an activated ability has a restriction on its use (for example, "Play this ability only once each turn"), the restriction continues to apply to that object even if its controller changes. [CompRules 2003/07/01] 403.4 - A creature's activated ability with the tap symbol ({Tap}) in its activation cost can't be played unless the creature has been under its controller's control since the start of his or her most recent turn. Ignore this rule for creatures with haste (see Rule 502.5). [CompRules 2005/08/01] + 403.5 - Activated abilities that read "Play this ability only any time you could play a sorcery" mean the player must follow the timing rules for playing a sorcery spell, though the ability isn't actually a sorcery. Activated abilities that read "Play this ability only any time you could play an instant" mean the player must follow the timing rules for playing an instant spell, though the ability isn't actually an instant. [CompRules 2007/05/01] 404 - Triggered Abilities 404.1 - A triggered ability begins with the word "when," "whenever," or "at." The phrase containing one of these words is the trigger condition, which defines the trigger event. [CompRules 2003/07/01] 404.2 - Triggered abilities aren't played. Instead, a triggered ability automatically "triggers" each time its trigger event occurs. Once an ability has triggered, it goes on the stack the next time a player would receive priority. See Rule 408.1, "Timing, Priority, and the Stack," and Rule 410, "Handling Triggered Abilities." [CompRules 2003/07/01] 404.3 - A triggered ability may read "When/Whenever/At ..., if [condition], [effect]." The ability checks for the stated condition to be true when the trigger event occurs. If it is, the ability triggers. On resolution, the ability rechecks the condition. If the condition isn't true at either of those times, the ability does nothing. This rule is referred to as the "intervening 'if' clause" rule. Note that the word "if" has only its normal English meaning anywhere else in the text of a card; this rule only applies to an "if" that immediately follows a trigger condition. [CompRules 2003/07/01] 404.4 - An effect may create a delayed triggered ability that can do something at a later time. A delayed triggered ability will contain "when," "whenever," or "at," although that word won't usually begin the ability. [CompRules 2003/07/01] 404.4a - Delayed triggered abilities come from spells or other abilities that create them on resolution. That means a delayed triggered ability won't trigger until it has actually been created, even if its trigger event occurred just beforehand. Other events that happen earlier may make the trigger event impossible. [CompRules 2003/07/01] Example: Part of an effect reads "When this creature leaves play," but the creature in question leaves play before the spell or ability creating the effect resolves. In this case, the delayed ability never triggers. [CompRules 2004/10/01] Example: If an effect reads "When this creature becomes untapped" and the named creature becomes untapped before the effect resolves, the ability waits for the next time that creature untaps. [CompRules 2004/10/01] 404.4b - A delayed triggered ability will trigger only once--the next time its trigger event occurs--unless it has a stated duration, such as "this turn." [CompRules 2003/07/01] 404.4c - A delayed triggered ability that refers to a particular object still affects it even if the object changes characteristics. [CompRules 2003/07/01] Example: An ability that reads, "Destroy that creature at end of turn" will destroy the permanent even if it's no longer a creature during the end of turn step. [CompRules 2005/08/01] 404.4d - A delayed triggered ability that refers to a particular permanent will fail if the permanent leaves play (even if it returns again before the specified time). Similarly, abilities that create a one-shot effect that applies to an object in a particular zone will fail if the object leaves that zone. [CompRules 2003/07/01] Example: An ability that reads, "Remove this creature from the game at end of turn" won't do anything if the creature leaves play before the end of turn step. [CompRules 2005/08/01] 404.5 - Some objects have a static ability that's linked to a triggered ability. These objects combine both abilities into one paragraph, with the static ability first, followed by the triggered ability. A very few objects have triggered abilities which are written with the trigger condition in the middle of the ability, rather than at the beginning. [CompRules 2003/07/01] Example: An ability that reads "Reveal the first card you draw each turn. Whenever you reveal a basic land card this way, draw a card" is a static ability linked to a triggered ability. [CompRules 2003/12/01] Example: An ability that reads "The controller of enchanted creature sacrifices it at the end of his or her turn" is a triggered ability. [CompRules 2003/12/01] 405 - Static Abilities 405.1 - A static ability does something all the time rather than being activated or triggered. The ability isn't played-it just "exists." Such abilities apply only while the ability is on a permanent in play, unless the ability is covered by Rule 402.8. [CompRules 2006/05/01] + 405.2 - Some objects have intrinsic static abilities that define the object's colors, subtypes, power, or toughness. These abilities are characteristic-defining abilities, and they function in all zones. Abilities of an object that affect the characteristics of another object are not characteristic-defining abilities. Neither are abilities that an object grants to itself, or abilities that set the values of such characteristics only if certain conditions are met. See Rule 201, "Characteristics," and Rule 418.5a. [CompRules 2007/05/01] 406 - Mana Abilities + 406.1 - A mana ability is either (a) an activated ability without a target that could put mana into a player's mana pool when it resolves or (b) a triggered ability without a target that triggers from a mana ability and could produce additional mana. A mana ability can generate other effects at the same time it produces mana. [CompRules 2007/05/01] + 406.2 - Spells that put mana into a player's mana pool aren't mana abilities. They're played and resolved exactly like any other spells. [CompRules 2007/05/01] 406.3 - A mana ability remains a mana ability even if the game state doesn't allow it to produce mana. [CompRules 2003/07/01] Example: A permanent has an ability that reads "{Tap}: Add {G} to your mana pool for each creature you control." This is still a mana ability even if you control no creatures or if the permanent is already tapped. [CompRules 2003/10/01] 406.4 - A mana ability can be activated or triggered. Mana abilities are played and resolved like other abilities, but they don't go on the stack, so they can't be countered or responded to. See Rule 411, "Playing Mana Abilities," and Rule 408.2, "Actions That Don't Use the Stack." [CompRules 2003/07/01] + 406.5 - Abilities that produce mana but trigger from events other than playing mana abilities do use the stack. So do abilities that don't produce mana but trigger on playing mana abilities. [CompRules 2007/05/01] 406.6 - If a mana ability would produce one or more mana of an undefined type, it produces no mana instead. [CompRules 2003/12/01] Example: If you control no lands, an ability that reads "{Tap}: Add to your mana pool one mana of any type that a land you control could produce" will not produce any mana. [CompRules 2003/12/01] 406.Ruling.1 - If a mana ability can't produce any mana, it's still legal to play the ability, but no mana will be produced on resolution. [WotC Rules Team 2003/12/01] 407 - Adding and Removing Abilities 407.1 - Effects can add or remove abilities of objects. An effect that adds an ability will state that the object "gains" or "has" that ability. An effect that removes an ability will state that the object "loses" that ability. If two or more effects add and remove the same ability, in general the most recent one prevails. (See Rule 418.5, "Interaction of Continuous Effects.") [CompRules 2003/07/01] 407.2 - An effect that sets an object's characteristic, or simply states a quality of that object, is different from an ability granted by an effect. When an object "gains" or "has" an ability, that ability can be removed by another effect. If an effect defines a characteristic of the object ("[permanent] is [characteristic value]"), it's not granting an ability. (See Rule 405.2.) [CompRules 2003/07/01] Example: An effect reads, "Enchanted creature has 'This creature is an artifact creature.'" This effect grants an ability to the creature that can be removed by other effects. Another effect reads, "Enchanted creature is an artifact creature." This effect simply defines a characteristic of the creature. It doesn't grant an ability, so effects that would cause the creature to lose its abilities wouldn't cause the enchanted creature to stop being an artifact. [CompRules 2003/10/01] 407.3 - Effects that remove an ability remove all instances of it. Example: If a creature with flying is enchanted with Flight, it has two instances of the flying ability. A single effect that reads "Target creature loses flying" will remove both. [CompRules 2003/07/01] 408.1 - Timing, Priority, and the Stack 408.1a - Spells and activated abilities can be played only at certain times and follow a set of rules for doing so. [CompRules 2003/07/01] 408.1b - Spells and activated abilities are played by players (if they choose) using a system of priority, while other types of abilities and effects are automatically generated by the game rules. Each time a player would get priority, all applicable state-based effects resolve first as a single event (see Rule 420, "State-Based Effects"). Then, if any new state-based effects have been generated, they resolve as a single event. This process repeats until no more applicable state-based effects are generated. Then triggered abilities are added to the stack (see Rule 410, "Handling Triggered Abilities"). These steps repeat in order until no further state-based effects or triggered abilities are generated. Then the player who would have received priority does so and may play a spell or ability, or take a special action (such as playing a land), or pass, as governed by the rules for that phase or step. [CompRules 2003/10/01] 408.1c - The active player gets priority at the beginning of most phases and steps, after any game actions are dealt with and abilities that trigger at the beginning of that phase or step go on the stack. No player gets priority during the untap step and players usually don't get priority during the cleanup step (see Rule 314.3). The player with priority may play a spell or ability, take a special action, or pass. If he or she plays a spell or ability, or takes a special action, the player again receives priority; otherwise, the next player in turn order receives priority. If all players pass in succession (that is, if all players pass without taking any actions in between passing), the top object on the stack resolves, then the active player receives priority. If the stack is empty when all players pass in succession, the phase or step ends and the next one begins. [CompRules 2005/08/01] 408.1d - A player may play an instant spell or activated ability any time he or she has priority. Spells other than instants may be played during a player's main phase, when that player has priority and the stack is empty. [CompRules 2005/10/01] 408.1e - When a spell is played, it goes on top of the stack. When an activated ability is played, it goes on top of the stack. [CompRules 2003/07/01] 408.1f - Triggered abilities can trigger at any time, including during the playing or resolution of a spell or another ability. However, nothing actually happens at the time the abilities trigger. Each time a player would receive priority, each ability that has triggered is put on the stack (if it hasn't already been put on the stack). Then the player gets priority and may play spells or abilities. (See Rule 410, "Handling Triggered Abilities.") [CompRules 2003/07/01] 408.1g - Combat damage goes on the stack once it's been assigned. For more information, see Rule 310, "Combat Damage Step." [CompRules 2003/07/01] 408.1h - Static abilities aren't played-they continuously affect the game. Priority doesn't apply to them. (See Rule 405, "Static Abilities," Rule 418, "Continuous Effects," and Rule 419, "Replacement and Prevention Effects.") [CompRules 2003/07/01] 408.1i - Special actions don't use the stack. The special actions are playing a land (see Rule 408.2d), turning a face-down creature face up (see Rule 408.2h), ending continuous effects or stopping delayed triggered abilities (see Rule 408.2i), ignoring or suspending continuous effects (see Rule 408.2j), and removing a card with suspend in your hand from the game. [CompRules 2006/10/01] 408.2 - Actions That Don't Use the Stack 408.2a - Effects don't go on the stack; they're the result of spells and abilities resolving. Effects may create delayed triggered abilities, however, and these may go on the stack when they trigger (see Rule 404.4). [CompRules 2003/07/01] 408.2b - Static abilities continuously generate effects and don't go on the stack. [CompRules 2003/07/01] 408.2c - State-based effects (see Rule 420) resolve whenever a player would receive priority as long as the required game condition is true. [CompRules 2003/07/01] 408.2d - Playing a land is a special action consisting of putting that land into play. (See Rule 212.6, "Lands.") A player can play a land only during a main phase of his or her turn, when he or she has priority and the stack is empty. The player who played the land gets priority after this special action. [CompRules 2003/10/01] 408.2e - Mana abilities resolve immediately. If a mana ability produces both mana and another effect, both the mana and the other effect happen immediately. If a player had priority before a mana ability was played, that player gets priority after it resolves. (See Rule 406, "Mana Abilities.") [CompRules 2003/10/01] + 408.2f - Characteristic-defining abilities, such as "[This object] is red," are simply read and followed as applicable. (See also Rule 405.2.) [CompRules 2007/05/01] 408.2g - Game actions don't use the stack. The game actions are phasing in and out during the untap step (see Rule 302.1), untapping during the untap step (see Rule 302.2), drawing a card during the draw step (see Rule 304.1), declaring attackers at the start of the declare attackers step (see Rule 308.1), declaring blockers at the start of the declare blockers step (see Rule 309.1), cleanup (see Rule 314), and mana burn as each phase ends (see Rule 300.3). [CompRules 2005/08/01] 408.2h - The controller of a face-down permanent may turn it face up. This is a special action. (See Rule 504, "Face-Down Spells and Permanents.") A player can turn a face-down permanent face up only when he or she has priority. That player gets priority after this special action. [CompRules 2003/12/01] 408.2i - Some effects allow a player to take an action at a later time, usually to end a continuous effect or to stop a delayed triggered ability. This is a special action. A player can end a continuous effect or stop a delayed triggered ability only if the effect or ability allows it and only when he or she has priority. The player who took the action gets priority after this special action. [CompRules 2003/12/01] 408.2j - Some effects from static abilities allow a player to take an action to ignore the effect from that ability for a duration. This is a special action. A player can take an action to ignore an effect only when he or she has priority. The player who took the action gets priority after this special action. [CompRules 2006/10/01] 408.2k - A player who has a card with suspend in his or her hand may remove that card from the game. This is a special action. (See Rule 502.59, "Suspend.") A player can remove a card with suspend in his or her hand from the game only when he or she has priority. That player gets priority after this special action. [CompRules 2006/10/01] 408.2.Ruling.1 - The only things that do use the stack are spells, nonmana activated abilities, nonmana triggered abilities, and combat damage. [DeLaney 2003/12/14] 409 - Playing Spells and Activated Abilities 409.1 - Playing a spell or activated ability follows the steps listed below, in order. If, at any point during the playing of a spell or ability, a player is unable to comply with any of the steps listed below, the spell was played illegally; the game returns to the moment before that spell or ability was played (see Rule 422, "Handling Illegal Actions"). Announcements and payments can't be altered after they've been made. [CompRules 2003/07/01] 409.1a - The player announces that he or she is playing the spell or activated ability. It moves from the zone it's in to the stack and remains there until it's countered or resolves. In the case of spells, the physical card goes onto the stack. In the case of activated abilities, the ability goes onto the stack without any card associated with it. If the ability is being played from a hidden zone, the card with that ability is revealed. Each spell has all the characteristics of the card associated with it. Each activated ability on the stack has the text of the ability that created it, and no other characteristics. The controller of a spell is the player who played the spell. The controller of an activated ability is the player who played the ability. [CompRules 2006/05/01] 409.1b - If the spell or ability is modal (uses the phrase "Choose one -" or "[specified player] chooses one -"), the player announces the mode choice. If the player wishes to splice any cards onto the spell, he or she reveals those cards in his or her hand. If the spell or ability has a variable mana cost (indicated by {X}) or some other variable cost, the player announces the value of that variable at this time. If the spell or ability has alternative, additional, or other special costs (such as buyback, kicker, or convoke costs), the player announces his or her intentions to pay any or all of those costs (see Rule 409.1f). You can't apply two alternative methods of playing or two alternative costs to a single spell or ability. Previously made choices (such as choosing to play a spell with flashback from his or her graveyard or choosing to play a creature with morph face down) may restrict the player's options when making these choices. [CompRules 2005/10/01] 409.1c - If the spell or ability requires any targets, the player first announces how many targets he or she will choose (if the spell or ability has a variable number of targets), then announces the targets themselves. A player can't play a spell or ability unless he or she chooses the required number of legal targets. The same target can't be chosen multiple times for any one instance of the word "target" on the spell or ability. If the spell or ability uses the word "target" in multiple places, the same object, player, or zone can be chosen once for each instance of the word "target" (as long as it fits the targeting criteria). [CompRules 2005/10/01] Example: If an ability reads "Tap two target creatures," then the same target can't be chosen twice; the ability requires two different legal targets. An ability that reads "Destroy target artifact and target land," however, can target the same artifact land twice because it uses the word "target" in multiple places. [CompRules 2004/10/01] Example: If an ability reads "Tap two target creatures," then the same target can't be chosen twice; the ability requires two different legal targets. An ability that reads "Destroy target artifact and target land," however, can target the same artifact land twice because it uses the word "target" in multiple places. [CompRules 2004/10/01] 409.1d - If the spell or ability targets one or more targets only if an alternative, additional, or special cost (such as a buyback or kicker cost) is paid for it, or if a particular mode is chosen for it, its controller chooses those targets only if he or she announced the intention to pay that cost or chose that mode. Otherwise, the spell or ability is played as though it did not have those targets. [CompRules 2003/07/01] 409.1e - If the spell or ability affects several targets in different ways, the player announces how it will affect each target. If the spell or ability requires the player to divide or distribute an effect (such as damage or counters) among one or more targets, or any number of untargeted objects or players, the player announces the division. Each of these targets, objects, or players must receive at least one of whatever is being divided. [CompRules 2004/02/01] + 409.1f - The player determines the total cost of the spell or ability. Usually this is just the mana cost (for spells) or activation cost (for abilities). Some cards list additional or alternative costs in their text. Some effects may increase or reduce the cost to pay, or may provide other alternative costs. Costs may include paying mana, tapping permanents, sacrificing permanents, discarding cards, and so on. The total cost is the mana cost, activation cost, or alternative cost, plus all additional costs and cost increases, and minus all cost reductions. If the mana component of the total cost is reduced to nothing by cost reduction effects, it is considered to be {0}. It can't be reduced to less than {0}. Once the total cost is determined, it becomes "locked in." If effects would change the total cost after this time, they have no effect. [CompRules 2007/05/01] 409.1g - If the total cost includes a mana payment, the player then has a chance to play mana abilities (see Rule 411, "Playing Mana Abilities"). Mana abilities must be played before costs are paid. [CompRules 2004/06/01] + 409.1h - The player pays the total cost in any order. Partial payments are not allowed. Unpayable costs can't be paid. [CompRules 2007/05/01] Example: You play Death Bomb, which costs {3}{B} and has an additional cost of sacrificing a creature. You sacrifice Thunderscape Familiar, whose effect makes your black spells cost {1} less to play. Because a spell's total cost is "locked in" before payments are actually made, you pay {2}{B}, not {3}{B}, even though you're sacrificing the Familiar. [CompRules 2003/07/01] 409.1i - Once the steps described in Rule 409.1a through Rule 409.1h are completed, the spell or ability becomes played. Any abilities that trigger on a spell or ability being played or put onto the stack trigger at this time. The spell or ability's controller had priority before playing it, he or she gets priority. [CompRules 2006/05/01] 409.2 - Some spells and abilities specify that one of their controller's opponents does something the controller would normally do while it's being played, such as choose a mode, choose targets, or choose how the spell or ability will affect its targets. In these cases, the opponent does so when the spell or ability's controller normally would do so. [CompRules 2005/08/01] 409.2a - If there is more than one opponent who could make such a choice, the spell or ability's controller decides which of those opponents will make the choice. [CompRules 2005/08/01] 409.2b - If the spell or ability instructs its controller and another player to do something at the same time as the spell or ability is being played, the spell's controller goes first, then the other player. This is an exception to Rule 103.4. [CompRules 2005/08/01] 409.3 - Playing a spell or ability that alters costs won't do anything to spells and abilities that are already on the stack. [CompRules 2003/07/01] 409.4 - A player can't begin to play a spell or activated ability that's prohibited from being played by an effect. [CompRules 2003/07/01] + 409.4a - If an effect allows a card that's prohibited from being played to be played face down, and the face-down spell would not be prohibited, that spell can be played face down. See Rule 504, "Face-Down Spells and Permanents." [CompRules 2007/05/01] 409.Ruling.1 - As a note on Rule 409.1e, dividing an effect can be communicated using a bunch of possible words, including "divide" and "distribute". This is not locked to the word "divide". [DeLaney 2003/12/14] 409.Ruling.2 - Effects that alter the cost of a spell or ability are all applied and the order does not matter because no currently available cost modifier is conditional based on the current cost. [D'Angelo 2006/09/30] 409.Ruling.3 - A spell with no mana cost (a cost of {0} does have a mana cost and is different from something with no mana cost) cannot normally be played since it is impossible to pay a nonexistent cost in Rule 409.1h. If there is a way to play a spell without paying its mana cost, you can play a spell with no mana cost this way. [Time Spiral FAQ 2006/08/30] 410 - Handling Triggered Abilities 410.1 - Because they aren't played, triggered abilities can trigger even when it isn't legal to play spells and abilities, and effects that prevent abilities from being played don't affect them. [CompRules 2003/07/01] 410.2 - Whenever a game event or game state matches a triggered ability's trigger event, that ability triggers. When a phase or step begins, all abilities that trigger "at the beginning of" that phase or step trigger. The ability is controlled by the player who controlled its source at the time it triggered. It has the text of the ability that created it, and no other characteristics. The ability doesn't do anything when it triggers, but it's automatically put on the stack by its controller as soon as a player would receive priority. [CompRules 2006/05/01] + 410.2a - If a triggered ability's trigger event is met, but the object with that triggered ability is at no time visible to all players, the ability does not trigger. [CompRules 2007/05/01] 410.3 - If multiple abilities have triggered since the last time a player received priority, each player, in APNAP order, puts triggered abilities he or she controls on the stack in any order he or she chooses. (See Rule 103.4.) Then players once again check for and resolve state-based effects until none are generated, then abilities that triggered during this process go on the stack. This process repeats until no new state-based effects are generated and no abilities trigger. Then the appropriate player gets priority. [CompRules 2005/08/01] 410.4 - When a triggered ability goes on the stack, the controller of the ability makes any choices that would be required while playing an activated ability, following the same procedure (see Rule 409, "Playing Spells and Activated Abilities"). If no legal choice can be made (or if a rule or a continuous effect otherwise makes the ability illegal), the ability is simply removed from the stack. [CompRules 2003/07/01] + 410.4a - If a triggered ability is modal (that is, it uses the phrase "Choose one -" or "[specified player] chooses one -"), its controller announces the mode choice when he or she puts the ability on the stack. If one of the modes would be illegal to play (due to an inability to choose legal targets, for example), that mode can't be chosen. If no mode can be chosen, the ability is removed from the stack. [CompRules 2007/05/01] 410.5 - Some triggered abilities' effects are optional (they contain "may," as in "At the beginning of your upkeep, you may draw a card"). These abilities go on the stack when they trigger, regardless of whether their controller intends to exercise the ability's option or not. The choice is made when the ability resolves. Likewise, triggered abilities that have an effect "unless" something is true or a player chooses to do something will go on the stack normally; the "unless" part of the ability is dealt with when the ability resolves. [CompRules 2003/07/01] 410.6 - An ability triggers only once each time its trigger event occurs. However, it can trigger repeatedly if one event contains multiple occurrences. See also Rule 410.9. Example: A permanent has an ability whose trigger condition reads, "Whenever a land is put into a graveyard from play, ...." If someone plays a spell that destroys all lands, the ability will trigger once for each land put into the graveyard during the spell's resolution. [CompRules 2003/07/01] 410.7 - An ability triggers only if its trigger event actually occurs. An event that's prevented or replaced won't trigger anything. Example: An ability that triggers on damage being dealt won't trigger if all the damage is prevented. [CompRules 2003/07/01] 410.8 - Triggered abilities with a condition directly following the trigger event (for example, "When/Whenever/At [trigger], if [condition], [effect]"), check for the condition to be true as part of the trigger event; if it isn't, the ability doesn't trigger. The ability checks the condition again on resolution. If it's not satisfied, the ability does nothing. Note that this mirrors the check for legal targets. Note that this rule doesn't apply to any triggered ability with an "if" condition elsewhere within its text. This rule is referred to as the "intervening 'if' clause" rule. [CompRules 2003/07/01] 410.9 - Some abilities trigger when creatures block or are blocked in combat. (See Rule 306 through Rule 311 and Rule 500, "Legal Attacks and Blocks.") They may trigger once or repeatedly, depending on the wording of the ability. [CompRules 2005/08/01] 410.9a - An ability that reads "Whenever [this creature] blocks, ..." triggers only once each combat for that creature, even if it blocks multiple creatures. It triggers only if the creature is declared as a blocker. [CompRules 2006/05/01] 410.9b - An ability that reads "Whenever [this creature] blocks a creature, ..." triggers once for each attacking creature the creature with the ability blocks. It triggers only if the creature is declared as a blocker. [CompRules 2006/05/01] 410.9c - An ability that reads "Whenever [this creature] becomes blocked, ..." triggers only once each combat for that creature, even if it's blocked by multiple creatures. It will also trigger if an effect causes a creature to block the attacking creature, but only if it hadn't already been blocked that combat. It will trigger if the creature becomes blocked by an effect rather than a creature. [CompRules 2006/05/01] 410.9d - An ability that reads "Whenever a creature blocks [this creature], ..." triggers once for each creature that blocks the named creature. It will also trigger if an effect causes a creature to block the attacking creature, even if it had already been blocked that combat. It won't trigger if the creature becomes blocked by an effect rather than a creature. [CompRules 2006/05/01] 410.9e - If an ability triggers when a creature blocks or is blocked by a particular number of creatures, the ability triggers if the creature blocks or is blocked by that many creatures when the attack or block declaration is made. Effects that add or remove blockers can cause such abilities to trigger. This also applies to abilities that trigger on a creature blocking or being blocked by at least a certain number of creatures. [CompRules 2006/05/01] 410.10 - Trigger events that involve objects changing zones are called "zone-change triggers." Many abilities with zone-change triggers attempt to do something to that object after it changes zones. During resolution, these abilities look for the object in the zone that it moved to. If the object is unable to be found in the zone it went to, the part of the ability attempting to do something to the object will fail to do anything. The ability could be unable to find the object because the object never entered the specified zone, because it left the zone before the ability resolved, or because it is in a zone that is hidden from a player, such as a library or an opponent's hand. (This rule applies even if the object leaves the zone and returns again before the ability resolves.) The most common types of zone-change triggers are comes-into-play triggers and leaves-play triggers. [CompRules 2003/07/01] 410.10a - Comes-into-play abilities trigger when a permanent enters the in-play zone. These are written, "When [this object] comes into play, ..." or "Whenever a [type] comes into play, ..." Each time an event puts one or more permanents into play, all permanents in play (including the newcomers) are checked for any comes-into-play triggers that match the event. [CompRules 2006/05/01] 410.10b - Continuous effects that modify characteristics of a permanent do so the moment the permanent is in play (and not before then). The permanent is never in play with its unmodified characteristics. Continuous effects don't apply before the permanent is in play, however (see Rule 410.10e). Example: If an effect reads "All lands are creatures" and a land card is played, the effect makes the land card into a creature the moment it enters play, so it would trigger abilities that trigger when a creature comes into play. Conversely, if an effect reads "All creatures lose all abilities" and a creature card with a comes-into-play triggered ability enters play, that effect will cause it to lose its abilities the moment it enters play, so the comes-into-play ability won't trigger. [CompRules 2003/07/01] 410.10c - Leaves-play abilities trigger when a permanent leaves the in-play zone. These are written as, but aren't limited to, "When [this object] leaves play, ..." or "Whenever [something] is put into a graveyard from play, ...." An ability that attempts to do something to the card that left play checks for it only in the first zone that it went to. [CompRules 2003/10/01] + 410.10d - Normally, objects that exist immediately after an event are checked to see if the event matched any trigger conditions. Continuous effects that exist at that time are used to determine what the trigger conditions are and what the objects involved in the event look like. However, some triggered abilities must be treated specially because the object with the ability may no longer be in play, may have moved to a hand or library, or may no longer be controlled by the appropriate player. The game has to "look back in time" to determine if these abilities trigger. Abilities that trigger specifically when an object leaves play, when an object is put into a hand or library, or when a player loses control of an object will trigger based on their existence, and the appearance of objects, prior to the event rather than afterward. [CompRules 2007/05/01] Example: Two creatures are in play along with an artifact that has the ability "Whenever a creature is put into a graveyard from play, you gain 1 life." Someone plays a spell that destroys all artifacts, creatures, and enchantments. The artifact's ability triggers twice, even though the artifact goes to its owner's graveyard at the same time as the creatures. [CompRules 2003/07/01] 410.10e - Some permanents have text that reads "[This permanent] comes into play with ...," "As [this permanent] comes into play ...," "[This permanent] comes into play as ...," or "[This permanent] comes into play tapped." Such text is a static ability-not a triggered ability-whose effect occurs as part of the event that puts the permanent into play. [CompRules 2003/07/01] 410.10f - Some Auras have triggered abilities that trigger on the enchanted permanent leaving play. These triggered abilities can track the Aura to its owner's graveyard in addition to tracking the enchanted permanent to whatever zone it moved to. [CompRules 2005/08/01] 410.11 - Some triggered abilities trigger on a game state, such as a player controlling no permanents of a particular type, rather than triggering when an event occurs. These abilities trigger as soon as the game state matches the condition. They'll go onto the stack at the next available opportunity. These are called state triggers. (Note that state triggers aren't the same as state-based effects.) A state-triggered ability doesn't trigger again until the ability has resolved, has been countered, or has otherwise left the stack. Then, if the object with the ability is still in the same zone and the game state still matches its trigger condition, the ability will trigger again. [CompRules 2003/07/01] Example: A permanent's ability reads, "Whenever you have no cards in hand, draw a card." If its controller plays the last card from his or her hand, the ability will trigger once and won't trigger again until it has resolved. If its controller plays a spell that reads "Discard your hand, then draw that many cards," the ability will trigger during the spell's resolution because the player's hand was momentarily empty. [CompRules 2004/10/01] 410.Ruling.1 - Cards that are not in play that have text that defines a trigger do work. For example, Dragon Scales does trigger on the appropriate creature coming into play. [Jordan 2003/07/27] The text of Rule 410.10a is too narrow in saying that only permanents in play can trigger. 411 - Playing Mana Abilities 411.1 - To play a mana ability, the player announces that he or she is playing it and pays the activation cost, following the steps in Rule 409.1b through Rule 409.1i. It resolves immediately afterward and doesn't go on the stack. (See Rule 408.2e.) [CompRules 2003/12/01] 411.2 - A player may play an activated mana ability whenever he or she has priority, or whenever he or she is playing a spell or activated ability that requires a mana payment. A player may also play one whenever a rule or effect asks for a mana payment, even in the middle of playing or resolving a spell or ability. [CompRules 2004/06/01] 411.3 - Triggered mana abilities trigger when an activated mana ability is played. These abilities resolve immediately after the mana ability that triggered them, without waiting for priority. If an activated or triggered ability produces both mana and another effect, both the mana and the other effect resolve immediately. Example: An enchantment reads, "Whenever a player taps a land for mana, that player adds one mana of that type to his or her mana pool." If a player taps lands for mana while playing a spell, the additional mana is added to the player's mana pool immediately and can be used to pay for the spell. [CompRules 2005/10/01] 411.3a - If a triggered mana ability adds mana "of the same type" or "of the same color" to a player's mana pool and the mana ability that triggered it produced more than one type or color of mana, the player to whose mana pool the mana is being added chooses which type or color of mana the triggered ability adds. [CompRules 2003/07/01] 412 - Handling Static Abilities 412.1 - A static ability may generate a continuous effect or a prevention or replacement effect. These effects last as long as the object with the static ability remains in the appropriate zone. [CompRules 2003/07/01] + 412.2 - Many Auras, Equipment, and Fortifications have static abilities that modify the object they're attached to, but those abilities don't target that object. If an Aura, Equipment, or Fortification is moved to a different object, the ability stops applying to the original object and starts modifying the new one. [CompRules 2007/05/01] 412.3 - Some static abilities apply while a spell is on the stack. These are often abilities that refer to countering the spell. Also, abilities that say "As an additional cost to play ...," "You may pay [cost] rather than pay [this object]'s mana cost," and "You may play [this object] without paying its mana cost" work while a spell is on the stack. [CompRules 2003/10/01] 412.4 - Some static abilities apply while a card is in any zone that you could play it from (usually your hand). These are limited to those that read, "You may play [this card] ... ," "You can't play [this card] .... ," and "Play [this card] only ... ." [CompRules 2005/08/01] 412.5 - Unlike spells and other kinds of abilities, static abilities can't use an object's last known information for purposes of determining how their effects are applied. [CompRules 2003/07/01] 413 - Resolving Spells and Abilities 413.1 - Each time all players pass in succession, the object (a spell, an ability, or combat damage) on top of the stack resolves. (See Rule 416, "Effects.") [CompRules 2005/08/01] 413.2 - Resolution of a spell or ability may involve several steps. These steps are followed in the order listed below. [CompRules 2003/07/01] + 413.2a - If the spell or ability specifies targets, it checks whether the targets are still legal. A target that's moved out of the zone it was in when it was targeted is illegal. Other changes to the game state may cause a target to no longer be legal; for example, its characteristics may have changed or an effect may have changed the text of the spell. If the source of an ability has left the zone it was in, its last known information is used during this process to determine its characteristics. The spell or ability is countered if all its targets, for every instance of the word "target," are now illegal. If the spell or ability is not countered, it will resolve normally, affecting only the targets that are still legal. If a target is illegal, the spell or ability can't perform any actions on it or make the target perform any actions. [CompRules 2007/05/01] Example: Aura Blast is a white instant that reads, "Destroy target enchantment. Draw a card." If the enchantment isn't a legal target during Aura Blast's resolution (say, if it has gained protection from white or left play), then Aura Blast is countered. Its controller doesn't draw a card. [CompRules 2005/02/01] Example: Plague Spores reads, "Destroy target nonblack creature and target land. They can't be regenerated." Suppose the same animated land is chosen both as the nonblack creature and as the land, and the color of the creature land is changed to black before Plague Spores resolves. Plagues Spores isn't countered because the black creature land is still a legal target for the "target land" part of the spell. [CompRules 2005/08/01] + 413.2b - The controller of the spell or ability follows its instructions in the order written. However, replacement effects may modify these actions. In some cases, later text on the card may modify the meaning of earlier text (for example, "Destroy target creature. It can't be regenerated" or "Counter target spell. If that spell is countered this way, put it on top of its owner's library instead of into its owner's graveyard.") Don't just apply effects step by step without thinking in these cases-read the whole text and apply the rules of English to the text. [CompRules 2007/05/01] 413.2c - If an effect offers any choices other than choices already made as part of playing the spell or ability, the player announces these while applying the effect. The player can't choose an option that's illegal or impossible. (For example, a player can't avoid the consequences of not taking an optional action if he or she can't meet all the immediate requirements of that action.) Drawing a card is never considered an impossible action, even if there are no cards in the affected player's library. [CompRules 2006/10/01] Example: A spell's instruction reads, "You may sacrifice a creature. If you don't, you lose 4 life." A player who controls no creatures can't choose the sacrifice option. [CompRules 2003/07/01] + 413.2d - Some spells and abilities have multiple steps or actions, denoted by separate sentences or clauses, that involve multiple players. In these cases, the choices for the first action are made in APNAP order, and then the first action is processed simultaneously. Then the choices for the second action are made in APNAP order, and then that action is processed simultaneously, and so on. See Rule 103.4. [CompRules 2007/05/01] 413.2e - If an effect gives a player the option to pay mana, he or she may play mana abilities before taking that action. If an effect specifically instructs or allows a player to play a spell during resolution, he or she does so by putting that spell on top of the stack, then continuing to play it by following the steps in Rule 409.1a through Rule 409.1i (except no player receives priority after it's played). The currently resolving spell or ability then continues to resolve, which may include playing other spells this way. No other spells or abilities can normally be played during resolution. [CompRules 2006/07/15] + 413.2f - If an effect requires information from the game (such as the number of creatures in play), the answer is determined only once, when the effect is applied. If the effect requires information from a specific object, including the source of the ability itself, the effect uses the current information of that object if it hasn't changed zones; otherwise, the effect uses the last known information the object had before leaving the zone it was expected to be in. There are two exceptions. If an effect deals damage divided among some number of creatures or players, the amount and division were determined as the spell or ability was put into the stack; see Rule 402.6. Also, static abilities can't use last known information; see Rule 412.5. If the ability text states that an object does something, it's the object as it exists (or most recently existed) that does it, not the ability. [CompRules 2007/05/01] + 413.2g - If an effect refers to certain characteristics, it checks only for the value of the specified characteristics, regardless of any related ones an object may also have. [CompRules 2007/05/01] Example: An effect that reads "Destroy all black creatures" destroys a white-and-black creature, but one that reads "Destroy all nonblack creatures" doesn't. [CompRules 2003/07/01] + 413.2h - If an ability's effect refers to a specific untargeted object that has been previously referred to by that ability's cost or trigger condition, it still affects that object even if the object has changed characteristics. [CompRules 2007/05/01] Example: Wall of Tears says "Whenever Wall of Tears blocks a creature, return that creature to its owner's hand at end of combat." If Wall of Tears blocks a creature, then that creature ceases to be a creature before the triggered ability resolves, the permanent will still be returned to its owner's hand. [CompRules 2007/05/01] + 413.2i - A spell is put into play from the stack under the control of the spell's controller (for permanents) or is put into its owner's graveyard from the stack (for instants and sorceries) as the final step of the spell's resolution. [CompRules 2007/05/01] + 413.2j - If an effect could result in a tie, the text of the spell or ability that created the effect will specify what to do in the event of a tie. The Magic game has no default for ties. [CompRules 2007/05/01] 414 - Countering Spells and Abilities 414.1 - To counter a spell is to move the spell from the stack to its owner's graveyard. Countering an ability removes it from the stack. Spells and abilities that are countered don't resolve and none of their effects occur. [CompRules 2003/07/01] 414.2 - The player who played the countered spell or ability doesn't get a "refund" of any costs that were paid. [CompRules 2003/07/01] 415 - Targeted Spells and Abilities 415.1 - An instant or sorcery spell is targeted if the text that will be followed when it resolves uses the phrase "target [something]," where the "something" is a phrase that describes an object, player, or zone. (If an activated or triggered ability of an instant or sorcery uses the word target, that ability is targeted, but the spell is not.) [CompRules 2005/10/01] Example: A sorcery card has the ability "When you cycle this card, target creature gets -1/-1 until end of turn." This triggered ability is targeted, but that doesn't make the card it's on targeted. [CompRules 2003/07/01] 415.2 - An activated or triggered ability is targeted if it uses the phrase "target [something]," where the "something" is a phrase that describes an object, player, or zone. [CompRules 2005/10/01] + 415.3 - Aura spells are always targeted. An Aura's target is specified by its enchant keyword ability (see Rule 502.45, "Enchant"). An Aura permanent doesn't target anything; only the spell is targeted. An activated or triggered ability of an Aura permanent can be targeted. [CompRules 2005/08/01] Neither Equipment spells nor Equipment permanents target anything. The equip ability is targeted; see Rule 502.33, "Equip." An activated or triggered ability of an Equipment permanent can be targeted. [CompRules 2007/05/01] Neither Fortification spells nor Fortification permanents target anything. The fortify ability is targeted; see Rule 502.65, "Fortify." An activated or triggered ability of a Fortification permanent can be targeted. [CompRules 2007/05/01] 415.4 - Spells and abilities that can have zero or more targets are targeted only if one or more targets have been chosen for them. [CompRules 2003/07/01] 415.5 - Only permanents are legal targets for spells and abilities, unless a spell or ability (a) specifies that it can target an object in another zone or a player or (b) targets an object that can't exist in the in-play zone, such as a spell or ability. [CompRules 2003/07/01] 415.6 - A spell or ability on the stack is an illegal target for itself. [CompRules 2003/07/01] 415.7 - Changing Targets 415.7a - The target of a spell or ability can change only to another legal target. If the target can't be changed to another legal target, the original target is unchanged. [CompRules 2003/07/01] 415.7b - Modal spells and abilities may have different targeting requirements for each mode. Changing a spell or ability's target can't change its mode. [CompRules 2003/07/01] 415.7c - The word "you" in an object's text isn't a target. [CompRules 2003/07/01] Note - Also see Rule 409.1c through Rule 409.1e for details on playing a targeted spell. Note - Also see Rule 413.2a for details on resolving a targeted spell. Note - Also see Rule G20.3 on targeting. 416 - Effects 416.1 - When a spell or ability resolves, it may create one or more one-shot or continuous effects. Static abilities may create one or more continuous effects. Some effects are replacement effects or prevention effects. State-based effects are not created by spells or abilities; they are generated by specific rules of the game. [CompRules 2003/07/01] 416.2 - Effects apply only to permanents unless the instruction's text states otherwise or they clearly can apply only to objects in one or more other zones. [CompRules 2003/07/01] Example: An effect that changes all lands into creatures won't alter land cards in players' graveyards. But an effect that says spells cost more to play will apply only to spells on the stack, since a spell is always on the stack while you are playing it. [CompRules 2003/10/01] 416.3 - If an effect attempts to do something impossible, it does only as much as possible. Example: If a player is holding only one card, an effect that reads "Discard two cards" causes him or her to discard only that card. If an effect moves cards out of the library (as opposed to drawing), it moves as many as possible. [CompRules 2003/07/01] 417 - One-Shot Effects 417.1 - A one-shot effect does something just once and doesn't have a duration. Examples include damage dealing, destruction of permanents, and moving objects between zones. [CompRules 2003/07/01] 417.2 - Some one-shot effects instruct a player to do something later in the game (usually at a specific time) rather than when they resolve. This kind of effect actually creates a new ability that waits to be triggered. (See Rule 404.4.) [CompRules 2003/07/01] 418 - Continuous Effects + 418.1 - A continuous effect modifies characteristics of objects, modifies control of objects, or affects players or the rules of the game, for a fixed or indefinite period. A continuous effect may be generated by the resolution of a spell or ability or by a static ability of an object. [CompRules 2007/05/01] 418.2 - Continuous effects that modify characteristics of permanents do so simultaneously with the permanent coming into play. They don't wait until the permanent is in play and then change it. Because such effects apply as the permanent comes into play, apply them before determining whether the permanent will cause an ability to trigger when it comes into play. [CompRules 2003/07/01] 418.3 - Continuous Effects from Spells or Abilities 418.3a - A continuous effect generated by the resolution of a spell or ability lasts as long as stated by the spell or ability creating it (such as "until end of turn"). If no duration is stated, it lasts until the end of the game. [CompRules 2003/07/01] 418.3b - The set of objects that are affected by continuous effects from spells, activated abilities, and triggered abilities that modify the characteristics or change the controller of those objects is determined when that continuous effect begins. After that point, the set won't change. Note that these work differently than continuous effects from static abilities. Continuous effects that don't modify characteristics or change the controller of objects modify the rules of the game, so they can affect objects that weren't affected when the continuous effect began. [CompRules 2007/02/01] Example: An effect that reads "All white creatures get +1/+1 until end of turn" gives the bonus to all permanents that are white creatures when the spell or ability resolves-even if they change color later-and doesn't affect those that come into play or turn white afterward. Example: An effect that reads "Prevent all damage creatures would deal this turn" doesn't modify any object's characteristics, so it's modifying the rules of the game. That means the effect will apply even to damage from creatures that weren't in play when the continuous effect began. It also affects damage from permanents that become creatures later in the turn. [CompRules 2003/07/01] 418.3c - If a resolving spell or ability that creates a continuous effect contains a variable, the value of that variable is determined only once, on resolution. See Rule 413.2f. [CompRules 2003/07/01] 418.3d - Some effects from activated or triggered abilities have durations worded "as long as ...." If the "as long as" duration ends between the end of playing the activated ability or putting the triggered ability onto the stack and the moment when the effect would first be applied, the effect does nothing. It doesn't start and immediately stop again, and it doesn't last forever. Example: Endoskeleton is an artifact with an activated ability that reads "{2},{Tap}: Target creature gets +0/+3 as long as Endoskeleton remains tapped." If you play this ability and then Endoskeleton becomes untapped before the ability resolves, it does nothing, because its duration-remaining tapped-was over before the effect began. [CompRules 2003/07/01] 418.4 - Continuous Effects from Static Abilities 418.4a - A continuous effect generated by a static ability isn't "locked in"; it applies at any given moment to whatever its text indicates. [CompRules 2003/07/01] 418.4b - The effect applies at all times that the permanent generating it is in play or the object generating it is in the appropriate zone. Example: A permanent with the static ability "All white creatures get +1/+1" generates an effect that continuously gives +1/+1 to each white creature in play. If a creature becomes white, it gets this bonus; a creature that stops being white loses it. A creature spell that would normally create a 1/1 white creature instead creates a 2/2 white creature. The creature doesn't come into play as 1/1 and then change to 2/2. [CompRules 2003/07/01] 418.5 - Interaction of Continuous Effects + 418.5a - The values of an object's characteristics are determined by starting with the actual object, then applying continuous effects in a series of layers in the following order: (1) copy effects (see Rule 503, "Copying Objects"); (2) control-changing effects; (3) text-changing effects; (4) type-, subtype-, and supertype-changing effects; (5) all other continuous effects, except those that change power and/or toughness; and (6) power- and/or toughness-changing effects. [CompRules 2005/10/01] Inside each layer from 1 through 5, apply effects from characteristic-defining abilities first, then all other effects in timestamp order. Inside layer 6, apply effects in a series of sublayers in the following order: (6a) effects from characteristic-setting abilities; (6b) all other effects not specifically applied in 6c, 6d, or 6e; (6c) changes from counters; (6d) effects from static abilities that modify power and/or toughness but don't set power and/or toughness to a specific number or value; and (6e) effects that switch a creature's power and toughness. Within each sublayer, apply effects in timestamp order. Note that dependency may alter the order in which effects are applied within a layer or sublayer. See also the rules for timestamp order and dependency (Rule 418.5b through Rule 418.5g). [CompRules 2007/05/01] Example: Crusade is an enchantment that reads "White creatures get +1/+1." Crusade and a 2/2 black creature are in play. If an effect then turns the creature white (layer 5), it gets +1/+1 from Crusade (layer 6d), becoming 3/3. If the creature's color is later changed to red (layer 5), Crusade's effect stops applying to it, and it will return to being a 2/2. [CompRules 2007/02/01] Example: Gray Ogre, a 2/2 creature, is in play. An effect puts a +1/+1 counter on it (layer 6c), making it 3/3. An effect that says "Target creature gets +4/+4 until end of turn" is applied to it (layer 6b), making it 7/7. An enchantment that says "Creatures you control get +0/+2" enters play (layer 6d), making it a 7/9. An effect that says "Target creature becomes 0/1 until end of turn" is applied to it (layer 6b), making it a 1/4 (0/1, plus +1/+1 from the counter, plus +0/+2 from the enchantment). [CompRules 2007/02/01] 418.5b - If an effect should be applied in different layers, the parts of the effect each apply in their appropriate layers. If an effect starts to apply in one layer, it will continue to be applied to the same set of objects in each other applicable layer, even if the ability generating the effect is removed during this process. [CompRules 2005/10/01] Example: An effect that reads "Wild Mongrel gets +1/+1 and becomes the color of your choice until end of turn" is both a power- and toughness-changing effect and an "other" kind of effect. The "becomes the color of your choice" part is applied in layer 5, and then the "gets +1/+1" part is applied in layer 6. [CompRules 2005/10/01] Example: Grab the Reins has an effect that reads "Until end of turn, you gain control of target creature and it gains haste." This is both a control-changing effect and an "other" effect. The "you gain control" part is applied in layer 2, and then the "it gains haste" part is applied in layer 5. [CompRules 2005/10/01] Example: An effect that reads "All noncreature artifacts become 2/2 artifact creatures until end of turn" is both a type-changing effect and a power- and toughness-setting effect. The type-changing effect is applied to all noncreature artifacts in layer 4 and the power- and toughness-setting effect is applied to those same permanents in layer 6, even though those permanents aren't noncreature artifacts by then. [CompRules 2005/10/01] Example: Svogthos, the Restless Tomb, is in play. An effect that says "Until end of turn, target land becomes a 3/3 creature that's still a land" is applied to it (layers 4 and 6b). An effect that says "Target creature gets +1/+1 until end of turn" is applied to it (layer 6b), making it a 4/4 land creature. Then you activate Svogthos's ability ("Until end of turn, Svogthos, the Restless Tomb becomes a black and green Plant Zombie creature with 'This creature's power and toughness are each equal to the number of creature cards in your graveyard.' It's still a land.") while you have ten creature cards in your graveyard (layers 4, 5, and 6b). It becomes a 10/10 land creature. If a creature card enters or leaves your graveyard, Svogthos's power and toughness will be modified accordingly. If the first effect is applied to it again, it will become a 3/3 land creature again. [CompRules 2007/02/01] + 418.5c - An effect is said to "depend on" another if (a) it's applied in the same layer (and, if applicable, sublayer) as the other effect (see Rule 418.5a); (b) applying the other would change the text or the existence of the first effect, what it applies to, or what it does to any of the things it applies to; and (c) neither effect is from a characteristic-defining ability. Otherwise, the effect is considered to be independent of the other effect. [CompRules 2007/05/01] + 418.5d - An effect dependent on one or more other effects waits to apply until just after all of those effects have been applied. If multiple dependent effects would apply simultaneously in this way, they're applied in "timestamp order" relative to each other. If several dependent effects form a dependency loop, then this rule is ignored and the effects in the dependency loop are applied in timestamp order. [CompRules 2007/05/01] + 418.5e - An object's timestamp is the time it entered the zone it's currently in, with three exceptions: (a) If two or more objects enter a zone (or zones) simultaneously, the active player determines their timestamp order at the time they enter that zone. (b) Whenever an Aura, Equipment, or Fortification becomes attached to an object, the Aura, Equipment, or Fortification receives a new timestamp. (c) Permanents that phase in keep the same timestamps they had when they phased out. [CompRules 2007/05/01] 418.5f - A continuous effect generated by a static ability has the same timestamp as the object the static ability is on, or the timestamp of the effect that created the ability, whichever is later. [CompRules 2005/10/01] 418.5g - A continuous effect generated by the resolution of a spell or ability receives a timestamp at the time it's created. [CompRules 2005/10/01] 418.5h - One continuous effect can override another. Sometimes the results of one effect determine whether another effect applies or what another effect does. [CompRules 2003/12/01] Example: Two Auras are played on the same creature: "Enchanted creature gains flying" and "Enchanted creature loses flying." Neither of these depends on the other, since nothing changes what they affect or what they're doing to it. Applying them in timestamp order means the one that was generated last "wins." It's irrelevant whether an effect is temporary (such as "Target creature loses flying until end of turn") or global (such as "All creatures lose flying"). [CompRules 2005/08/01] Example: One effect reads, "White creatures get +1/+1," and another "Enchanted creature is white." The enchanted creature gets +1/+1 from the first effect, regardless of its previous color. [CompRules 2003/12/01] 418.5i - Some effects switch a creature's power and toughness. When they're applied, they take the value of power and apply it to the object's toughness, and take the object's toughness and apply it to the object's power. These effects are applied after all other effects that affect power and toughness (See Rule 418.5a). [CompRules 2005/10/01] Example: A 1/3 creature is given +0/+1 by an effect. Then another effect switches the creature's power and toughness. Its new power and toughness is 4/1. A new effect gives the creature +5/+0. Its "unswitched" power and toughness would be 6/4, so its actual power and toughness is 4/6. [CompRules 2005/10/01] Example: A 1/3 creature is given +0/+1 by an effect. Then another effect switches the creature's power and toughness. Its new power and toughness is 4/1. If the +0/+1 effect ends before the switch effect ends, the creature becomes a 3/1. [CompRules 2003/10/01] + 418.5j - Some continuous effects affect players rather than objects. For example, an effect give a player protection from red. All such effects are applied in timestamp order after the determination of objects' characteristics. See also the rules for timestamp order and dependency (Rule 418.5b through Rule 418.5g). [CompRules 2007/05/01] + 418.5k - Some continuous effects affect game rules rather than objects. For example, effects may modify a player's maximum hand size. These effects are applied after all other continuous effects have been applied. Continuous effects that affect the costs of spells or abilities are applied according to the order specified in Rule 419.1f. All other such effects are applied in timestamp order. See also the rules for timestamp order and dependency (Rule 418.5b through Rule 418.5g). [CompRules 2007/05/01] 418.6 - Text-Changing Effects 418.6a - An effect that changes the text of an object changes only those words that are used in the correct way (for example, a Magic color word being used as a color word, a land type word used as a land type, or a creature type word used as a creature type). The effect can't change a proper noun, such as a card name, even if that proper noun contains a word or a series of letters that is the same as a Magic color word, basic land type, or creature type. [CompRules 2003/07/01] 418.6b - Effects that add or remove abilities don't change the text of the objects they affect, so any abilities that are granted to an object can't be changed by effects that change the text of that object. [CompRules 2003/07/01] 418.6c - Spells and abilities that create creature tokens use creature types to define both the creature types and the names of the tokens. These words can be changed, because they are being used as creature types, even though they're also being used as names. [CompRules 2003/07/01] 418.6d - A creature token's creature type and rules text are defined by the spell or ability that created the token. These characteristics can be changed by text-changing effects. [CompRules 2003/07/01] 419 - Replacement and Prevention Effects 419.1 - Replacement and prevention effects are continuous effects that watch for a particular event to happen and then completely or partially replace that event. These effects act like "shields" around whatever they're affecting. [CompRules 2003/07/01] 419.1a - Effects that use the word "instead" are replacement effects. Most replacement effects use the word "instead" to indicate what events will be replaced with other events and use the word "skip" to indicate what events, steps, phases, or turns will be replaced with nothing. [CompRules 2003/07/01] 419.1b - Effects that read "[This permanent] comes into play with ...," "As [this permanent] comes into play ...," or "[This permanent] comes into play as ..." are replacement effects. [CompRules 2003/07/01] 419.1c - Continuous effects that read "[This permanent] comes into play ..." or "[Objects] come into play ..." are replacement effects. [CompRules 2003/07/01] 419.1d - Effects that use the word "prevent" are prevention effects. Prevention effects use "prevent" to indicate what events will not occur. [CompRules 2003/07/01] 419.1e - Effects that read "As [this permanent] is turned face up ...," are replacement effects. [CompRules 2006/10/01] 419.2 - Replacement and prevention effects apply continuously as events happen-they aren't locked in ahead of time. [CompRules 2003/07/01] 419.3 - There are no special restrictions on playing a spell or ability that generates a replacement or prevention effect. Such effects last until they're used up or their duration has expired. [CompRules 2003/07/01] 419.4 - Replacement or prevention effects must exist before the appropriate event occurs-they can't "go back in time" and change something that's already happened. Usually spells and abilities that generate these effects are played in response to whatever would produce the event and thus resolve before that event would occur. Example: A player can play a regeneration ability in response to a spell that would destroy a creature he or she controls. [CompRules 2003/07/01] 419.5 - If an event is prevented or replaced, it never happens. A modified event occurs instead, which may in turn trigger abilities. Note that the modified event may contain instructions that can't be carried out, in which case the player simply ignores the impossible instruction. [CompRules 2003/07/01] 419.5a - If a source would deal 0 damage, it does not deal damage at all. That means abilities that trigger on damage being dealt won't trigger. It also means that replacement effects that increase damage dealt have no event to replace, so they have no effect. [CompRules 2005/08/01] 419.5b - Some abilities read, "you may [X]. If you do, [Y]." An "if you do" clause that follows a "you may [X]" clause refers to choosing to do the event X, regardless of what events actually occur as a result of that decision. If X is replaced entirely or in part by a different event, the "if you do" clause refers to the event that replaced X. [CompRules 2006/02/01] 419.6 - Replacement Effects 419.6a - A replacement effect doesn't invoke itself repeatedly and gets only one opportunity for each event. Example: A player controls two permanents, each with an ability that reads "If a creature you control would deal damage to a creature or player, it deals double that damage to that creature or player instead." A creature that normally deals 2 damage will deal 8 damage-not just 4, and not an infinite amount. [CompRules 2003/07/01] 419.6b - Regeneration is a destruction-replacement effect. The word "instead" doesn't appear on the card but is implicit in the definition of regeneration. "Regenerate [permanent]" means "The next time [permanent] would be destroyed this turn, instead remove all damage from it, tap it, and (if it's in combat) remove it from combat." Abilities that trigger from damage being dealt still trigger even if the permanent regenerates. [CompRules 2003/07/01] 419.6c - Some effects replace damage dealt to one creature or player with the same damage dealt to another creature or player; such effects are called "redirection" effects. If either creature is no longer in play or is no longer a creature when the damage would be redirected, the effect does nothing. [CompRules 2003/07/01] 419.6d - Some spells and abilities replace part or all of their own effect(s) when they resolve. Such effects are called self-replacement effects. When applying replacement effects to an event, apply self-replacement effects first, then apply other replacement effects. [CompRules 2003/07/01] 419.6e - Skipping an action, step, phase, or turn is a replacement effect. "Skip [something]" is the same as "Instead of doing [something], do nothing." Once a step, phase, or turn has started, it can no longer be skipped--any skip effects will wait until the next occurrence. [CompRules 2003/07/01] 419.6f - Anything scheduled for a skipped step, phase, or turn won't happen. Anything scheduled for the "next" occurrence of something waits for the first occurrence that isn't skipped. If two effects each cause a player to skip his or her next occurrence, that player must skip the next two; one effect will be satisfied in skipping the first occurrence, while the other will remain until another occurrence can be skipped. [CompRules 2003/07/01] 419.6g - Some replacement effects say "instead choose one -." Such effects are called modal replacement effects. The mode is chosen as the replacement effect is applied. If a modal replacement effect would apply to multiple events, a different mode may be chosen for each event. A modal replacement effect doesn't invoke itself repeatedly, regardless of which mode was chosen. You may not choose modes that are impossible. [CompRules 2006/07/15] 419.6h - Some effects replace card draws. These effects are applied even if no cards could be drawn because there are no cards in the affected player's library. If an effect replaces a draw within a sequence of card draws, all actions required by the replacement are completed, if possible, before resuming the sequence. If an effect would have a player both draw a card and perform an additional action on that card, and the draw is replaced, the additional action is not performed on any cards that are drawn as a result of that replacement effect. [CompRules 2006/10/01] + 419.6i - Some replacement effects modify how a permanent would be put into play. (See Rule 419.1b and Rule 419.1c.) Such effects check only the copiable characteristics of that permanent as it would exist in play. Continuous effects that affected its characteristics in its previous zone or that will affect its characteristics once it's in play are not taken into account. Replacement effects that have already modified how it would be put into play are taken into account, however. (See Rule 503.5.) If, once the permanent is in play, it would have a static ability whose effect would modify how permanents are put into play, it does not affect itself or other permanents coming into play at the same time. [CompRules 2007/05/01] Example: Voice of All says "As Voice of All comes into play, choose a color" and "Voice of All has protection from the chosen color." An effect creates a token that's a copy of Voice of All. As that token is put into play, its controller chooses a color for it. [CompRules 2007/05/01] Example: Yixlid Jailer says "Cards in graveyards have no abilities." Scarwood Treefolk says "Scarwood Treefolk is put into play tapped." A Scarwood Treefolk that's put into play from a graveyard is put into play tapped. [CompRules 2007/05/01] Example: Orb of Dreams is an artifact that says "Permanents come into play tapped." It will not affect itself, so Orb of Dreams is put into play untapped. [CompRules 2007/05/01] 419.7 - Prevention Effects 419.7a - Prevention effects usually apply to damage that would be dealt. [CompRules 2003/07/01] + 419.7b - Some prevention effects generated by the resolution of a spell or ability refer to a specific amount of damage-for example, "Prevent the next 3 damage that would be dealt to target creature or player this turn." These work like shields. Each 1 damage that would be dealt to the "shielded" creature or player is prevented. Preventing 1 damage reduces the remaining shield by 1. If damage would be dealt to the shielded creature or player by two or more applicable sources at the same time, the player or the controller of the creature chooses which damage the shield prevents first. Once the shield has been reduced to 0, any remaining damage is dealt normally. Such effects count only the amount of damage; the number of events or sources dealing it doesn't matter. [CompRules 2007/05/01] + 419.7c - Some prevention effects generated by static abilities refer to a specific amount of damage-for example, "If a source would deal damage to you, prevent 1 of that damage." Such an effect prevents only the indicated amount of damage from any applicable source at any given time. It will apply separately to damage from other applicable sources, or to damage that would be dealt by the same source at a different time. [CompRules 2007/05/01] + 419.7d - Some prevention effects prevent the next N damage that would be dealt to each of a number of untargeted creatures. Such an effect creates a prevention shield for each applicable creature when the spell or ability that generates that effect resolves. [CompRules 2007/05/01] Example: Wojek Apothecary has an ability that says "{T}: Prevent the next 1 damage that would be dealt to target creature and each other creature that shares a color with it this turn." When the ability resolves, it gives the target creature and each other creature in play that shares a color with it at that time a shield preventing the next 1 damage that would be dealt to it. Changing creatures' colors after the ability resolves doesn't add or remove shields, and creatures that come into play later in the turn don't get the shield. [CompRules 2005/10/01] 419.8 - Sources of Damage 419.8a - Some effects apply to damage from a source-for example, "The next time a red source of your choice would deal damage to you this turn, prevent that damage." If an effect requires a player to choose a source, he or she may choose a permanent, a spell on the stack (including an artifact, creature, or enchantment spell), or any card or permanent referred to by an object on the stack (including a creature that assigned combat damage on the stack, even if the creature is no longer in play or is no longer a creature). The source is chosen when the effect is created. If the player chooses a permanent, the prevention will apply to the next damage from that permanent, regardless of whether it's from one of that permanent's abilities or combat damage dealt by it. If the player chooses an artifact, creature, or enchantment spell, the prevention will apply to any damage from that spell and from the permanent that it becomes when it resolves. [CompRules 2005/08/01] 419.8b - Some effects from spells and abilities prevent or replace damage from sources with certain properties, such as a creature or a source of a particular color. When the source would deal damage, the "shield" rechecks the source's properties. If the properties no longer match, the damage isn't prevented or replaced. If for any reason the shield prevents no damage or replaces no damage, the shield isn't used up. [CompRules 2003/07/01] 419.8c - Some effects from static abilities prevent or replace damage from sources with certain properties. For these effects, the prevention or replacement applies to sources that are permanents with that property and to any sources that aren't in play that have that property. [CompRules 2003/10/01] 419.9 - Interaction of Replacement or Prevention Effects 419.9a - If two or more replacement or prevention effects are attempting to modify the way an event affects an object or player, the affected object's controller (or its owner if it has no controller) or the affected player chooses one to apply. Then the other effect applies if it is still appropriate. If one or more of the applicable replacement effects is a self-replacement effect (see Rule 419.6d), that effect is applied before any other replacement effects. If two or more players have to make these choices at the same time, choices are made in APNAP order (see Rule 103.4). [CompRules 2005/08/01] Example: Two permanents are in play. One is an enchantment that reads "If a card would be put into a graveyard, instead remove it from the game," and the other is a creature that reads "If [this creature] would be put into a graveyard from play, instead shuffle it into its owner's library." The controller of the creature that would be destroyed decides which replacement to apply first; the other does nothing. [CompRules 2005/08/01] 419.9b - A replacement effect can become applicable to an event as the result of another replacement effect that modifies the event. [CompRules 2003/07/01] Example: One effect reads "For each 1 life you would gain, instead draw a card," and another reads "If you would draw a card, return a card from your graveyard to your hand instead." Both effects combine (regardless of the order they came into existence): Instead of gaining 1 life, the player puts a card from his or her graveyard into his or her hand. [CompRules 2003/10/01] 420 - State-Based Effects 420.1 - State-based effects are a special category that apply only to those conditions listed below. Abilities that watch for a specified game state are triggered abilities, not state-based effects. (See Rule 404, "Triggered Abilities.") [CompRules 2003/10/01] 420.2 - State-based effects are always active and are not controlled by any player. [CompRules 2005/08/01] 420.3 - Whenever a player would get priority (see Rule 408, "Timing of Spells and Abilities"), the game checks for any of the listed conditions for state-based effects. All applicable effects resolve as a single event, then the check is repeated. Once no more state-based effects have been generated, triggered abilities go on the stack, and then the appropriate player gets priority. This check is also made during the cleanup step (see Rule 314); if any of the listed conditions apply, the active player receives priority. [CompRules 2003/07/01] 420.4 - Unlike triggered abilities, state-based effects pay no attention to what happens during the resolution of a spell or ability. Example: A player controls a creature with the ability "This creature's power and toughness are each equal to the number of cards in your hand" and plays a spell whose effect is "Discard your hand, then draw seven cards." The creature will temporarily have toughness 0 in the middle of the spell's resolution but will be back up to toughness 7 when the spell finishes resolving. Thus the creature will survive when state-based effects are checked. In contrast, an ability that triggers when the player has no cards in hand goes on the stack after the spell resolves, because its trigger event happened during resolution. [CompRules 2003/07/01] 420.5 - The state-based effects are as follows: [CompRules 2003/07/01] 420.5a - A player with 0 or less life loses the game. [CompRules 2003/10/01] 420.5b - A creature with toughness 0 or less is put into its owner's graveyard. Regeneration can't replace this event. [CompRules 2003/07/01] 420.5c - A creature with lethal damage, but greater than 0 toughness, is destroyed. Lethal damage is an amount of damage greater than or equal to a creature's toughness. Regeneration can replace this event. [CompRules 2004/06/01] + 420.5d - An Aura attached an illegal object or player, or not attached to a object or player is put into its owner's graveyard. [CompRules 2007/05/01] 420.5e - If two or more legendary permanents with the same name are in play, all are put into their owners' graveyards. This is called the "legend rule." If only one of those permanents is legendary, this rule doesn't apply. [CompRules 2005/10/01] 420.5f - A token in a zone other than the in-play zone ceases to exist. [CompRules 2003/07/01] 420.5g - A player who attempted to draw a card from an empty library since the last time state-based effects were checked loses the game. [CompRules 2006/10/01] 420.5h - A player with ten or more poison counters loses the game. [CompRules 2003/07/01] 420.5i - If two or more permanents have the supertype world, all except the one that has been a permanent with the world supertype in play for the shortest amount of time are put into their owners' graveyards. In the event of a tie for the shortest amount of time, all are put into their owners' graveyards. This is called the "world rule." [CompRules 2004/10/01] 420.5j - A copy of a spell in a zone other than the stack ceases to exist. A copy of a card in any zone other than the stack or the in-play zone ceases to exist. [CompRules 2003/12/01] + 420.5k - An Equipment or Fortification attached to an illegal permanent becomes unattached from that permanent. It remains in play. [CompRules 2007/05/01] + 420.5m - A permanent that's neither an Aura, an Equipment, nor a Fortification but is attached to another permanent, becomes unattached from that parmanent. It remains in play. [CompRules 2007/05/01] 420.5n - 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, where N is the smaller of the number of +1/+1 and -1/-1 counters on it. [CompRules 2006/10/01] 420.5.Ruling.1 - Rule 420.5e used to have one of the legendary permanents remaining in play, but as of 2004/10/01 all of them are removed. [D'Angelo 2005/10/01] 421 - Handling "Infinite" Loops 421.1 - Occasionally the game can get into a state in which a set of actions could be repeated forever. These rules (sometimes called the "infinity rules") govern how to break such loops. [CompRules 2003/07/01] 421.2 - If the loop contains one or more optional actions and one player controls them all, that player chooses a number. The loop is treated as repeating that many times or until another player intervenes, whichever comes first. [CompRules 2005/08/01] 421.3 - If a loop contains optional actions controlled by two players and actions by both of those players are required to continue the loop, the first player (or the first involved player after the active player in turn order) chooses a number. The other player then has two choices. He or she can choose a lower number, in which case the loop continues that number of times plus whatever fraction is necessary for the active player to "have the last word." Or he or she can agree to the number the first player chose, in which case the loop continues that number of times plus whatever fraction is necessary for the second player to "have the last word." (Note that either fraction may be zero.) This sequence of choices is extended to all applicable players if there are more than two players involved. [CompRules 2005/10/01] Example: In a two-player game, one player controls a creature with the ability "{0}: [This creature] gains flying," and another player controls a permanent with the ability "{0}: Target creature loses flying." The "infinity rule" ensures that regardless of which player initiated the gain/lose flying ability, the nonactive player will always have the final choice and therefore be able to determine whether the creature has flying. (Note that this assumes that the first player attempted to give the creature flying at least once.) [CompRules 2005/08/01] 421.4 - If the loop contains only mandatory actions, the game ends in a draw. (See Rule 102.4b.) [CompRules 2006/02/01] 421.5 - If the loop contains optional actions controlled by different players and these actions don't depend on one another, the active player chooses a number. In APNAP order, the nonactive players can each either agree to that number or choose a higher number. Note that this rule applies even if the actions could exist in separate loops rather than in a single loop. [CompRules 2005/08/01] 421.5 - If the loop contains at least one optional action controlled by each player and these actions don't depend on one another, the active player chooses a number. The nonactive player can either agree to that number or choose a higher number. Note that this rule applies even if the actions could exist in separate loops rather than in a single loop. [CompRules 2003/07/01] 422 - Handling Illegal Actions 422.1 - If a player realizes that he or she can't legally take an action after starting to do so, the entire action is reversed and any payments already made are canceled. No abilities trigger and no effects apply as a result of an undone action. If the action was playing a spell, the spell returns to the zone it came from. The player may also reverse any legal mana abilities played while making the illegal play, unless mana from them or from any triggered mana abilities they triggered was spent on another mana ability that wasn't reversed. Players may not reverse actions that moved cards to a library or from a library to any zone other than the stack. [CompRules 2005/10/01] 422.2 - When reversing illegal spells and abilities, the player who had priority retains it and may take another action or pass. The player may redo the reversed action in a legal way or take any other action allowed by the rules. [CompRules 2003/07/01] 423 - Drawing a Card 423.1 - A player draws a card by putting the top card of his or her library into his or her hand. This is done as a game action during each player's draw step. It may also be done as part of a cost or effect of a spell or ability. [CompRules 2006/10/01] 423.2 - Cards may only be drawn one at a time. If a player is instructed to draw multiple cards, that player performs that many individual card draws. [CompRules 2006/10/01] 423.2a - If an effect instructs more than one player to draw cards, the active player performs all of his or her draws first, then each other player in turn order does the same. [CompRules 2006/10/01] 432.2b - If an effect instructs more than one player to draw cards in a Two-Headed Giant game, first the primary player (seated on the right) on the active team performs all of his or her draws, then the secondary player on that team performs all of his or her draws, then the nonactive team does the same. [CompRules 2006/10/01] 423.3 - If there are no cards in a player's library and an effect offers that player the choice to draw a card, that player may choose to do so. See Rule 413.2c. [CompRules 2006/10/01] 423.4 - A player who attempts to draw a card from an empty library loses the game the next time a player would receive priority. (This is a state-based effect. See Rule 420.5g.) [CompRules 2006/10/01] 423.5 - If an effect moves cards from a player's library to that player's hand without using the word "draw," the player has not drawn those cards. This makes a difference for abilities that trigger on drawing cards or that replace card draws, as well as if the player's library is empty. [CompRules 2006/10/01] 423.6 - Some effects replace card draws. [CompRules 2006/10/01] 423.6a - An effect that replaces a card draw is applied even if no cards could be drawn because there are no cards in the affected player's library. [CompRules 2006/10/01] 423.6b - If an effect replaces a draw within a sequence of card draws, the replacement effect is completed before resuming the sequence. [CompRules 2006/10/01] 423.6c - Some effects perform additional actions on a card after it's drawn. If the draw is replaced, the additional action is not performed on any cards that are drawn as a result of that replacement effect or any subsequent replacement effects. [CompRules 2006/10/01] 424 - Costs + 424.1 - A cost is an action or payment necessary to take another action. [CompRules 2007/05/01] + 424.2 - A player can't pay a cost unless he or she has the necessary resources to pay it fully. For example, a player with only 1 life can't pay a cost of 2 life, and a permanent that's already tapped can't be tapped to pay a cost. See Rule 203, "Mana Cost and Color," and Rule 403, "Activated Abilities." [CompRules 2007/05/01] + 424.3 - Unpayable costs can't be paid. (See Rule 203.1b.) [CompRules 2007/05/01] + 424.4 - What a player actually needs to do to pay a cost may be changed or reduced by effects. If the mana component of a cost is reduced to nothing by cost reduction effects, it is considered to be {0}. Paying a cost altered by an effect counts as paying the original cost. [CompRules 2007/05/01] Example: You play a spell with mana cost {W} that has kicker {1}. You choose to pay the kicker, but a cost reduction effect means you spend only {W} when paying for the spell. The spell's "if the kicker cost was paid" effect will be applied. [CompRules 2007/05/01] + 424.5 - If a cost includes a mana payment, the player paying the cost has a chance to play mana abilities. Paying the cost to play a spell or activated ability follows the steps in Rule 409.1f through Rule 409.1h. [CompRules 2007/05/01] 5 - Additional Rules ------------------------------------------------------------------------------ 500 - Legal Attacks and Blocks 500.1 - Some effects restrict declaring attackers or blockers in combat or require certain creatures to be declared as attackers or blockers. (See Rule 308, "Declare Attackers Step," and Rule 309, "Declare Blockers Step.") A restriction is an effect that says a creature can't block (or attack) or that it can't block (or attack) unless some condition is met. A requirement is an effect which says that a creature must block (or attack) or that it must block (or attack) if some condition is met. [CompRules 2005/10/01] + 500.2 - As part of declaring attackers, the active player checks each creature he or she controls to see whether it must attack, can't attack, or is affected by some other attacking restriction or requirement. If such a restriction or requirement conflicts with the proposed attack, the attack is illegal, and the active player must then propose another set of attacking creatures. (Tapped creatures and creatures with unpaid costs to attack are exempt from effects that would require them to attack.) [CompRules 2007/05/01] Example: A player controls two creatures, each with a restriction that states "[This creature] can't attack alone." It's legal to declare both as attackers. [CompRules 2003/07/01] Example: A player controls two creatures: one that "attacks if able" and one with no abilities. An effect states, "No more than one creature can attack each turn." The only legal attack is for just the creature that "attacks if able" to attack. It's illegal to attack with the other creature, attack with both, or attack with neither. [CompRules 2007/05/01] + 500.3 - As part of declaring blockers, the defending player checks each creature he or she controls to see whether it must block, can't block, or if affected by some other blocking restriction or requirement. If such a restriction or requirement conflicts with the proposed set of blocking creatures, the block is illegal, and the defending player must then propose another set of blocking creatures. (Tapped creatures and creatures with unpaid costs to block are exempt from effects that would require them to block.) [CompRules 2007/05/01] + 500.3a - An evasion ability is an ability an attacking creature has that restricts what can block it. Evasion abilities are static abilities that modify the declare blockers step of the combat phase. If a creature gains or loses an evasion ability after a legal block has been declared, it doesn't affect that block. Evasion abilities are cumulative. [CompRules 2007/05/01] Example: A creature with flying and shadow can't be blocked by a creature with flying but without shadow. [CompRules 2007/05/01] + 500.4 - A restriction conflicts with a proposed set of attackers or blockers if it isn't being followed. A requirement conflicts with a proposed set of attackers or blockers if it isn't being followed and (1) the requirement could be obeyed without violating a restriction and (2) doing so will allow the total number of requirements that the set obeys to increase. If there are multiple scenarios in which all restrictions are being followed and the maximum possible number of requirements are being followed (even if not all of them are), then any of those scenarios are legal. [CompRules 2007/05/01] Example: A player controls one creature that "blocks if able" and another creature with no abilities. An effect states, "Creatures can't be blocked except by two or more creatures." Having only the first creature block violates the restriction. Having neither creature block fulfills the restriction but not the requirement. Having both creatures block the same attacking creature fulfills both the restriction and the requirement, so that's the only option. [CompRules 2007/05/01] 500.Ruling.1 - As a side-effect of these rules, if one creature has two copies of Lure on it and another creature has one copy of Lure on it, then blockers must block the one with two Lures if possible, because that blocking assignment satisfies two requirements instead of just one. [Barclary 2003/12/11] 501 - Keyword Actions + 501.1 - Most actions described in a card's rules text use the standard English definitions of the verbs within, but some specialized verbs are used whose meanings may not be clear. These "keywords" are game terms; sometimes reminder text summarizes their meanings. [CompRules 2007/05/01] 501.2 - Attach + 501.2a - To attach an Aura, Equipment, or Fortification to an object means to take it from where it currently is and put it onto that object. If something is attached to a permanent in play, it's customary to place it so that it's physically touching the permanent. An Aura, Equipment, or Fortification can't be attached to an object it couldn't enchant, equip, or fortify, respectively. [CompRules 2007/05/01] + 501.2b - If an effect tries to attach an Aura, Equipment, or Fortification to the object it's already attached to, the effect does nothing. [CompRules 2007/05/01] + 501.2c - Attaching an Aura, Equipment, or Fortification in play to a different object causes the Aura, Equipment, or Fortification to receive a new timestamp. [CompRules 2007/05/01] + 501.2d - To "unattach" an Equipment from a creature means to move it away from that creature so the Equipment is in play but is not equipping anything. It should no longer be physically touching any creature. If an Aura, Equipment, or Fortification that was attached to something ceases to be attached to it, that counts as "becoming unattached." [CompRules 2007/05/01] 501.3 - Counter + 501.3a - To counter a spell or ability means to cancel it, removing it from the stack. It doesn't resolve and none of its effects occur. A countered spell is put into its owner's graveyard. See Rule 414, "Countering Spells and Abilities." [CompRules 2007/05/01] 501.4 - Destroy + 501.4a - To destroy a permanent, move it from the in-play zone to its owner's graveyard. [CompRules 2007/05/01] 501.5 - Regenerate + 501.5a - If the effect of a resolving spell or ability regenerates a permanent, it creates a replacement effect that protects the permanent the next time it would be destroyed this turn. In this case, "Regenerate [permanent]" means "The next time [permanent] would be destroyed this turn, instead remove all damage from it, tap it, and (if it's in combat) remove it from combat." [CompRules 2007/05/01] + 501.5b - If the effect of a static ability regenerates a permanent, it replaces destruction with an alternate effect each time that permanent would be destroyed. In this case, "Regenerate [permanent]" means "Instead remove all damage from [permanent], tap it, and (if it's in combat) remove it from combat." [CompRules 2007/05/01] 501.6 - Sacrifice + 501.6a - To sacrifice a permanent, its controller moves it from the in-play zone directly to its owner's graveyard. A player can't sacrifice something that isn't a permanent, or something that's a permanent he or she doesn't control. Sacrificing a permanent doesn't destroy it, so regeneration or other effects that replace destruction can't affect this action. [CompRules 2007/05/01] 501.7 - Tap + 501.7a - To tap a permanent, turn it sideways from an upright position. [CompRules 2007/05/01] + 501.7b - To untap a permanent, rotate it back to the upright position from a sideways position. [CompRules 2007/05/01] 501.8 - Scry + 501.8a - To "scry N" means to look at the top N cards of your library, put any number of them on the bottom of your library in any order, and put the rest on top of your library in any order. [CompRules 2007/05/01] 501.9 - Fateseal + 501.9a - To "fateseal N" means to look at the top N cards of an opponent's library, put any number of them on the bottom of that library in any order, and put the rest on top of that library in any order. [CompRules 2007/05/01] 502 - Keyword Abilities 502.1 - Most abilities describe exactly what they do in the card's rules text. Some, though, are very common or would require too much space to define on the card. In these cases, the object lists only the name of the ability as a "keyword"; sometimes reminder text summarizes the game rule. [CompRules 2003/07/01] 502.2 - First Strike 502.2a - First strike is a static ability that modifies the rules for the combat damage step. (See Rule 310, "Combat Damage Step.") [CompRules 2003/07/01] 502.2b - At the start of the combat damage step, if at least one attacking or blocking creature has first strike or double strike (see Rule 502.28), creatures without first strike or double strike don't assign combat damage. Instead of proceeding to end of combat, the phase gets a second combat damage step to handle the remaining creatures. In the second combat damage step, surviving attackers and blockers that didn't assign combat damage in the first step, plus any creatures with double strike, assign their combat damage. [CompRules 2003/07/01] + 502.2c - Adding or removing first strike any time after combat damage has been put on the stack in the first combat damage step won't prevent a creature from dealing combat damage or allow it to deal combat damage twice. [CompRules 2007/05/01] 502.2d - Multiple instances of first strike on the same creature are redundant. [CompRules 2003/07/01] Note - Also see Rule G6.5, "First Strike". 502.3 - Flanking 502.3a - Flanking is a triggered ability that triggers during the declare blockers step. (See Rule 309, "Declare Blockers Step.") "Flanking" means "Whenever this creature becomes blocked by a creature without flanking, the blocking creature gets -1/-1 until end of turn." [CompRules 2003/07/01] 502.3b - If a creature has multiple instances of flanking, each triggers separately. [CompRules 2003/07/01] 502.3.Ruling.1 - This may kill the blocker prior to damage being assigned in combat, but the attacker is still blocked. [D'Angelo 1998/02/03] 502.3.Ruling.2 - Flanking applies to blockers which are not assigned to the Flanking creature directly. For example, creatures that become blockers due to blocking a member of a band which includes the Flanking creature are subject to the Flanking -1/-1 ability. [D'Angelo 1999/05/01] 502.3.Ruling.3 - Gaining Flanking after blockers are declared will have no effect on the blockers because the time for Flanking to trigger has already passed. [D'Angelo 1999/05/01] 502.3.Ruling.4 - If an attacking creature has multiple instances of the Flanking ability, even one instance of Flanking on the blocking creature will negate the effect. [D'Angelo 1998/06/15] Note - Also see Rule G6.7, "Flanking". 502.4 - Flying 502.4a - Flying is an evasion ability. [CompRules 2003/07/01] + 502.4b - A creature with flying can't be blocked except by creatures with flying and/or reach. A creature with flying can block a creature with or without flying. (See Rule 309, "Declare Blockers Step." and Rule 502.70, "Reach.") [CompRules 2007/05/01] 502.4c - Multiple instances of flying on the same creature are redundant. [CompRules 2003/07/01] Note - Also see Rule G6.14 "Flying". 502.5 - Haste 502.5a - Haste is a static ability. [CompRules 2003/07/01] 502.5b - A creature with haste can attack or use activated abilities whose cost includes the tap symbol even if it hasn't been controlled by its controller continuously since the beginning of his or her most recent turn. (See Rule 212.3d.) [CompRules 2003/07/01] 502.5c - Multiple instances of haste on the same creature are redundant. [CompRules 2003/07/01] 502.5.Ruling.1 - Haste removes the normal "cannot attack" restriction due to not being controlled at the start of a player's turn. It does not remove any other combat restrictions. For example, it will not make a Wall able to attack, give you a second attack in a turn, or allow you to attack using a Raging Goblin if the defending player has Island Sanctuary activated. [D'Angelo 2000/11/17] Note - Also see Rule G8.2, "Haste". 502.6 - Landwalk 502.6a - Landwalk and snow landwalk are generic terms; a card's rules text will give a specific subtype or supertype (such as in "islandwalk," "snow swampwalk," or "legendary landwalk"). [CompRules 2006/07/15] 502.6b - Landwalk and snow landwalk are evasion abilities. A creature with landwalk is unblockable as long as the defending player controls at least one land with the specified subtype and/or supertype. (See Rule 309, "Declare Blockers Step.") [CompRules 2006/07/15] 502.6c - Snow landwalk is a special type of landwalk. A creature with snow landwalk is unblockable as long as the defending player controls at least one snow land with the specified subtype. If a player is allowed to choose any landwalk ability, that player may choose a snow landwalk ability. If an effect causes a permanent to lose all landwalk abilities, snow landwalk abilities are removed as well. [CompRules 2006/07/15] 502.6d - Landwalk or snow landwalk abilities don't "cancel" one another. [CompRules 2006/07/15] Example: If a player controls a snow Forest, that player can't block an attacking creature with snow forestwalk even if he or she also controls a creature with snow forestwalk. [CompRules 2006/07/15] 502.6e - Multiple instances of the same type of landwalk or snow landwalk on the same creature are redundant. [CompRules 2006/07/15] Note - Also see Rule G12.3, "Landwalk". 502.7 - Protection + 502.7a - Protection is a static ability, written "Protection from [quality]." This quality is usually a color (as in "protection from black") but can be any characteristic value. If the quality is a type, subtype, or supertype, the protection applies to sources that are permanents with that type, subtype, or supertype and to any sources not in play that are of that type, subtype, or supertype. This is an exception to Rule 200.9. [CompRules 2007/05/01] + 502.7b - A permanent or player with protection can't be targeted by spells with the stated quality and can't be targeted by abilities from a source with the stated quality. [CompRules 2007/05/01] + 502.7c - A permanent or player with protection can't be enchanted by Auras that have the stated quality. Such Auras attached to the permanent with protection will be put into their owners' graveyards as a state-based effect. (See Rule 420, "State-Based Effects.") [CompRules 2007/05/01] + 502.7d - A permanent with protection can't be equipped by Equipment that have the stated quality or fortified by Fortifications that have the stated quality. Such Equipment or Fortifications become unattached from that permanent, but remain in play. (See Rule 420, "State-Based Effects.") [CompRules 2007/05/01] + 502.7e - Any damage that would be dealt by sources that have the stated quality to a permanent or player that has protection is prevented. [CompRules 2007/05/01] 502.7f - If a creature with protection attacks, it can't be blocked by creatures that have the stated quality. [CompRules 2003/10/01] + 502.7g - Multiple instances of protection from the same quality on the same permanent or player are redundant. [CompRules 2007/05/01] 502.7.Ruling.1 - The Protection ability does not grant immunity to effects. Only the specific list in Rule 502.7b is granted. So, untargeted spells and abilities can affect the creature. For example, Wrath of God can affect a creature with Protection from White because Wrath of God is not targeted. And creatures with Protection from Red are still affected by the untargeted static ability of Orcish Oriflamme. [D'Angelo 1999/05/01] 502.7.Ruling.2 - Untargeted spells and abilities which do damage will assign damage to the creature, but that damage will be prevented by the Protection ability so the damage is never actually dealt. For example, Pestilence cannot damage a White Knight. The ability is untargeted, but the damage is prevented. [D'Angelo 1999/05/01] 502.7.Ruling.3 - Not being enchantable by enchantments of the given quality means that the appropriate local enchantment (Enchant Creature) cards are put into the graveyard if they are ever on the creature. So giving a card protection will put any existing local enchantments of that color into the graveyard. This is a state-based effect. [D'Angelo 2001/07/23] 502.7.Ruling.4 - Protection does not protect any enchantments on the creature from being targeted. [D'Angelo 1998/02/03] 502.7.Ruling.5 - Protection only works while the card is in play, so it does not prevent the spell from being targeted in the graveyard or on the spell stack. This means a Counterspell can target a spell that would create a creature with Protection from Blue, and that Raise Dead can target a creature in the graveyard with Protection from Black. [D'Angelo 1999/11/23] 502.7.Ruling.6 - Protection from Instants and Sorceries means that the permanent cannot be targeted by an instant or a sorcery and that damage that would be dealt by an instant or a sorcery to that permanent is prevented. [Odyssey FAQ 2001/10/04] 502.7.Ruling.7 - Protection from Creatures means that the permanent cannot be the target of abilities of creatures, that damage from a creature is prevented, and that it cannot be blocked by a creature. [Odyssey FAQ 2001/10/04] 502.7.Ruling.8 - Protection from Enchantments means that the permanent cannot be target of enchantment spells or the abilities of enchantment, that damage from enchantments is prevented, that it cannot be enchanted by any enchantments, and that it cannot be blocked by any enchantment that also happens to be a creature. [Odyssey FAQ 2001/10/04] Note - Also see Rule G16.24, "Protection". 502.8 - Shadow 502.8a - Shadow is an evasion ability. [CompRules 2003/07/01] 502.8b - A creature with shadow can't be blocked by creatures without shadow, and a creature without shadow can't be blocked by creatures with shadow. (See Rule 309, "Declare Blockers Step.") [CompRules 2003/07/01] 502.8c - Multiple instances of shadow on the same creature are redundant. [CompRules 2003/07/01] 502.8.Ruling.1 - It is possible for Banding to result in a Shadow creature blocking or being blocked by a non-Shadow creature. This is legal. [D'Angelo 1998/02/03] Note - Also see Rule G19.6, "Shadow". 502.9 - Trample 502.9a - Trample is a static ability that modifies the rules for assigning an attacking creature's combat damage. A creature with trample has no special abilities when blocking or dealing noncombat damage. (See Rule 310, "Combat Damage Step.") [CompRules 2003/07/01] 502.9b - The controller of an attacking creature with trample first assigns damage to the creature(s) blocking it. If all those blocking creatures are assigned lethal damage, any remaining damage is assigned as its controller chooses among those blocking creatures and the defending player. When checking for assigned lethal damage, take into account damage already on the creature and damage from other creatures that will be assigned at the same time (see Rule 502.9e). The controller need not assign lethal damage to all those blocking creatures but in that case can't assign any damage to the defending player. [CompRules 2006/02/01] 502.9c - If all the creatures blocking an attacking creature with trample are removed from combat before the combat damage step, all its damage is assigned to the defending player. [CompRules 2003/07/01] 502.9d - Assigning damage from a creature with trample considers only the actual toughness of a blocking creature, not any abilities or effects that might change the final amount of damage dealt. [CompRules 2003/07/01] Example: A 6/6 green creature with trample is blocked by a 2/2 creature with protection from green. The attacking creature's controller must assign at least 2 damage to the blocker, even though that damage will be prevented by the blocker's protection ability. The attacking creature's controller can then choose to assign the rest of the damage to the defending player. [CompRules 2003/10/01] 502.9e - When there are several attacking creatures, it's legal to assign damage from those without trample so as to maximize the damage of those with trample. [CompRules 2003/10/01] Example: A 2/2 creature with an ability that enables it to block multiple attackers blocks two attackers: a 1/1 with no special abilities and a 3/3 with trample. The attacking player could assign 1 damage from the first attacker and 1 damage from the second to the blocking creature, and 2 damage to the defending player from the creature with trample. [CompRules 2003/10/01] 502.9f - Multiple instances of trample on the same creature are redundant. [CompRules 2003/07/01] 502.9.Ruling.1 - As per Rule 502.9b, you are not required to assign damage to the defending player and you are not required to divide the damage among the blockers in any particular way, but if you do assign it so that all the blockers receive lethal damage, you have the option to assign to the defending player. Example: If a Force of Nature (8/8 Trample) is blocked by three 2/2 creatures, you could (a) assign all 8 damage to one blocker, (b) 4 to each of two blockers, (c) 3 to one 3 to another and 2 to the third, (d) 3 to one, 2 to each other, and 1 to the defending player, (e) 2 to each blocker and 2 to the defending player, and so on. [D'Angelo 2001/08/15] 502.9.Ruling.2 - As per Rule 502.9d, assigning damage from a Trample creature only considers the actual toughness of the creature, not any abilities or effects that might prevent or redirect damage once it is assigned. Another way of thinking of this is that you need to assign enough damage that the creature would be lethally damaged if nothing prevented or redirected the damage. Example: If a 2/2 creature with Protection from Green blocked a Force of Nature, you would only need to assign 2 damage to it, even though that damage will be prevented by the ability. [D'Angelo 2001/07/23] Note - Also see Rule G20.18, "Trample". 502.10 - Banding 502.10a - Banding is a static ability that modifies the rules for declaring attackers and assigning combat damage. [CompRules 2003/07/01] 502.10b - As a player declares attackers, he or she may declare that any number of those creatures with banding, and up to one of those creatures without banding, are all in a "band." (Defending players can't declare bands but may use banding in a different way; see Rule 502.10h.) [CompRules 2003/07/01] 502.10c - A player may declare as many attacking bands as he or she wants, but each creature may be a member of only one of them. [CompRules 2003/07/01] 502.10d - Once an attacking band has been announced, it lasts for the rest of combat, even if something later removes the banding ability from one or more creatures. However, creatures in a band that are removed from combat are also removed from the band. [CompRules 2003/07/01] 502.10e - If an attacking creature becomes blocked by a creature, each other creature in the same band as the attacking creature becomes blocked by that same blocking creature. [CompRules 2003/07/01] Example: A player attacks with a band consisting of a creature with flying and a creature with swampwalk. The defending player, who controls a Swamp, can block the flying creature if able. If he or she does, then the creature with swampwalk will also become blocked by the blocking creature(s). [CompRules 2003/10/01] 502.10f - Banding doesn't cause attacking creatures to share abilities, nor does it remove any abilities. The attacking creatures in a band are separate permanents. [CompRules 2003/07/01] 502.10g - If one member of a band would become blocked due to an effect, the entire band becomes blocked. [CompRules 2003/07/01] 502.10h - A player who controls an attacking creature with banding chooses how combat damage is assigned by creatures blocking that creature. A player who controls a blocking creature with banding chooses how combat damage is assigned by creatures it blocks. If the creature had banding when it attacked or blocked but the ability was removed before the combat damage step, damage is assigned normally. [CompRules 2005/08/01] 502.10i - Multiple instances of banding on the same creature are redundant. [CompRules 2003/07/01] 502.10.Ruling.1 - If a creature dies before damage is assigned, it does not count toward determining who assigns combat damage as per Rule 502.10h. If it dies after damage is assigned, but before it is dealt, the damage is still distributed as assigned. [D'Angelo 2003/09/08] 502.10.Ruling.2 - Effects that change how damage can be assigned or that offer other options for damage assignment do fall under the "damage sharing" rule (Rule 502.10h). For example, the Thorn Elemental or Butcher Orgg choices would be made by the defending player if banding is present in the blockers. [Jordan 2003/05/19] Note - Also see Rule G2.1, "Banding". 502.11 - Bands with Other 502.11a - Bands with other is a special form of banding. If an effect causes a permanent to lose banding, the permanent loses all bands with other abilities as well. [CompRules 2003/07/01] 502.11b - An attacking creature with "bands with other [creature type]" can form an attacking band with other creatures that have the same "bands with other [creature type]" ability. Creatures with banding can also join this band, but creatures without banding can't. The creatures in this band don't have to have the creature type specified in the "bands with other [creature type]" ability. Blocking this band follows the same general rules as for banding. [CompRules 2003/07/01] 502.11c - If an attacking creature is blocked by at least two creatures with the same "bands with other [creature type]" ability, the defending player chooses how the attacking creature's damage is assigned. Similarly, if a blocking creature blocks at least two attacking creatures with the same "bands with other [creature type]" ability, the attacking player chooses how the blocking creature's damage is assigned. [CompRules 2003/07/01] 502.11d - Multiple instances of bands with other of the same type on the same creature are redundant. [CompRules 2003/07/01] 502.12 - Rampage 502.12a - Rampage is a triggered ability. "Rampage N" means "Whenever this creature becomes blocked, it gets +N/+N until end of turn for each creature blocking it beyond the first." (See Rule 309, "Declare Blockers Step.") [CompRules 2005/10/01] 502.12b - The rampage bonus is calculated only once per combat, when the triggered ability resolves. Adding or removing blockers later in combat won't change the bonus. [CompRules 2003/07/01] 502.12c - If a creature has multiple instances of rampage, each triggers separately. [CompRules 2003/07/01] 502.12.Ruling.1 - Rampage does apply to blockers which are not assigned to the Rampage creature directly. For example, creatures that become blockers due to blocking a member of a band which includes the Rampage creature do count as additional blockers for the Rampage ability. [D'Angelo 1999/05/01] Note - Also see Rule G18.1, "Rampage". 502.13 - Cumulative Upkeep 502.13a - Cumulative upkeep is a triggered ability that imposes an increasing cost on a permanent. "Cumulative upkeep [cost]" means "At the beginning of your upkeep, put an age counter on this permanent, then sacrifice this permanent unless you pay [cost] for each age counter on it." If [cost] has choices associated with it, each choice is made separately for each age counter, then either the entire set of costs is paid, or none of them is paid. Partial payments aren't allowed. [CompRules 2006/07/15] Example: A creature has "Cumulative upkeep {W} or {U}" and two age counters on it. When its ability next triggers and resolves, the creature's controller puts an age counter on it and then may pay {W}{W}{W}, {W}{W}{U}, {W}{U}{U}, or {U}{U}{U} to keep the creature in play. [CompRules 2006/07/15] Example: A creature has "Cumulative upkeep-Sacrifice a creature" and one age counter on it. When its ability next triggers and resolves, its controller can't choose the same creature to sacrifice twice. Either two different creatures must be sacrificed, or the creature with cumulative upkeep must be sacrificed. [CompRules 2006/07/15] 502.13b - If a permanent has multiple instances of cumulative upkeep, each triggers separately. However, the age counters are not linked to any particular ability; each cumulative upkeep ability will count the total number of age counters on the permanent at the time that ability resolves. [CompRules 2003/07/01] Example: A creature has two instances of "Cumulative upkeep - Pay 1 life." The creature currently has no counters but both cumulative upkeep abilities trigger. When the first ability resolves, the controller adds a counter and then chooses to pay 1 life. When the second ability resolves, the controller adds another counter and then chooses to pay an additional 2 life. [CompRules 2003/07/01] 502.13.Ruling.1 - The result of adding counters is that the cost to be paid is one times the cost the first time it is paid, two times the cost the second time, three times the cost the third time, and so on. Example: If a card has "Cumulative Upkeep: {B} and 2 life", you pay {B} and 2 life on the first upkeep, {B}{B} and 4 life on the next upkeep, {B}{B}{B} and 6 life on the next upkeep, and so on. [D'Angelo 1998/02/03] 502.13.Ruling.2 - If cumulative upkeep is not paid for some period of time because the permanent is not in play or was temporarily changed so that it no longer had a cumulative upkeep, the cumulative upkeep tracking is not reset because the cumulative upkeep counters are not removed. Payment resumes as soon as it applies. [D'Angelo 1999/05/01] 502.13.Ruling.3 - Cumulative upkeep is not reset if the permanent changes controllers, because the counters are not removed. [D'Angelo 1999/05/01] 502.13.Ruling.4 - Permanents which count their last paid cumulative upkeep count the number of cumulative upkeep counters on the card and multiply by the cost per counter. [D'Angelo 1999/05/01] 502.13.Ruling.5 - This ability is put on the stack at the beginning of upkeep. If the permanent leaves play before this ability resolves, you still have to resolve it. Of course, you can just decide not to pay and there will be nothing to sacrifice. But you can also choose to pay if you really want to. [D'Angelo 1999/05/01] 502.13.Ruling.6 - If the cumulative upkeep cost somehow changes between the time the ability is placed on the stack and when it resolves, use the cost at the time it was put on the stack. [DeLaney 2000/01/13] 502.13.Ruling.7 - Paying cumulative upkeep is always optional. [Coldsnap FAQ 2006/06/14] 502.13.Ruling.8 - An ability that triggers on cumulative upkeep being paid triggers once when it is paid, not once per age counter. [Coldsnap FAQ 2006/06/14] Note - Also see Rule G3.33, "Cumulative Upkeep". 502.14 - Vigilance 502.14a - Vigilance is a static ability that modifies the rules for the declare attackers step. [CompRules 2004/10/01] 502.14b - Attacking doesn't cause creatures with vigilance to tap. (See Rule 308, "Declare Attackers Step.") [CompRules 2004/10/01] 502.14c - Multiple instances of vigilance on the same creature are redundant. [CompRules 2004/10/01] 502.15 - Phasing 502.15a - Phasing is a static ability that modifies the rules of the untap step. [CompRules 2003/07/01] 502.15b - During each player's untap step, before the active player untaps his or her permanents, all permanents with phasing the player controls phase out. Simultaneously, all objects that had phased out under that player's control phase in. (See Rule 217.8, "Phased Out," and Rule 302.1.) [CompRules 2005/08/01] 502.15c - If an effect causes a player to skip his or her untap step, the phasing event simply doesn't occur that turn. [CompRules 2003/07/01] 502.15d - Permanents phasing in or out don't trigger any comes-into-play or leaves-play abilities, and effects that modify how a permanent comes into play are ignored. Abilities and effects that specifically mention phasing can modify or trigger on these events, however. (Because no player receives priority during the untap step, any abilities triggering off of the phasing event won't go onto the stack until the upkeep step begins.) [CompRules 2005/10/01] 502.15e - When a permanent phases out, all damage dealt to it is removed. [CompRules 2003/07/01] 502.15f - A card that returns to play from the phased-out zone is considered the same permanent it was when it left. This is an exception to Rule 217.1c, which stipulates that a permanent "forgets" its previous existence when it changes zones. [CompRules 2003/07/01] 502.15g - Effects with limited duration and delayed triggered abilities that specifically reference a permanent will be unable to further affect that permanent if it phases out. However, other effects that reference the permanent (including effects with unlimited duration) can affect the permanent when it returns to play. Example: A creature is affected by Giant Growth and then phases out during the same turn. If the creature phases back in somehow before the turn is over, it won't get the +3/+3 bonus from the Giant Growth because its effect has a limited duration. [CompRules 2003/07/01] 502.15h - Phased-out cards "remember" their past histories and will return to play in the same state. They "remember" any counters they had on them, any choices made when they first came into play, whether they were flipped when they left play, and whether they were tapped or untapped when they left play. They also "remember" who controlled them when they phased out, although they may phase in under the control of a different player if a control effect with limited duration has expired. [CompRules 2005/10/01] Example: Diseased Vermin reads, in part, "At the beginning of your upkeep, Diseased Vermin deals X damage to target opponent previously dealt damage by it, where X is the number of infection counters on it." If Diseased Vermin phases out, it "remembers" how many counters it has and also which opponents it has previously damaged. When it phases back in, it will still be able to target those opponents with its upkeep-triggered ability. [CompRules 2003/07/01] + 502.15i - When a permanent phases out, any Auras, Equipment, or Fortifications attached to that permanent phase out at the same time. This alternate way of phasing out is known as phasing out "indirectly." An Aura, Equipment, or Fortification that phased out indirectly won't phase in by itself, but instead phases in along with the card it's attached to. [CompRules 2007/05/01] + 502.15j - If an Aura, Equipment, or Fortification phased out directly (rather than phasing out along with the permanent it's attached to), then it "remembers" the permanent it was attached to and returns to play attached to that permanent. If an Aura phases in and the permanent has left play or is no longer legal to enchant, the Aura returns to play and then is placed in its owner's graveyard. This is a state-based effect; see Rule 420. If an Equipment or Fortification phases in but it's no longer legal for it to be attached to the permanent it was attached to, the Equipment or Fortification returns to play and then stays in play, not attached to anything. This is a state-based effect; see Rule 420. [CompRules 2007/05/01] 502.15k - Permanents that phase in keep the same timestamps (see Rule 418.5d and Rule 418.5e) they had when they phased out. This doesn't change the fact that the permanents phase in simultaneously, however. [CompRules 2004/10/01] 502.15m - A permanent that phases in can attack and tap to play abilities as though it had haste. This applies even if that permanent phased out and phased back in the turn it came into play. The permanent remains able to attack and tap to play abilities until it changes controllers or leaves play. [CompRules 2003/10/01] 502.15n - A spell or ability that targets a permanent will resolve normally with respect to that permanent if the permanent phases out and back in before the spell or ability resolves. [CompRules 2003/07/01] 502.15p - Multiple instances of phasing on the same permanent are redundant. [CompRules 2003/07/01] 502.15.Ruling.1 - Permanents phasing out used to trigger leaves-play abilities, but as of 2005/10/01 they no longer do. [D'Angelo 2005/10/10] Note - Also see Rule G16.8, "Phasing". 502.16 - Buyback 502.16a - Buyback appears on some instants and sorceries. It represents two static abilities that function while the spell is on the stack. "Buyback [cost]" means "You may pay an additional [cost] as you play this spell" and "If the buyback cost was paid, put this spell into its owner's hand instead of into that player's graveyard as it resolves." Paying a spell's buyback cost follows the rules for paying additional costs in Rule 409.1b and Rule 409.1f through Rule 409.1h. [CompRules 2006/10/01] 502.16.Ruling.1 - The spell does not go to your hand if it is countered. [Time Spiral FAQ 2006/08/30] Remember that a targeted spell is countered if all of its targets are illegal on resolution. [D'Angelo 1999/04/23] 502.16.Ruling.2 - Cost reducing effects can be applied to Buyback costs. [D'Angelo 1997/10/17] 502.16.Ruling.3 - If a Buyback spell is cast by someone other than the owner (using Grinning Totem), the card goes to the owner's graveyard, not to anyone's hand. [Time Spiral FAQ 2006/08/30] 502.16.Ruling.4 - If you control a copy of a spell whose Buyback cost was paid, the copy is put into your hand when it resolves, then ceases to exist. [Time Spiral FAQ 2006/08/30] 502.16.Ruling.5 - Buyback costs do not count toward the spell's mana cost or converted mana cost. [Time Spiral FAQ 2006/08/30] Note - Also see Rule G2.14a, "Buyback". 502.17 - Horsemanship 502.17a - Horsemanship is an evasion ability that appeared in the Portal Three Kingdoms(tm) set. [CompRules 2003/07/01] 502.17b - A creature with horsemanship can't be blocked by creatures without horsemanship. A creature with horsemanship can block a creature with or without horsemanship. (See Rule 309, "Declare Blockers Step.") [CompRules 2003/07/01] 502.17c - Multiple instances of horsemanship on the same creature are redundant. [CompRules 2003/07/01] Note - Also see Rule G8.5, "Horsemanship". 502.18 - Cycling 502.18a - Cycling is an activated ability that functions only while the card with cycling is in a player's hand. "Cycling [cost]" means "[Cost], Discard this card: Draw a card." [CompRules 2004/10/01] 502.18b - Although the cycling ability is playable only if the card is in a player's hand, it continues to exist while the object is in play and in all other zones. Therefore objects with cycling will be affected by effects that depend on objects having one or more activated abilities. [CompRules 2003/07/01] + 502.18c - Some cards with cycling have abilities that trigger when they're cycled. "When you cycle [this card]" means "When you discard [this card] to pay a cycling cost." These abilities trigger from the graveyard. [CompRules 2007/05/01] + 502.18d - Typecycling is a variant of the cycling ability. "[Subtype]cycling [cost]" means "[Cost],Discard this card: Search your library for a [subtype] card, reveal it, and put it into your hand. Then shuffle your library." [CompRules 2007/05/01] + 502.18e - Any cards that trigger when a player cycles a card will trigger when a card is discarded to pay a typecycling cost. Any effect that stops players from cycling cards will stop players from playing cards' typecycling abilities. [CompRules 2007/05/01] 502.18.Ruling.1 - Using Cycling is not a spell, it's an activated ability of a card in your hand. It cannot be countered by things which counter spells or things that counter activated abilities of permanents. [D'Angelo 1999/05/01] 502.18.Ruling.2 - You draw the card when the ability resolves, and if that card can be legally played, you can play it before letting any of the other spells and abilities on the stack resolve. [D'Angelo 1999/05/01] 502.18.Ruling.4 - Effects that trigger on "when this card is cycled" trigger when the cycling ability is played. The triggered ability will resolve before the card is drawn during the resolution of the Cycle ability. [Onslaught FAQ 2002/09/24] 502.18.Ruling.5 - This ability can only be played while this card is in your hand. Effects that let you play a card from another zone as if it were in your hand will not allow you to play this ability as if it were in your hand. [DeLaney 2003/06/14] Note - Also see Rule G3.34, "Cycling" and Rule G12.3, "Landcycling". 502.19 - Echo 502.19a - Echo is a triggered ability. "Echo [cost]" means "At the beginning of your upkeep, if this permanent came under your control since the beginning of your last upkeep, sacrifice it unless you pay [cost]." [CompRules 2006/10/01] 502.19.Ruling.1 - The Echo payment is required if you gained control of the creature by any means, such as putting it into play from the graveyard, taking control from another player, or having the card phase in. [D'Angelo 1999/05/01] 502.19.Ruling.2 - The Echo payment is only required if you control this card at the beginning of your upkeep. [D'Angelo 1999/05/01] 502.19.Ruling.3 - If you gain and lose control of the card several times before your upkeep, you still only pay the Echo cost once. [D'Angelo 1999/05/01] 502.19.Ruling.4 - Effects which modify the cost to play a spell, like the Emerald Medallion or Gloom, cannot be used to modify the Echo cost. These effects only apply to the announcing of spells, and do not apply to the mana cost that Echo sees. [D'Angelo 1998/11/25] 502.19.Ruling.5 - This ability is put on the stack at the beginning of upkeep. If the permanent leaves play before this ability resolves, you still have to resolve it. Of course, you can just decide not to pay and there will be nothing to sacrifice. But you can also choose to pay if you really want to. [D'Angelo 1999/05/01] 502.19.Ruling.6 - You decide on resolution of the upkeep triggered ability whether to pay for the Echo cost or not. [Barclay 1999/06/02] 502.19.Ruling.7 - This ability used to always have the cost be the mana cost of the spell or ability. All such cards have errata now to print the actual echo cost. [D'Angelo 2006/10/01] 502.19.Ruling.8 - If the echo trigger is countered, then the echo cost never needs to be paid. [Time Spiral FAQ 2006/08/30] Note - Also see Rule 203 for information on Mana Cost. Note - Also see Rule G5.1, "Echo". 502.20 - Fading 502.20a - Fading is a keyword that represents two abilities. "Fading N" means "This permanent comes into play with N fade counters on it" and "At the beginning of your upkeep, remove a fade counter from this permanent. If you can't, sacrifice the permanent." [CompRules 2005/10/01] Note - Also see Rule G6.2. 502.21 - Kicker 502.21a - Kicker is a static ability that functions while the spell is on the stack. "Kicker [cost]" means "You may pay an additional [cost] as you play this spell." The phrase "Kicker [cost 1] and/or [cost 2]" means the same thing as "Kicker [cost 1], kicker [cost 2]." Paying a spell's kicker cost(s) follows the rules for paying additional costs in Rule 409.1b and Rule 409.1f through Rule 409.1h. [CompRules 2004/10/01] 502.21b - Objects with kicker have additional abilities that specify what happens if the kicker cost is paid. Objects with more than one kicker cost have abilities that correspond to each kicker cost. [CompRules 2003/07/01] 502.21c - If the text that depends on a kicker cost being paid targets one or more permanents and/or players, the spell's controller chooses those targets only if he or she declared the intention to pay the appropriate kicker cost. Otherwise, the targets aren't chosen at all. [CompRules 2003/07/01] 502.21d - A card with kicker may contain the phrases "if the [A] kicker cost was paid" and "if the [B] kicker cost was paid," where A and B are the first and second kicker costs listed on the card, respectively. This text just refers to one kicker cost or the other, regardless of what the spell's controller actually spent when paying the cost. In other words, read "if the [A] kicker cost was paid" as "if the first kicker cost listed was paid," and read "if the [B] kicker cost was paid" as "if the second kicker cost listed was paid." [CompRules 2003/07/01] 502.21.Ruling.1 - The kicker cost does not count as part of the mana cost or converted mana cost for the spell. [Invasion FAQ 2000/10/03] 502.21.Ruling.2 - You can only pay the kicker cost once each time you play the spell. You cannot choose to pay it multiple times. [Invasion FAQ 2000/10/03] 502.21.Ruling.3 - You can only pay kicker costs when playing the spell from your hand (or when playing it as though it were in your hand). You cannot pay when the card is put into play directly. [Invasion FAQ 2000/10/03] 502.21.Ruling.4 - Cost reducing effects can be applied to Kicker costs. [D'Angelo 2001/01/16] Note - Also see G11.3, "Kicker". 502.22 - Flashback 502.22a - Flashback appears on some instants and sorceries. It represents two static abilities: one functions while the card is in a player's graveyard and the other functions while the card is on the stack. "Flashback [cost]" means "You may play this card from your graveyard by paying [cost] rather than paying its mana cost" and "If the flashback cost was paid, remove this card from the game instead of putting it anywhere else any time it would leave the stack." Playing a spell using its flashback ability follows the rules for paying alternative costs in Rule 409.1b and Rule 409.1f through Rule 409.1h. [CompRules 2006/10/01] 502.22.Ruling.1 - Any restrictions on when the spell can be played or options on how the spell is played apply as normal. Flashback does not override these restrictions or options based on card type or those defined in the card text. [DeLaney 2001/11/07] 502.22.Ruling.2 - If the spell is countered, it is removed from the game instead of going to the graveyard. [Time Spiral FAQ 2006/08/30] 502.22.Ruling.3 - The card is removed from the graveyard and placed on the stack during announcement just as if you played it from your hand. On resolution or on being countered, it is removed from the game instead of going to the graveyard (or anywhere else). [Time Spiral FAQ 2006/08/30] 502.22.Ruling.4 - Paying the flashback cost does not change the mana cost of the spell. [Time Spiral FAQ 2006/08/30] 502.22.Ruling.5 - Effects that cause you to pay more or less for a spell do apply even if playing the spell using Flashback. [Time Spiral FAQ 2006/08/30] Note - Also see Rule G6.9, "Flashback". 502.23 - Threshold 502.23a - Threshold used to be a keyword ability. It is now an ability word and has no rules meaning. All cards printed with the threshold keyword have received errata. Updated wordings are available in the Oracle card reference. [CompRules 2006/10/01] Note - Also see Rule G20.9, "Threshold". 502.24 - Madness 502.24a - Madness is a keyword that represents two abilities. The first is a static ability that functions while the card with madness is in a player's hand. The second is a triggered ability that functions when the first ability is applied. "Madness [cost]" means "If a player would discard this card, that player discards it, but may remove it from the game instead of putting it into his or her graveyard" and "When this card is removed from the game this way, its owner may play it by paying [cost] rather than paying its mana cost. If that player doesn't, he or she puts this card into his or her graveyard." [CompRules 2006/10/01] 502.24b - Playing a spell using its madness ability follows the rules for paying alternative costs in Rule 409.1b and Rule 409.1f through Rule 409.1h. [CompRules 2003/07/01] 502.24.Ruling.1 - The first ability of Madness is a replacement that gives the option to remove the spell from the game. If it is removed, the second ability triggers and goes on the stack. When this ability resolves, you get the choice of playing the spell during the resolution or just putting it into the graveyard. [D'Angelo 2006/11/11] 502.24.Ruling.2 - Madness does not allow you to discard the card just because you want to. Another spell, ability, or game rule has to cause the card to be discarded. [D'Angelo 2002/02/23] 502.24.Ruling.3 - It does not matter how or why the discard is performed. [Time Spiral FAQ 2006/08/30] 502.24.Ruling.4 - Paying the Madness cost does not change the mana cost of the spell. [Time Spiral FAQ 2006/08/30] 502.24.Ruling.5 - Effects that cause you to pay more or less for a spell do apply even if playing the spell using Madness. [Time Spiral FAQ 2006/08/30] Note - Also see Rule G13.1, "Madness". 502.25 - Fear 502.25a - Fear is an evasion ability. [CompRules 2003/07/01] 502.25b - A creature with fear can't be blocked except by artifact creatures and/or black creatures. (See Rule 309, "Declare Blockers Step.") [CompRules 2003/07/01] 502.25c - Multiple instances of fear on the same creature are redundant. [CompRules 2003/07/01] 502.25.Ruling.1 - Cards that change color words do not change the Fear ability. The reminder text on the card can change, but it's just reminder text and does not actually define the ability. [D'Angelo 2003/01/19] Note - Also see Rule G6.4, "Fear". 502.26 - Morph 502.26a - Morph is a static ability that functions in any zone from which you could play the card it's on, and the morph effect works any time the card is face down. "Morph [cost]" means "You may play this card as a 2/2 face-down creature, with no text, no name, no subtypes, no expansion symbol, and no mana cost by paying {3} rather than its mana cost." Any time you could play an instant, you may show all players the morph cost for any face-down permanent you control, pay that cost, then turn the permanent face up. This action does not use the stack. (See Rule 504, "Face-Down Spells and Permanents.") [CompRules 2006/10/01] + 502.26b - To play a card using its morph ability, turn it face down. It becomes a 2/2 face-down creature card, with no text, no name, no subtypes, no expansion symbol, and no mana cost. Any effects or prohibitions that would apply to playing a card with these characteristics (and not the face-up card's characteristics) are applied to playing this card. These values are the copiable values of that object's characteristics. (See Rule 418.5, "Interaction of Continuous Effects," and Rule 503, "Copying Objects.") Put it onto the stack (as a face-down spell with the same characteristics), and pay {3} rather than pay its mana cost. This follows the rules for paying alternative costs. You can use morph to play a card from any zone from which you could normally play it. When the spell resolves, it comes into play with the same characteristics the spell had. The morph effect applies to the face-down object wherever it is, and it ends when the permanent is turned face up. [CompRules 2007/05/01] 502.26c - You can't play a card face down if it doesn't have morph. [CompRules 2003/07/01] 502.26d - Any time you could play an instant, you may turn a face-down permanent you control face up. To do this, show all players what the permanent's morph cost will be when the effect ends, pay that cost, then turn the permanent face up. The morph effect on it ends, and it regains its normal characteristics. Any abilities relating to the permanent coming into play don't trigger when it's turned face up and don't have any effect, because the permanent has already come into play. [CompRules 2003/07/01] 502.26e - If a face-up permanent is turned face down by a spell or ability, it becomes a 2/2 face-down creature, with no text, no name, no subtypes, no expansion symbol, and no mana cost. These values are the copiable values of that object's characteristics. (See Rule 418.5, "Interaction of Continuous Effects," and Rule 503, "Copying Objects.") The rules for morph and face-down permanents apply to it normally. [CompRules 2006/10/01] 502.26f - See Rule 504, "Face-Down Spells and Permanents," for more information on how to play cards with morph. [CompRules 2003/07/01] 502.26.Ruling.1 - The one exception to Rule 502.26c is that Illusionary Mask can put a card into play face down even if it does not have Morph. [D'Angelo 2003/09/08] 502.26.Ruling.2 - When playing a card using Morph, it goes on the stack face down and then enters play face down. You cannot turn the card face up while it is on the stack. [Onslaught Rules 2002/09/15] The other players don't even get to see the card before it gets put on the stack (unless it came from a zone where it was revealed to begin with). [DeLaney 2002/09/20] 502.26.Ruling.3 - Some cards have an ability that triggers when the card is turned face up. These can trigger due to the Morph ability being used or by any other effect that turns them face up. They do not trigger from leaving play or being revealed. [Legions FAQ 2003/01/23] 502.26.Ruling.4 - The alternate cost of Morph cannot be combined with other alternate costs, such as Aluren. [Jordan 2002/09/07] 502.26.Ruling.5 - Because the act of turning a card face up does not go on the stack, it cannot be countered or prevented. [Onslaught Rules 2002/09/15] 502.26.Ruling.6 - You cannot pay the Morph cost for a card that is already face-up. The Morph cost can only be paid when the card is face down. [D'Angelo 2003/02/16] 502.26.Ruling.7 - If Humility is in play, it is not possible to turn the face-down card face up using the morph ability. Humility removes the morph cost when it removes the Morph ability. [WotC Rules Team 2003/12/01] Note - Also see Rule G13.17, "Morph". 502.27 - Amplify 502.27a - Amplify is a static ability. "Amplify N" means "As this object comes into play, reveal any number of cards from your hand that share a creature type with it. This permanent comes into play with N +1/+1 counters on it for each card revealed this way. You can't reveal this card or any other cards that are coming into play at the same time as this card." [CompRules 2005/10/01] 502.27b - If a creature has multiple instances of amplify, each one works separately. [CompRules 2003/07/01] 502.27.Ruling.1 - The card Artificial Evolution can modify a card's creature types before it enters play, which will modify what you can reveal. [Legions FAQ 2003/01/23] 502.27.Ruling.2 - If multiple cards with Amplify are going to come into play at the same time, you can reveal the same cards for each of them if you want. [Legions FAQ 2003/01/23] 502.27.Ruling.3 - A copy card that enters play as a copy, such as Clone, does get to use the Amplify ability. [D'Angelo 2003/09/08] Note - Also see Rule G1.13, "Amplify". 502.28 - Double Strike 502.28a - Double strike is a static ability that modifies the rules for the combat damage step. (See Rule 310, "Combat Damage Step.") [CompRules 2003/07/01] 502.28b - At the start of the combat damage step, if at least one attacking or blocking creature has double strike or first strike, creatures without double strike or first strike (see Rule 502.2, "First Strike") don't assign combat damage. Instead of proceeding to end of combat, the phase gets a second combat damage step to handle the remaining creatures. In the second combat damage step, surviving attackers and blockers that didn't assign combat damage in the first step, plus any creatures with double strike, assign their combat damage. [CompRules 2003/07/01] 502.28c - Removing double strike from a creature during the first combat damage step will stop it from assigning combat damage in the second combat damage step. [CompRules 2003/07/01] 502.28d - Giving double strike to a creature with first strike after it has already put first strike combat damage onto the stack in the first combat damage step will allow the creature to assign combat damage in the second combat damage step. [CompRules 2003/07/01] 502.28e - Multiple instances of double strike on the same creature are redundant. [CompRules 2003/07/01] 502.28.Ruling.1 - Double Strike is not First Strike. Effects that make a creature lose First Strike will not make it lose Double Strike. [Legions FAQ 2003/01/23] Note - Also see Rule G4.18, "Double Strike". 502.29 - Provoke 502.29a - Provoke is a triggered ability. "Provoke" means "Whenever this creature attacks, you may choose to have target creature defending player controls block this creature this combat if able. If you do, untap that creature." [CompRules 2003/07/01] 502.29b - If a creature has multiple instances of provoke, each triggers separately. [CompRules 2003/07/01] 502.29.Ruling.1 - You can choose a creature that is already untapped if you want to. [Legions FAQ 2003/01/23] 502.29.Ruling.2 - If the chosen creature is unable to block for any reason (such as becoming tapped before blockers are assigned) there is no penalty. But if it can block this attacker, then it must. [Legions FAQ 2003/01/23] Note - Also see Rule 500.3 for handling "must block". Note - Also see Rule G16.25. 502.30 - Storm + 502.30a - Storm is a triggered ability that functions on the stack. "Storm" means "When you play this spell, put a copy of it onto the stack for each other spell that was played before it this turn. If the spell has any targets, you may choose new targets for any of the copies." [CompRules 2007/05/01] 502.30b - If a spell has multiple instances of storm, each triggers separately. [CompRules 2003/07/01] 502.30.Ruling.1 - The number of copies is determined when this spell is played (announced) and only counts spells played (announced) before it was. Ones placed on the stack afterwards do not change this. [D'Angelo 2003/04/30] 502.30.Ruling.2 - The copies are put onto the stack directly. They are not "played" and do not trigger abilities that trigger on something being played. This makes it so the Storm ability itself will not trigger on the copies being put on the stack. [Time Spiral FAQ 2006/08/30] 502.30.Ruling.3 - When counting spells, you count ones played by every player, including ones that were played from zones other than a player's hand. You do not count lands being played, any abilities that were played, any spells put onto the stack without playing them, or any cards put into play by the effect of a spell or ability. [D'Angelo 2003/06/07] 502.30.Ruling.4 - Spell copies can be countered and otherwise affected just like any other spell. [Time Spiral FAQ 2006/08/30] 502.30.Ruling.5 - Countering the original spell will not stop the copies from being created. [D'Angelo 2003/08/01] 502.30.Ruling.6 - Countering the triggered ability will stop the copies from being created. [Time Spiral FAQ 2006/08/30] Note - Also see Rule G19.32, "Storm". 502.31 - Affinity 502.31a - Affinity is a static ability that functions while the spell is on the stack. "Affinity for [text]" means "This spell costs you {1} less to play for each [text] you control." [CompRules 2003/12/01] + 502.31b - The affinity ability reduces only generic mana costs; it doesn't reduce how much colored mana you have to pay for a spell. [CompRules 2007/05/01] 502.31c - If a spell has multiple instances of affinity, each of them applies. [CompRules 2003/10/01] 502.32 - Entwine 502.32a - Entwine is a static ability that functions while the spell is on the stack. "Entwine [cost]" means "You may choose to use all modes of this spell instead of just one. If you do, you pay an additional [cost]." Using the entwine ability follows the rules for choosing modes and paying additional costs in Rule 409.1b and Rule 409.1f through Rule 409.1h. [CompRules 2004/10/01] 502.32b - If the entwine cost was paid, follow the text of each of the modes in the order written on the card when the spell resolves. [CompRules 2003/10/01] 502.32c - Each mode is considered a separate effect. [Barclay 2004/01/15] 502.33 - Equip + 502.33a - Equip is an activated ability of Equipment cards. "Equip [cost]" means "[Cost]: Attach this Equipment to target creature you control. Play this ability only any time you could play a sorcery." [CompRules 2007/05/01] 502.33b - For more information about Equipment, see Rule 212.2, "Artifacts." [CompRules 2003/10/01] + 502.33c - If an Equipment has multiple instances of equip, any of its equip abilities may be used. [CompRules 2007/05/01] 502.33.Ruling.1 - If you play the equip ability and target the creature it is already equipping, then it does nothing when it resolves. It stays where it is. It also does not get a new timestamp for effects ordering. [Barclay 2003/10/21] Note - Also see Rule 212.2g through Rule 212.2k for additional rules on Equipment. 502.34 - Imprint 502.34a - Imprint is an activated or triggered ability, written "Imprint - [text]," where "[text]" is a triggered or activated ability. Cards that are in the removed-from-the-game zone because they were removed from the game by an imprint ability are imprinted on the source of that ability. [CompRules 2005/08/01] 502.34b - The phrase "imprinted [type] card" means the card of that type that's imprinted on the permanent. If a permanent has more than one card of that type imprinted on it, each of those cards is an "imprinted [type] card." [CompRules 2003/10/01] 502.34.Ruling.1 - If a permanent with imprint phases out and back in, it's still the same permanent, so any cards imprinted on it remain imprinted on it. [WotC Rules Team 2003/10/06] 502.34.Ruling.2 - If no card is imprinted or if the only imprinted cards are not of the correct type, then an ability that uses imprint information will have no effect. [WotC Rules Team 2003/12/01] 502.34.Ruling.3 - If a permanent that has something imprinted is copied, the copy does not have that same card imprinted. [WotC Rules Team 2003/12/01] 502.34.Ruling.4 - If a permanent gains an ability that refers to an imprinted [type] card, it refers to any cards of that type that are currently imprinted. It does not mean that you get to imprint something new at that time. [WotC Rules Team 2003/12/01] 502.35 - Modular 502.35a - Modular represents both a static ability and a triggered ability. "Modular N" means "This permanent comes into play with N +1/+1 counters on it" and "When this permanent is put into a graveyard from play, you may put a +1/+1 counter on target artifact creature for each +1/+1 counter on this permanent." [CompRules 2005/10/01] 502.35b - If a creature has multiple instances of modular, each one works separately. [CompRules 2004/02/01] 502.36 - Shroud + 502.36a - Shroud is a static ability. "Shroud" means "This permanent or player can't be the target of spells or abilities." [CompRules 2007/05/01] + 502.36b - Multiple instances of shroud on the same permanent or player are redundant. [CompRules 2007/05/01] + 502.36.Ruling.1 - This does not destroy any Auras, Equipment, or Fortifications already on the creature. [D'Angelo 2007/05/15] + 502.36.Ruling.2 - This only prevents targeted spells or abilities. You can tell a spell or ability is targeted if the word "target" appears in the card text. [D'Angelo 2007/05/15] 502.37 - Sunburst 502.37a - Sunburst is a static ability that functions as an object is coming into play from the stack. "Sunburst" means "If this object is coming into play from the stack as a creature, it comes into play with a +1/+1 counter on it for each color of mana used to pay its cost. If this object is coming into play from the stack and isn't coming into play as a creature, it comes into play with a charge counter on it for each color of mana used to pay its cost." [CompRules 2005/10/01] 502.37b - Sunburst applies only as the spell is resolving and only if one or more colored mana was paid for its costs. Mana paid for additional or alternative costs applies. [CompRules 2004/06/01] 502.37c - Sunburst can also be used to set a variable number for another ability. If the keyword is used in this way, it doesn't matter whether the ability is on a creature spell or on a noncreature spell. Example: The ability "Modular-Sunburst" means "This permanent comes into play with a +1/+1 counter on it for each color of mana used to pay its cost" and "When this permanent is put into a graveyard from play, you may put a +1/+1 counter on target artifact creature for each +1/+1 counter on this permanent." [CompRules 2004/06/01] 502.37d - If an object has multiple instances of sunburst, each one works separately. [CompRules 2004/10/01] 502.38 - Bushido 502.38a - Bushido is a triggered ability. "Bushido N" means "Whenever this creature blocks or becomes blocked, it gets +N/+N until end of turn." (See Rule 309, "Declare Blockers Step.") [CompRules 2005/10/01] 502.38b - If a creature has multiple instances of bushido, each triggers separately. [CompRules 2004/10/01] 502.39 - Soulshift 502.39a - Soulshift is a triggered ability. "Soulshift N" means "When this permanent is put into a graveyard from play, you may return target Spirit card with converted mana cost N or less from your graveyard to your hand." [CompRules 2005/10/01] 502.39b - If a permanent has multiple instances of soulshift, each triggers separately. [CompRules 2004/10/01] 502.40. Splice 502.40a - Splice is a static ability that functions while a card is in your hand. "Splice onto [type or subtype] [cost]" means "You may reveal this card from your hand as you play a [type or subtype] spell. If you do, copy this card's text box onto that spell and pay [cost] as an additional cost to play that spell." Paying a card's splice cost follows the rules for paying additional costs in rules 409.1b and 409.1f-h. [CompRules 2004/10/01] Example: Since the card with splice remains in the player's hand, it can later be played normally or spliced onto another spell. It can even be discarded to pay a "discard a card" cost of the spell it's spliced onto. [CompRules 2004/10/01] 502.40b - You can't choose to use a splice ability if you can't make the required choices (targets, etc.) for that card's instructions. You can't splice any one card onto the same spell more than once. If you're splicing more than one card onto a spell, reveal them all at once and choose the order in which their instructions will be followed. The instructions on the main spell have to be followed first. [CompRules 2004/10/01] 502.40c - The spell has the characteristics of the main spell, plus the text boxes of each of the spliced cards. The spell doesn't gain any other characteristics (name, mana cost, color, supertypes, types, subtypes, etc.) of the spliced cards. Text copied onto the spell that refers to a card by name refers to the spell on the stack, not the card from which the text was copied. [CompRules 2005/08/01] Example: Glacial Ray is a red card with splice onto Arcane that reads, "Glacial Ray deals 2 damage to target creature or player." Suppose Glacial Ray is spliced onto Reach Through Mists, a blue spell. The spell is still blue, and Reach Through Mists deals the damage. This means that the ability can target a creature with protection from red and deal 2 damage to that creature. [CompRules 2005/08/01] 502.40d - Choose targets for the added text normally (see Rule 409.1c). Note that a spell with one or more targets will be countered if all of its targets are illegal on resolution. [CompRules 2004/10/01] 502.40e - The spell loses any splice changes once it leaves the stack (for example, when it's countered, it's removed from the game, or it resolves). [CompRules 2005/08/01] 502.41. Defender 502.41a - Defender is a static ability. [CompRules 2004/10/01] 502.41b - A creature with defender can't attack. [CompRules 2004/10/01] 502.41c - Multiple instances of defender on the same creature are redundant. [CompRules 2004/10/01] 502.42 - Offering 502.42a - Offering is a static ability of a card that functions in any zone from which the card can be played. "[Text] offering" means "You may play this card any time you could play an instant by sacrificing a [text] permanent. If you do, the total cost to play this card is reduced by the sacrificed permanent's mana cost." [CompRules 2005/02/01] 502.42b - The permanent is sacrificed at the same time the spell is announced (see Rule 409.1a). The total cost of the spell is reduced by the sacrificed permanent's mana cost (see Rule 409.1f). [CompRules 2005/02/01] 502.42c - Generic mana in the sacrificed permanent's mana cost reduces generic mana in the total cost to play the card with offering. Colored mana in the sacrificed permanent's mana cost reduces mana of the same color in the total cost to play the card with offering. Colored mana in the sacrificed permanent's mana cost that doesn't match colored mana in the colored mana cost of the card with offering, or is in excess of the card's colored mana cost, reduces that much generic mana in the total cost. [CompRules 2005/02/01] 502.43. Ninjutsu 502.43a - Ninjutsu is an activated ability that functions only while the card with ninjutsu is in a player's hand. "Ninjutsu [cost]" means "[Cost], Reveal this card from your hand, Return an unblocked creature you control to its owner's hand: Put this card into play from your hand tapped and attacking." [CompRules 2005/02/01] 502.43b - The card with ninjutsu remains revealed from the time the ability is announced until the ability leaves the stack. [CompRules 2005/02/01] 502.43c - A ninjutsu ability may be played only while a creature in play is unblocked (see Rule 309.2f). The creature with ninjutsu is put into play unblocked. It will be attacking the sameplayer as the creature that was returned to its owner's hand. [CompRules 2005/10/01] 502.43.Ruling.1 - You can reveal and pay the cost for the same Ninjitsu card multiple times in a turn if you can pay the cost multiple times before the first use resolves. In this way you can remove multiple unblocked attackers. Once the first use of Ninjitsu resolves, you put this card into play as an attacker. The additional uses resolve with no effect. [D'Angelo 2006/10/09] 502.44 - Epic 502.44a - Epic represents both a static ability and a delayed triggered ability. "Epic" means, "For the rest of the game, you can't play spells," and "At the beginning of each of your upkeeps, copy this spell except for its epic ability. If the spell has any targets, you may choose new targets for the copy." See Rule 503.10. [CompRules 2005/10/01] 502.44b - A player can't play spells once a spell with epic he or she controls resolves, but effects (such as the epic ability itself) can still put copies of spells onto the stack. [CompRules 2005/08/01] 502.45 - Enchant + 502.45a - Enchant is a static ability, written "Enchant [object or player]." The enchant ability restricts what an Aura spell can target and what an Aura can enchant. [CompRules 2007/05/01] 502.45b - For more information on Auras, see Rule 212.4, "Enchantments." [CompRules 2005/08/01] + 502.45c - If an Aura has multiple instances of enchant, all of them apply. The Aura's target must follow the restrictions from all the instances of enchant. The Aura can enchant only objects or players that match all of its enchant abilities. [CompRules 2007/05/01] + 502.45d - Auras that can enchant a player can target and be attached to players. Such Auras can't target permanents can can't be attached to permanents. [CompRules 2007/05/01] 502.46 - Convoke 502.46a - Convoke is a static ability that functions while the spell is on the stack. "Convoke" means "As an additional cost to play this spell, you may tap any number of untapped creatures you control. Each creature tapped this way reduces the cost to play this spell by {1} or by one mana of any of that creature's colors." Using the convoke ability follows the rules for paying additional costs in Rule 409.1b and Rule 4091f through Rule 409.1h. [CompRules 2006/10/01] Example: You play Guardian of Vitu-Ghazi, a spell with convoke that costs {6}{G}{W}. You announce that you're going to tap a colorless creature, a red creature, and a green-and-white creature to help pay for it. The colorless creature and the red creature each reduce the spell's cost by {1}. You choose whether the green-white creature reduces the spell's cost by {1}, {G}, or {W}. Then the creatures become tapped as you pay Guardian of Vitu-Ghazi's cost. [CompRules 2005/10/01] + 502.46b - Multiple instances of convoke on the same spell are redundant. [CompRules 2007/05/01] 502.46.Ruling.1 - Since the Convoke taps creatures as a cost, you cannot also tap that same creature for any ability (even a mana ability). For example, if you have a Llanowar Elves in play, it can be tapped for one green mana or tapped to pay the Convoke cost, but not both. [D'Angelo 2006/02/27] 502.47 - Dredge 502.47a - Dredge is a static ability that functions only while the card with dredge is in a player's graveyard. "Dredge N" means "As long as you have at least N cards in your library, if you would draw a card, you may instead put N cards from the top of your library into your graveyard and return this card from your graveyard to your hand." [CompRules 2005/10/01] 502.47b - A player with fewer cards in his or her library than the number required by a dredge ability can't put any of them into his or her graveyard this way. [CompRules 2005/10/01] 502.48 - Transmute 502.48a - Transmute is an activated ability that functions only while the card with transmute is in a player's hand. "Transmute [cost]" means "[Cost], Discard this card: Search your library for a card with the same converted mana cost as the discarded card, reveal that card, and put it into your hand. Then shuffle your library. Play this ability only any time you could play a sorcery." [CompRules 2005/10/01] 502.48b - Although the transmute ability is playable only if the card is in a player's hand, it continues to exist while the object is in play and in all other zones. Therefore objects with transmute will be affected by effects that depend on objects having one or more activated abilities. [CompRules 2005/10/01] 502.49 - Substance 502.49a - Substance is a static ability with no effect. [CompRules 2005/10/01] 502.50 - Bloodthirst 502.50a - Bloodthirst is a static ability. "Bloodthirst N" means "If an opponent was dealt damage this turn, this permanent comes into play with N +1/+1 counters on it." [CompRules 2006/02/01] 502.50b - "Bloodthirst X" is a special form of bloodthirst. "Bloodthirst X" means "This permanent comes into play with X +1/+1 counters on it, where X is the total damage your opponents have been dealt this turn." [CompRules 2006/02/01] 502.50c - If an object has multiple instances of bloodthirst, each applies separately. [CompRules 2006/02/01] 502.50.Ruling.1 - It doesn't matter how an opponent was dealt damage, or even who controlled the source of the damage. If your opponent was damaged by one of his or her own painlands, for example, a creature with bloodthirst you play later that turn will come into play with +1/+1 counters. [Guildpact FAQ 2005/12/22] 502.50.Ruling.2 - The permanents either come into play with the counters or they don't. They don't come into play small and then get the counters. [Guildpact FAQ 2005/12/22] 502.51 - Haunt 502.51a - Haunt is a triggered ability. "Haunt" on a permanent means "When this permanent is put into a graveyard from play, remove it from the game haunting target creature." "Haunt" on an instant or sorcery spell means "When this spell is put into a graveyard during its resolution, remove it from the game haunting target creature. [CompRules 2006/02/01] 502.51b - Cards that are in the removed-from-the-game zone as the result of a haunt ability "haunt" the creature targeted by that ability. The phrase "creature it haunts" refers to the object targeted by the haunt ability, regardless of whether or not that object is still a creature. [CompRules 2006/02/01] 502.51c - Triggered abilities of cards with haunt that refer to the haunted creature can trigger in the removed-from-game zone. [CompRules 2006/02/01] 502.51.Ruling.1 - If an instant or sorcery spell with haunt is countered, its haunt ability doesn't trigger. [Guildpact FAQ 2005/12/22] 502.51.Ruling.2 - Instants and sorceries with haunt have the same effect when they're played as when the haunted creature is put into a graveyard. Creatures with haunt have the same effect when they come into play as when the haunted creature is put into a graveyard. [Guildpact FAQ 2005/12/22] 502.51.Ruling.3 - You may haunt any creature in play, regardless of who controls it. [Guildpact FAQ 2005/12/22] 502.51.Ruling.4 - The same creature may be haunted by multiple cards. [Guildpact FAQ 2005/12/22] 502.51.Ruling.5 - The cards that are haunting a creature don't return from the removed-from-the-game zone when that creature leaves play. [Guildpact FAQ 2005/12/22] 502.51.Ruling.6 - If there are no legal targets for the haunt ability, the card with haunt stays in the graveyard rather than being removed from the game. [Guildpact FAQ 2005/12/22] 502.51.Ruling.7 - If a card with haunt is removed from the graveyard in response to its haunt ability triggering, the haunt ability will resolve. But since the card can't be removed from the game, it won't haunt the target creature. [Guildpact FAQ 2005/12/22] 502.51.Ruling.8 - The same applies for a token creature with haunt or a copy of an instant or sorcery spell with haunt. The haunt ability will trigger and target a creature in play, but the token or spell copy will have vanished from the graveyard by the time the ability resolves. It can't be removed from the game and won't haunt the targeted creature. [Guildpact FAQ 2005/12/22] 502.51.Ruling.9 - If a card that's haunting a creature leaves the removed-from-the-game zone due to a Wish (from the Judgment(TM) set), that card stops haunting that creature. [Guildpact FAQ 2005/12/22] 502.51.Ruling.10 - The source of an ability that triggers when a haunted creature is put into a graveyard is the card with haunt in the removed-from-the-game zone. The ability is controlled by the owner of that card. [Guildpact FAQ 2005/12/22] 502.51.Ruling.11 - If a creature with haunt controlled by Player A but owned by Player B is put into a graveyard, Player A controls the haunt triggered ability. That player chooses the target for the haunt ability and must remove the card from the game. However, when the haunted creature is put into a graveyard, Player B will control the triggered ability of the card in the removed-from-the-game zone and will make any choices it requires. [Guildpact FAQ 2005/12/22] 502.51.Ruling.12 - If a creature that has Haunt due to an effect (such as being a copy), when it goes to the graveyard, its Haunt ability will trigger, remove it from the game, and make it Haunt a target creature. The Haunt ability is lost when the creature left play, so it will not have any text saying that it does anything to the creature is haunting. As a result, it won't do anything other make that creature "haunted". [D'Angelo 2006/08/01] 502.52 - Replicate 502.52a - Replicate is a keyword that represents two abilities. The first is a static ability that functions while the spell is on the stack. The second is a triggered ability that functions while the spell is on the stack. "Replicate [cost]" means "As an additional cost to play this spell, you may pay [cost] any number of times" and "When you play this spell, if a replicate cost was paid for it, copy it for each time its replicate cost was paid. If the spell has any targets, you may choose new targets for any number of the copies." Paying a spell's replicate cost follows the rules for paying additional costs in Rule 409.1b and Rule 409.1f through Rule 409.1h. [Guildpact FAQ 2005/12/22] 502.52b - If a spell has multiple instances of replicate, each is paid separately and triggers based on the payments made for it, not any other instance of replicate. [Guildpact FAQ 2005/12/22] 502.52.Ruling.1 - Copies created with replicate will have replicate abilities themselves. However, since those copies aren't played, their replicate costs can't be paid and their replicate abilities won't trigger. [Guildpact FAQ 2005/12/22] 502.52.Ruling.2 - Each copy is separate. If one of them is countered (including the actual spell card), the rest remain on the stack. [Guildpact FAQ 2005/12/22] 502.52.Ruling.3 - If the replicate trigger is countered (by the Scourge(TM) spell Stifle, for example), no replicate copies will be created. The original spell will be unaffected. [Guildpact FAQ 2005/12/22] 502.52.Ruling.4 - Replicate is a complex ability from a timing perspective. When you pay the Replicate cost while playing a spell, it puts one copy of a triggered ability on the stack. If this ability is countered (as with Stifle), then it does not resolve. When the ability resolves, it will create the appropriate number of copies of the original spell and put all those copies on the stack as independent spells. These spells can be countered separately, but these spells were not played and do not trigger abilities that trigger on a spell being played. If the original spell is countered (as with a Counterspell), then the ability will use the last known information of the countered spell when it resolves and will still make the copies. [D'Angelo 2006/04/11] 502.53 - Forecast 502.53a - A forecast ability is a special kind of activated ability that can be played only from a player's hand. It's written "Forecast - [Activated ability]." [CompRules 2006/05/01] 502.53b - A forecast ability may be played only during the upkeep step of the card's owner and only once each turn. The controller of the forecast ability reveals the card with that ability from his or her hand as the ability is played. That player plays with that card revealed in his or her hand until the upkeep step ends or until it leaves the player's hand, whichever comes first. [CompRules 2006/05/01] 502.53.Ruling.1 - You can play more than one forecast ability during upkeep, but each card's forecast ability can only be played once each upkeep. [Dissension FAQ 2006/04/13] 502.53.Ruling.2 - If a player plays a forecast ability, then that card leaves the players hand, then it returns in the same upkeep, the forecast ability can be played again because it is considered to be a new object and not the same card. [Dissension FAQ 2006/04/13] 502.54 - Graft 502.54a - Graft represents both a static ability and a triggered ability. "Graft N" means "This permanent comes into play with N +1/+1 counters on it" and "Whenever another creature comes into play, if this permanent has a +1/+1 counter on it, you may move a +1/+1 counter from this permanent onto that creature." [CompRules 2007/02/01] 502.54b - If a creature has multiple instances of graft, each one works separately. [CompRules 2006/05/01] 502.54.Ruling.1 - When a creature comes into play, all Graft abilities will trigger separately. As each one resolves, its controller chooses whether or not to move a counter. [Dissension FAQ 2006/04/13] 502.54.Ruling.2 - The ability will still trigger even if the permanent with the Graft ability is not a creature. [Dissension FAQ 2006/04/13] 502.54.Ruling.3 - If a creature with Graft comes into play at the same time as another creature, the ability will trigger. [Dissension FAQ 2006/04/13] 502.54.Ruling.4 - Graft is not targeted, so you can move a counter onto a creature that cannot be targeted. [D'Angelo 2006/08/05] 502.55 - Recover 502.55a - Recover is a triggered ability that functions only while the card with recover is in a player's graveyard. "Recover [cost]" means "When a creature is put into your graveyard from play, you may pay [cost]. If you do, return this card from your graveyard to your hand. Otherwise, remove this card from the game." [CompRules 2006/07/15] 502.55.Ruling.1 - You get only one chance to use a card's recover ability. The first time the ability triggers on a creature going to your graveyard, you either end up with the card in your hand or it is removed from the game. [Coldsnap FAQ 2006/06/14] 502.55.Ruling.2 - If multiple creatures are put into your graveyard from play at the same time, the recover ability of a card already in your graveyard triggers that many times. Only the first one to resolve will cause the card to move somewhere. By the time any of the other triggers resolve, the card won't be in your graveyard anymore. You can still pay the recover cost, but nothing else will happen. [Coldsnap FAQ 2006/06/14] 502.55.Ruling.3 - If a creature with recover is put into your graveyard from play, it doesn't cause its own recover ability to trigger. Similarly, if another creature is put into your graveyard from play at the same time that a card with recover is put there, it won't cause that recover ability to trigger. [Coldsnap FAQ 2006/06/14] Note - Also see Rule G18.4, "Recover". 502.56 - Ripple 502.56a - Ripple is a triggered ability that functions while the card with ripple is on the stack. "Ripple N" means "When you play this spell, you may reveal the top N cards of your library, or, if there are fewer than N cards in your library, you may reveal all the cards in your library. If you reveal cards from your library this way, you may play any of those cards with the same name as this spell without paying their mana costs, then put all revealed cards not played this way on the bottom of your library in any order." [CompRules 2006/07/17] 502.56b - If a spell has multiple instances of ripple, each triggers separately. [CompRules 2006/07/15] 502.56.Ruling.1 - When you play a spell with ripple, the ripple ability will resolve before the spell does. This is because Ripple triggers when the spell goes on the stack and ends up on top of it on the stack. [Coldsnap FAQ 2006/06/14] 502.56.Ruling.2 - You are not required to play any spells with the same name, but if you don't play them they go on the bottom of your library with the other cards. [Coldsnap FAQ 2006/06/14] 502.56.Ruling.3 - For each revealed card you choose to play, follow all the normal steps for playing it, though you won't have to pay its mana cost. Any additional costs are paid as normal. All cards played this way go on the stack on top of the original spell, then all abilities that trigger when you play the new spells (including their ripple abilities) go on the stack on top of them. [Coldsnap FAQ 2006/06/14] Note - Also see Rule G18.17, "Ripple". 502.57 - Flash 502.57a - Flash is a static ability that functions in any zone from which you could play the card it's on. "Flash" means "You may play this card any time you could play an instant." [CompRules 2006/10/01] 502.57b - Multiple instances of flash on the same object are redundant. [CompRules 2006/10/01] Note - Also see Rule G6.8, "Flash". 502.58 - Split Second 502.58a Split second is a static ability that functions only while the spell with split second is on the stack. "Split second" means "As long as this spell is on the stack, players can't play other spells or abilities that aren't mana abilities." 502.58b - Multiple instances of split second on the same spell are redundant. [CompRules 2006/10/01] 502.58.Ruling.1 - Players still get priority while a card with Split Second is on the stack, but they cannot do as much with priority. [Time Spiral FAQ 2006/08/30] 502.58.Ruling.2 - Does not prevent triggered abilities from triggering and being put on the stack. [Time Spiral FAQ 2006/08/30] 502.58.Ruling.3 - Does not prevent players from performing special actions, such as turning a face down card face up. [Time Spiral FAQ 2006/08/30] 502.58.Ruling.4 - If the resolution of a triggered ability involves playing a spell, that part of the effect won't work. [Time Spiral FAQ 2006/08/30] Note - Also see Rule G19.25, "Split Second". 502.59 - Suspend 502.59a - Suspend is a keyword that represents three abilities. The first is a static ability that functions while the card with suspend is in a player's hand. The second and third are triggered abilities that function in the removed-from-the-game zone. "Suspend N-[cost]" means "If you could play this card from your hand, you may pay [cost] and remove it from the game with N time counters on it. This action doesn't use the stack," and "At the beginning of your upkeep, if this card is suspended, remove a time counter from it," and "When the last time counter is removed from this card, if it's removed from the game, play it without paying its mana cost if able. If you can't, it remains removed from the game. If you play a creature spell this way, it gains haste until you lose control of the spell or the permanent it becomes." [CompRules 2006/10/01] 502.59b - A card is "suspended" if it's in the removed-from-the-game zone, has suspend, and has a time counter on it. [CompRules 2006/10/01] 502.59c - Playing a spell as an effect of its suspend ability follows the rules for paying alternative costs in Rule 409.1b and Rule 409.1f through Rule 409.1h. [CompRules 2006/10/01] 502.59.Ruling.1 - The phrase "if you could play this card from your hand" checks only for timing restrictions and permissions. This includes both what's inherent in the card's type (for example, if the card with suspend is a creature, it must be your main phase and the stack must be empty) and what's imposed by other abilities, such as flash or Meddling Mage's ability. Whether you could actually follow all steps in playing the card is irrelevant. If the card is impossible to play due to a lack of legal targets or an unpayable mana cost, for example, it may still be removed from the game with suspend. [Time Spiral FAQ 2006/08/30] 502.59.Ruling.2 - If the second triggered ability of suspend resolves, the card's owner must play the spell if possible, even if that player doesn't want to. Normal timing considerations for the spell are ignored (for example, if the suspended card is a creature and this ability resolves during your upkeep, you're able to play the card), but other play restrictions are not ignored. [Time Spiral FAQ 2006/08/30] 502.59.Ruling.3 - The action of removing a card from the game using Suspend is a special action that does not use the stack and cannot be responded to. [Time Spiral FAQ 2006/08/30] 502.59.Ruling.4 - If the second triggered ability of Suspend is countered, the card can't be played. It remains in the removed-from-the-game zone without any time counters on it, and it is no longer considered suspended. [Time Spiral FAQ 2006/08/30] 502.59.Ruling.5 - When playing the spell and it has an additional cost, you must pay that cost if possible. [Time Spiral FAQ 2006/08/30] 502.59.Ruling.6 - If the spell cannot be played due to lack of legal targets or other restrictions, it stays in the removed-from-the-game zone and is no longer considered suspended. [Time Spiral FAQ 2006/08/30] 502.59.Ruling.7 - Both Vanishing and Suspend use time counters. These are the same counters and effects that deal with time counters affect both of these. [Planar Chaos FAQ 2006/12/13] 502.59.Ruling.8 - If the card is "Suspend X", then you choose the value of X when suspending the spell and all X's on the card have that value. [Planar Chaos FAQ 2006/12/13] Note - Also see Rule G19.41, "Suspend". 502.60 - Vanishing 502.60a - Vanishing is a keyword that represents three abilities. "Vanishing N" means "This permanent comes into play with N time counters on it," "At the beginning of your upkeep, if this permanent has a time counter on it, remove a time counter from it," and "When the last time counter is removed from this permanent, sacrifice it." [Planar Chaos FAQ 2006/12/13] 502.60b - Vanishing without a number means "At the beginning of your upkeep, if this permanent has a time counter on it, remove a time counter from it" and "When the last time counter is removed from this permanent, sacrifice it." [Planar Chaos FAQ 2006/12/13] 502.60c - If a permanent has multiple instances of vanishing, each works separately. [Planar Chaos FAQ 2006/12/13] 502.60.Ruling.1 - Both Vanishing and Suspend use time counters. These are the same counters and effects that deal with time counters affect both of these. [Planar Chaos FAQ 2006/12/13] 502.60.Ruling.2 - The vanishing rules include an "intervening 'if' clause" that stops the counter-removing ability from triggering if there are no time counters on the permanent. [Planar Chaos FAQ 2006/12/13] 502.60.Ruling.3 - If the last time counter is removed from a permanent with Vanishing and the sacrifice ability is countered, that permanent will remain in play indefinitely with no time counters on it. Neither of Vanishing's two triggered abilities can possibly trigger again. [Planar Chaos FAQ 2006/12/13] 502.60.Ruling.4 - If a permanent without time counters on it that's already in play becomes a copy of a permanent with vanishing, it will stay in play indefinitely. If a permanent with one or more time counters on it that's already in play becomes a copy of a permanent with vanishing, it will vanish as normal. [Planar Chaos FAQ 2006/12/13] 502.61 - Absorb + 502.61a - Absorb is a static ability. "Absorb N" means "If a source would deal damage to this creature, prevent N of that damage." [CompRules 2007/05/01] + 502.61b - Each absorb ability can prevent only N damage from any one source at any one time. It will apply separately to damage from other sources, or to damage dealt by the same source at a different time. [CompRules 2007/05/01] + 502.61c - If an object has multiple instances of absorb, each applies separately. [CompRules 2007/05/01] 502.62 - Aura Swap + 502.62a - Aura swap is an activated ability of some Aura cards. "Aura swap [cost]" means "[Cost]: You may exchange this permanent with an Aura card in your hand." [CompRules 2007/05/01] + 502.62b - If either half of the exchange can't be completed, the ability has no effect. [CompRules 2007/05/01] Example: You play the aura swap ability of an Aura. The only Aura card in your hand can't enchant the permanent that's enchanted by the Aura with aura swap. The ability has no effect. [CompRules 2007/05/01] Example: You play the aura swap ability of an Aura that you control but you don't own. The ability has no effect. [CompRules 2007/05/01] 502.63 - Deathtouch + 502.63a - Deathtouch is a triggered ability. "Deathtouch" means "Whenever this permanent deals damage to a creature, destroy that creature." [CompRules 2007/05/01] + 502.63b - If a permanent has multiple instances of deathtouch, each triggers separately. [CompRules 2007/05/01] 502.64 - Delve + 502.64a - Delve is a static ability that functions while the spell that has it is on the stack. "Delve" means "As an additional cost to play this spell, you may remove any number of cards in your graveyard from the game. Each card removed this way reduces the cost to play this spell by {1}." Using the delve ability follows the rules for paying additional costs in Rule 409.1b and Rule 409.1f through Rule 409.1h. [CompRules 2007/05/01] + 502.64b - Multiple instances of delve on the same spell are redundant. [CompRules 2007/05/01] 502.65 - Fortify + 502.65a - Fortify is an activated ability of Fortification cards. "Fortify [cost]" means "[Cost]: Attach this Fortification to target land you control. Play this ability only any time you could play a sorcery." [CompRules 2007/05/01] + 502.65b - For more information about Fortifications, see Rule 212.2, "Artifacts." [CompRules 2007/05/01] + 502.65c - If a Fortification has multiple instances of fortify, any of its fortify abilities may be used. [CompRules 2007/05/01] 502.66 - Frenzy + 502.66a - Frenzy is a triggered ability. "Frenzy N" means "Whenever this creature attacks and isn't blocked, it gets +N/+0 until end of turn." [CompRules 2007/05/01] + 502.66b - If a creature has multiple instances of frenzy, each triggers separately. [CompRules 2007/05/01] 502.67 - Gravestorm + 502.67a - Gravestorm is a triggered ability that functions on the stack. "Gravestorm" means "When you play this spell, put a copy of it onto the stack for each permanent that was put into a graveyard from play this turn. If the spell has any targets, you may choose new targets for any of the copies." [CompRules 2007/05/01] + 502.67b - If a spell has multiple instances of gravestorm, each triggers separately. [CompRules 2007/05/01] 502.68 - Lifelink + 502.68a - Lifelink is a triggered ability. "Lifelink" means "Whenever this permanent deals damage, you gain that much life." [CompRules 2007/05/01] + 502.68b - If a permanent has multiple instances of lifelink, each triggers separately. [CompRules 2007/05/01] + 502.68.Ruling.1 - If the permanent deals 3 damage to a 1/1 creature, it still deals 3 damage even though it only has a toughnes of 1, and you gain 3 life. [D'Angelo 2007/05/15] 502.69 - Poisonous + 502.69a - Poisonous is a triggered ability. "Poisonous N" means "Whenever this creature deals combat damage to a player, that player gets N poison counters." (For information about poison counters, see Rule 102.3d.) [CompRules 2007/05/01] + 502.69b - If a creature has multiple instances of poisonous, each triggers separately. [CompRules 2007/05/01] 502.70 - Reach + 502.70a - Reach is a static ability. [CompRules 2007/05/01] + 502.70b - A creature with flying can't be blocked except by creatures with flying and/or reach. (See Rule 309, "Declare Blockers Step" and Rule 502.4, "Flying.") [CompRules 2007/05/01] + 502.70c - Multiple instances of reach on the same creature are redundant. [CompRules 2007/05/01] 502.71 - Transfigure + 502.71a - Transfigure is an activated ability. "Transfigure [cost]" means "[Cost], Sacrifice this permanent: Search your library for a creature card with the same converted mana cost as this permanent and put it into play. Then shuffle your library. Play this ability only any time you could play a sorcery." [CompRules 2007/05/01] 503 - Copying Objects + 503.1 - Some objects become or turn another object into a "copy" of a spell, permanent, or card. Some effects put a token into play as a copy of another object. (Certain older cards were printed with the phrase "search for a copy." This section doesn't cover those cards, which have received new text in the Oracle card reference.) [CompRules 2007/05/01] + 503.2 - When copying an object, the copy acquires the copiable values of the original object's characteristics (name, mana cost, color, type, supertype, subtype, expansion symbol, rules text, power, and toughness) and, for an object on the stack, choices made when playing it (mode, targets, the value of X, whether a kicker cost was paid, how it will affect multiple targets, and so on). The "copiable values" are the values that are printed on the object, as modified by other copy effects, by "as . . . comes into play" and "as . . . is turned face up" abilities that set characteristics, and by abilities that caused the object to be face down. Other effects (including type-changing and text-changing effects), status, and counters are not copied. [CompRules 2007/05/01] Example: Chimeric Staff is an artifact that reads "{X}: Chimeric Staff becomes an X/X artifact creature until end of turn." Clone is a creature that reads, "As Clone comes into play, you may choose a creature in play. If you do, Clone comes into play as a copy of that creature." After a Staff has become a 5/5 artifact creature, a Clone comes into play as a copy of it. The Clone is an artifact, not a 5/5 artifact creature. (The copy has the Staff's ability, however, and will become a creature if that ability is activated.) [CompRules 2003/07/01] Example: Clone comes into play as a copy of a face-down Grinning Demon (a creature with morph {2}{B}{B}). The Clone is a colorless 2/2 creature with no name, no types, no abilities, and no mana cost. It will still be face up. Its controller can't pay {2}{B}{B} to turn it face up. [CompRules 2006/05/01] 503.3 - The copy's copiable values become the copied information, as modified by the copy's status. Objects that copy the object will use the new copiable values. [CompRules 2006/05/01] Example: Vesuvan Doppelganger reads, "As Vesuvan Doppelganger comes into play, you may choose a creature in play. If you do, Vesuvan Doppelganger comes into play as a copy of that creature except for its color and gains 'At the beginning of your upkeep, you may have this creature become a copy of target creature except for its color. If you do, this creature gains this ability.'" A Vesuvan Doppelganger comes into play as a copy of Grizzly Bears (a 2/2 green creature with no abilities). Then, a Clone comes into play as a copy of the Doppelganger. The Clone is a 2/2 blue Bear named Grizzly Bears that has the Doppelganger's upkeep-triggered ability. [CompRules 2003/10/01] Example: Tomoya the Revealer (a flipped flip card) becomes a copy of Nezumi Shortfang (an unflipped flip card). Tomoya's characteristics become the characteristics of Stabwhisker the Odious, which is the flipped version of Nezumi Shortfang. [CompRules 2006/05/01] Example: A face-down Grinning Demon (a creature with morph) becomes a copy of a face-up Branchsnap Lorian (a 4/1 green creature with trample and morph {G}). The Demon's characteristics become the characteristics of Branchsnap Lorian. However, since the creature is face down, it remains a 2/2 colorless creature with no name, types, or abilities, and no mana cost. It can be turned face up for {G}. If it's turned face up, it will have the characteristics of Branchsnap Lorian. [CompRules 2006/05/01] Example: A face-down Grinning Demon (a creature with morph) becomes a copy of Wandering Ones (a 1/1 blue Spirit creature that doesn't have morph). It will be a face-down Wandering Ones. It remains a 2/2 colorless creature with no name, types, or abilities, and no mana cost. Its controller can't turn it face up as a special action. If an effect turns it face up, it will have the characteristics of Wandering Ones. [CompRules 2006/05/01] 503.4 - Some effects cause a permanent that's copying a permanent to copy a different permanent while remaining in play. The change doesn't trigger comes-into-play or leaves-play abilities. This also doesn't change any noncopy effects presently affecting the permanent. [CompRules 2003/07/01] Example: Unstable Shapeshifter reads, "Whenever a creature comes into play, Unstable Shapeshifter becomes a copy of that creature and gains this ability." A Shapeshifter is affected by Giant Growth, which reads "Target creature gets +3/+3 until end of turn." If a creature comes into play later this turn, the Shapeshifter will become a copy of that creature, but it will still get +3/+3 from the Giant Growth. [CompRules 2003/07/01] 503.5 - An object that comes into play "as a copy" of another permanent becomes a copy as it comes into play. It doesn't come into play, and then become a copy of that permanent. If the text that's being copied includes any abilities that replace the comes-into-play event (such as "comes into play with" or "as [this] comes into play" abilities), those abilities will take effect. Also, any comes-into-play triggered abilities of the copy will have a chance to trigger. [CompRules 2003/07/01] Example: Skyshroud Behemoth reads, "Fading 2 (This creature comes into play with two fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)" and "Skyshroud Behemoth comes into play tapped." A Clone that comes into play as a copy of a Skyshroud Behemoth will also come into play tapped with two fade counters on it. [CompRules 2007/02/01] Example: Striped Bears reads, "When Striped Bears comes into play, draw a card." A Clone comes into play as a copy of Striped Bears. The Clone has the Bears' comes-into-play triggered ability, so the Clone's controller draws a card. [CompRules 2003/07/01] 503.6 - When copying a permanent, any choices that have been made for that permanent aren't copied. Instead, if an object comes into play as a copy of another permanent, the object's controller will get to make any "as comes into play" choices for it. Example: A Clone comes into play as a copy of Chameleon Spirit. Chameleon Spirit reads, in part, "As Chameleon Spirit comes into play, choose a color." The Clone won't copy the color choice of the Spirit; rather, the controller of the Clone will get to make a new choice. [CompRules 2003/07/01] 503.7 - Because any choices that have been made for a permanent aren't copied, sometimes a copy card will gain an ability that refers to a choice that was never made. In that case, the choice is considered to be "undefined." If an ability refers to an undefined choice, that part of the ability has no effect. [CompRules 2007/02/01] Example: Voice of All comes into play and Unstable Shapeshifter copies it. Voice of All reads, in part, "As Voice of All comes into play, choose a color." and "Voice of All has protection from the chosen color." Unstable Shapeshifter never got a chance to choose a color, because it didn't come into play as a Voice of All card, so the Shapeshifter's protection ability doesn't protect it from anything at all. [CompRules 2007/02/01 503.8 - If an ability causes a player to make a choice as a copy comes into play, the copy will "remember" that choice and continue to use it for its abilities if appropriate. If the choice is not appropriate, it is considered to be "undefined." If an ability refers to an undefined choice, that part of the ability has no effect. [CompRules 2007/02/01] Example: A Vesuvan Doppelganger comes into play as a copy of Chameleon Spirit, and the Doppelganger's controller chooses blue. Later, the Doppelganger copies Quirion Elves. The Elves has the ability, "{Tap}: Add one mana of the chosen color to your mana pool." If the mana ability of the Doppelganger is played, it will produce blue mana. [CompRules 2003/07/01] Example: A Vesuvan Doppelganger comes into play as a copy of Caller of the Hunt. Caller of the Hunt reads, in part, "As Caller of the Hunt comes into play, choose a creature type." The Doppelganger's controller chooses Goblin. Later, the Doppelganger copies Quirion Elves. If the mana ability of the Doppelganger is played, it will fail to produce any mana. It won't produce Goblin mana. [CompRules 2003/07/01] 503.9 - Some copy effects give an ability to the copy as part of the copying process. This ability becomes part of the copiable values for the copy, along with any other abilities that were copied. Also, some copy effects specifically state that they don't copy certain characteristics; they retain their original values instead. [CompRules 2003/07/01] Example: Quirion Elves comes into play and an Unstable Shapeshifter copies it. The copiable values of the Shapeshifter now match those of the Elves, except that the Shapeshifter also has the ability "Whenever a creature comes into play, Unstable Shapeshifter becomes a copy of that creature and gains this ability." Then a Clone comes into play as a copy of the Unstable Shapeshifter. The Clone copies the new copiable values of the Shapeshifter, including the ability that the Shapeshifter gave itself when it copied the Elves. [CompRules 2003/10/01] 503.10 - To copy a spell means to put a copy of the spell onto the stack; a copy of a spell isn't "played." In addition to copying the characteristics of the spell, all decisions made when the spell was played are copied. These include mode, targets, the value of X, and optional additional costs such as buyback. (See Rule 409, "Playing Spells and Activated Abilities.") Choices that are normally made on resolution are not copied. If an effect of the copy refers to objects used to pay its costs, it uses the objects used to pay the costs of the original spell. A copy of a spell is controlled by the player who put it on the stack. A copy of a spell is itself a spell, but it has no spell card associated with it. It works just like a normal spell: it can be countered or it can resolve, and it uses the same timing rules as normal spells. [CompRules 2006/02/01] Example: A player plays Fork, targeting an Emerald Charm. Fork reads, "Put a copy of target instant or sorcery spell onto the stack, except that it copies Fork's color and you may choose new targets for the copy." Emerald Charm reads, "Choose one - Untap target permanent; or destroy target non-Aura enchantment; or target creature loses flying until end of turn." When the Fork resolves, it puts a copy of the Emerald Charm on the stack. The copy has the same mode that was chosen for the original Emerald Charm. It does not necessarily have the same target, but only because Fork allows choosing of new targets. [CompRules 2005/08/01] Example: Fling is an instant that reads, "As an additional cost to play Fling, sacrifice a creature." and "Fling deals damage equal to the sacrificed creature's power to target creature or player." When determining how much damage a copy of Fling deals, it checks the power of the creature sacrificed to pay for the original Fling. [CompRules 2007/02/01] 503.10a - A copy of a spell in a zone other than the stack ceases to exist. A copy of a card in any zone other than the stack or the in-play zone ceases to exist. This is a state-based effect. See Rule 420. [CompRules 2005/08/01] 503.10b - Some effects copy a spell and state that its controller may choose new targets for the copy. The player may leave any number of the targets unchanged, even if those targets would be illegal. If the player chooses to change some or all of the targets, the new targets must be legal. Once the player has decided what the copy's targets will be, the copy is put onto the stack with those targets. [CompRules 2007/02/01] 503.11 - If an effect refers to a permanent by name, the effect still tracks that permanent even if it changes names or becomes a copy of something else. Example: An Unstable Shapeshifter copies a Crazed Armodon. Crazed Armodon reads, "{G}: Crazed Armodon gets +3/+0 and gains trample until end of turn. Destroy Crazed Armodon at end of turn. Play this ability only once each turn." If this activated ability of the Shapeshifter is played, the Shapeshifter will be destroyed at end of turn, even if it's no longer a copy of Crazed Armodon at that time. [CompRules 2003/07/01] 503.12 - An effect that instructs a player to "play a copy" of an object follows the rules for playing spells and abilities, except that the copy is played while another spell or ability is resolving. Playing a copy of a nonland object follows steps in Rule 409.1a through Rule 409.1h, "Playing Spells and Activated Abilities," then the copy becomes played. The played copy is a spell on the stack, and just like any other spell it can resolve or be countered. [CompRules 2003/10/01] 504 - Face-Down Spells and Permanents 504.1 - Two cards (Illusionary Mask and Ixidron) and the morph ability (see Rule 502.26) allow spells and permanents to be face down. [CompRules 2006/10/01] + 504.2 - Face-down spells on the stack, face-down permanents in play, and face-down cards in the phased-out zone have no characteristics other than those listed by the ability or rules that allowed the card, spell, or permanent to be turned face down. Any listed characteristics are the copiable values of that object's characteristics. (See Rule 418.5, "Interaction of Continuous Effects," and Rule 503, "Copying Objects.") Objects that are put into play face down are turned face down before they come into play, so the permanent's comes-into-play abilities won't trigger (if triggered) or have any effect (if static). Objects that are played face down are turned face down before they are put onto the stack, so effects that care about the characteristics of a spell will see only the face-down spell's characteristics. Any effects or prohibitions that would apply to playing an object with these characteristics (and not the face-up object's characteristics) are applied to playing this object. [CompRules 2007/05/01] 504.3 - At any time, you may look at a face-down spell you control on the stack, a face-down permanent you control, or a face-down card in the phased-out zone you controlled when it phased out. You can't look at face-down cards in any other zone, face-down spells or permanents controlled by another player, or face-down cards in the phased-out zone last controlled by another player. The ability or rules that allow a permanent to be face down may also allow the permanent's controller to turn it face up. Spells normally can't be turned face up. [CompRules 2005/08/01] 504.4 - If you control multiple face-down spells on the stack or face-down permanents in play, you must ensure at all times that your face-down spells and permanents can be easily differentiated from each other. This includes, but is not limited to, knowing the order spells were played, the order that face-down permanents came into play, which creature attacked last turn, and any other differences between face-down spells or permanents. Common methods for distinguishing between face-down objects include using counters or dice to mark the different objects, or clearly placing those objects in order on the table. [CompRules 2003/07/01] 504.5 - As a face-down permanent is turned face up, its copiable values revert to its normal copiable values. Any effects that have been applied to the face-down permanent still apply to the face-up permanent. Any abilities relating to the permanent coming into play don't trigger and don't have any effect, because the permanent has already come into play. [CompRules 2003/07/01] 504.6 - If a face-down permanent moves from the in-play zone to any zone other than the phased-out zone, its owner must reveal it to all players as he or she moves it. If a phased-out face-down object moves to any zone other than the in-play zone, its owner must reveal it as he or she moves it. If a face-down spell moves from the stack to any zone other than the in-play zone, its owner must reveal it to all players as he or she moves it. At the end of each game, all face-down objects in play, in the phased-out zone, or on the stack must be revealed to all players. [CompRules 2003/07/01] 504.7 - If a face-down permanent becomes a copy of another permanent, its copiable values become the copiable values of that permanent, as modified by its face-down status. Its characteristics therefore remain the same: the characteristics listed by the ability or rules that allowed it to be turned face down. However, if it is turned face up, its copiable values become the values it copied from the other permanent. [CompRules 2006/05/01] 504.8 - If a face-down permanent would have an "As [this permanent] is turned face up ..." ability after it's turned face up, that ability is applied while that permanent is being turned face up, not afterward. [CompRules 2006/10/01] 505 - Split Cards 505.1 - Split cards have two card faces on a single card. The back of a split card is the normal Magic: The Gathering card back. [CompRules 2003/07/01] 505.2 - In every zone except the stack, split cards have two sets of characteristics and two converted mana costs. As long as a split card is a spell on the stack, only the characteristics of the half being played exist. The other half's characteristics are treated as though they didn't exist. [CompRules 2006/07/15] 505.3 - Each split card that consists of two halves with different colored mana symbols in their mana costs is a multicolored card while it's not a spell on the stack. While it's a spell on the stack, it's only the color or colors of the half being played. [CompRules 2007/02/01] 505.4 - Although split cards have two playable halves, each split card is only one card. For example, a player who has drawn or discarded a split card has drawn or discarded one card, not two. [CompRules 2003/07/01] 505.5 - An effect that asks for a particular characteristic of a split card while it's in a zone other than the stack gets two answers (one for each of the split card's two halves.) [CompRules 2006/07/15] Example: Infernal Genesis has an ability that reads, "At the beginning of each player's upkeep, that player puts the top card from his or her library into his or her graveyard. He or she then puts X 1/1 black Minion creature tokens into play, where X is that card's converted mana cost." If the top card of your library is Assault (Assault/Battery) when this ability resolves, the game sees its converted mana cost as "1, and 4." You get five creature tokens. [CompRules 2006/05/01] 505.6 - An effect that performs a positive comparison (such as asking if a card is red) or a relative comparison (such as asking if a card's converted mana cost is less than 2) involving characteristics of one or more split cards in any zone other than the stack gets only one answer. This answer is "yes" if either side of each split card in the comparison would return a "yes" answer if compared individually. [CompRules 2006/10/01] If an effect performs a comparison involving multiple characteristics of one or more split cards in any zone other than the stack, each characteristic is compared separately. If each of the individual comparisons would return a "yes" answer, the whole comparison returns a "yes" answer. [CompRules 2006/10/01] An effect that performs a negative comparison (such as asking if cards have different names) involving characteristics of one or more split cards in any zone other than the stack also gets only one answer. This answer is "yes" if performing the analogous positive comparison would return a "no" answer. [CompRules 2007/02/01] Example: Void reads, "Choose a number. Destroy all artifacts and creatures with converted mana cost equal to that number. Then target player reveals his or her hand and discards all nonland cards with converted mana cost equal to the number." If a player plays Void and chooses 1, his or her opponent would discard Assault (Assault/Battery) because the game sees its converted mana cost as "1, and 4." The same is true if the player chooses 4. If the player chooses 5, however, Assault/Battery would be unaffected. [CompRules 2006/05/01] 505.7 - If an effect instructs a player to name a card and the player wants to name a split card, the player must name both halves of the split card. [CompRules 2003/07/01] 506 - Subgames 506.1 - Some cards allow players to play a Magic subgame. A "subgame" is the game created by the card's effect. The "main game" is the game in which the spell or ability that created the subgame was played. The main game is temporarily discontinued while the subgame is in progress. It resumes when the subgame ends. [CompRules 2006/10/01] 506.2 - Any main-game abilities that trigger while the subgame is in progress aren't put onto the stack until the subgame is completed. [CompRules 2003/07/01] 506.3 - To start the subgame, each player removes his or her library from the game face down. It becomes that player's deck in the subgame. Abilities that trigger on cards being removed from the main game face down will trigger. [CompRules 2003/07/01] 506.3 - A player's deck in the subgame may have less than the minimum number of cards. If a player's deck contains less than seven cards, the player will lose the game as soon as it starts, even if he or she mulligans. (See Rule 420, "State-Based Effects.") [CompRules 2003/07/01] 506.4 - The subgame proceeds like a normal game. Randomly determine which player goes first. [CompRules 2003/07/01] 506.5 - All objects in the main game and all cards outside the main game are considered outside the subgame (except those specifically brought into the subgame). All players not currently in the subgame are considered outside the subgame. [CompRules 2005/08/01] 506.5a - Some effects can bring cards into a game from outside of it. Cards brought into a subgame from a main game are considered to be removed from the main game. Abilities in the main game that trigger on objects being removed from the main game will trigger. [CompRules 2003/07/01] 506.6 - At the end of a subgame, each player puts all objects he or she owns that were brought into the subgame into his or her library in the main game, then shuffles that library. Cards removed from the game in the subgame are not put into the player's main-game library. Instead they remain removed from the game in the main game. [CompRules 2005/08/01] Example: If a card was brought into the subgame either from the main game or from outside the main game, that card will be put into its owner's main-game library when the subgame ends. [CompRules 2003/07/01] 506.7 - If another subgame is created during a subgame, there can be multiple subgames and main games. Each main game has one subgame, and each subgame has one main game. In this case, some games will be considered both a main game and a subgame at the same time. [CompRules 2003/07/01] 507 - Controlling Another Player's Turn 507.1 - One card (Mindslaver) allows a player's turn to be controlled by another player. This effect applies to the next turn that the affected player actually takes. The entire turn is controlled; the effect doesn't end until the beginning of the next turn. [CompRules 2003/10/01] 507.1a - Multiple turn-controlling effects that affect the same player overwrite each other. The last one to be created is the one that works. [CompRules 2003/10/01] 507.1b - If a turn is skipped, any pending turn-controlling effects wait until the player who would be affected actually takes a turn. [CompRules 2003/10/01] 507.1c - Only the control of the turn changes. All objects are controlled by their normal controllers. [CompRules 2003/10/01] 507.2 - If information about an object would be visible to the player whose turn is controlled, it's visible to both that player and the controller of the turn. [CompRules 2003/10/01] Example: The controller of a player's turn can see that player's hand and the identity of any face-down creatures he or she controls. [CompRules 2003/10/01] 507.3 - The controller of another player's turn makes all choices and decisions that player is allowed to make or is told to make during that turn by the rules or by any objects. This includes choices and decisions about what to play, and choices and decisions called for by spells and abilities. [CompRules 2003/10/01] Example: The controller of the turn decides which spells to play and what those spells target, and makes any required decisions when those spells resolve. [CompRules 2003/10/01] Example: The controller of the turn decides which of the player's creatures attack, and how those creatures assign their combat damage. [CompRules 2003/10/01] Example: The controller of the turn decides which card the player chooses from outside the game with one of the Judgment(TM) Wishes. The player can't choose a card of the wrong type. [CompRules 2003/10/01] 507.3a - The controller of another player's turn can use only that player's resources (cards, mana, and so on) to pay costs for that player. [CompRules 2003/10/01] Example: If the controller of the turn decides that the player will play a spell with an additional cost of discarding cards, the cards are discarded from the player's hand. [CompRules 2004/10/01] 507.3b - The controller of another player's turn can't make that player concede. A player may concede the game at any time, even if his or her turn is controlled by another player. See Rule 102.3a. [CompRules 2005/08/01] 507.3c - The controller of another player's turn can't make choices or decisions for that player that aren't called for by the rules or by any objects. The controller also can't make any choices or decisions for the player that would be called for by the tournament rules. [CompRules 2005/08/01] Example: The player whose turn it is still chooses whether he or she leaves to visit the restroom, trades a card to someone else, takes an intentional draw, or calls a judge about an error or infraction. [CompRules 2003/10/01] 507.3d - A player who controls another player's turn also continues to make his or her own choices and decisions. [CompRules 2003/10/01] 507.4 - A player doesn't lose life due to mana burn while another player controls his or her turn. (Unused mana in players' mana pools is still lost when a phase ends. See Rule 300.3.) [CompRules 2003/10/01] 508 - Flip Cards 508.1 - 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's normal characteristics. Additional alternative characteristics appear upside down on the card. The back of a flip card is the normal Magic: The Gathering card back. [CompRules 2005/02/01] 508.1a - The top half of a flip card contains the card's normal name, text box, type line, power, and toughness. The text box usually contains an ability that causes the permanent to "flip" if certain conditions are met. [CompRules 2004/10/01] 508.1b - The bottom half of a flip card contains an alternative name, text box, type line, power, and toughness. These characteristics are used only if the permanent is in play and only if the permanent is flipped. [CompRules 2006/05/01] 508.1c - A flip card's color, mana cost, expansion symbol, illustration credit, and legal text don't change if the permanent is flipped. Also, any changes to it by external effects will still apply. [CompRules 2006/05/01] 508.2 - In every zone other than the in-play zone, and also in the in-play zone before the permanent flips, a flip card has only the normal characteristics of the permanent. Once the flip permanent in the in-play zone is flipped, the normal name, text box, type line, power, and toughness of the flip permanent don't apply and the alternative versions of those characteristics apply instead. [CompRules 2006/05/01] Example: Akki Lavarunner is a nonlegendary creature that flips into a legendary creature named Tok-Tok, Volcano Born. An effect that says "search for library for a legendary card" can't find this flip card. An effect that says "legendary creatures get +2/+2" doesn't affect Akki Lavarunner, but it does affect Tok-Tok. [CompRules 2005/02/01] 508.3 - If you control a flip permanent, you must ensure that it's clear at all times whether the permanent is flipped or not, both when it's untapped and when it's tapped. Common methods for distinguishing between flipped and unflipped permanents include using coins or dice to mark flipped objects. [CompRules 2006/05/01] 508.4 - Flipping a permanent is a one-way process. Once a permanent is flipped, it's impossible to flip the permanent back again. However, if a flipped permanent leaves play, it forgets its previous existence. [CompRules 2006/05/01] 509 - Ending the Turn 509.1 - One card (Time Stop) ends the turn when it resolves. When an effect ends the turn, follow these steps in order, as they differ from the normal process for resolving spells and abilities (see Rule 413, "Resolving Spells and Abilities"). [CompRules 2005/08/01] 509.1a - Remove every object on the stack from the game. Remove all attacking and blocking creatures, if any, from combat. All objects not in play or on the stack that aren't represented by cards will cease to exist the next time state-based effects are checked (see Rule 420, "State-Based Effects). [CompRules 2004/10/01] 509.1b - Check state-based effects. No player gets priority, and no triggered abilities are put onto the stack. [CompRules 2004/10/01] 509.1c - The current phase and/or step ends. The game skips straight to the cleanup step. Skip any phases or steps between this phase or step and the cleanup step. [CompRules 2004/10/01] 509.2 - No player gets priority during this process, so triggered abilities are not put onto the stack. If any triggered abilities have triggered between the spell or ability resolving and the cleanup step ending, there's a chance to play spells and abilities in the cleanup step. Then there will be another cleanup step before the turn finally ends (see Rule 314.3). [CompRules 2005/08/01] 509.3 - Even though the turn ends, "at end of turn" triggered abilities don't trigger because the end of turn step is skipped. [CompRules 2004/10/01] 509.Ruling.1 - Note that all of this applies when Time Stop resolves, not when it is played (announced and placed on the stack). [D'Angelo 2005/10/01] 510 - Status 510.1 - A permanent's "status" is its physical state. There are three status categories, each of which has two possible values: tapped/untapped, flipped/unflipped, and face up/face down. Each permanent always has one of these values for each of these categories. [CompRules 2006/05/01] 510.2 - Status is not a characteristic, though it may affect a permanent's characteristics. [CompRules 2006/05/01] 510.3 - Permanents come into play untapped, unflipped, and face up unless a spell or ability says otherwise. [CompRules 2006/05/01] 510.4 - A permanent retains its status until a spell, ability, or game action changes it, even if that status is not relevant to it. [CompRules 2006/05/01] Example: Dimir Doppelganger says "{1}{U}{B}: Remove target creature card in a graveyard from the game. Dimir Doppelganger becomes a copy of that card and gains this ability." It becomes a copy of Jushi Apprentice, a flip card. Through use of Jushi Apprentice's ability, this creature flips, making it a copy of Tomoya the Revealer with the Dimir Doppelganger ability. If this permanent then becomes a copy of Grizzly Bears, it will retain its flipped status even though that has no relevance to Grizzly Bears. If its copy ability is activated again, this time targeting a Nezumi Shortfang card (another flip card), this permanent's flipped status means it will have the characteristics of Stabwhisker the Odious (the flipped version of Nezumi Shortfang) with the Dimir Doppelganger ability. [CompRules 2006/05/01] 510.5 - Only permanents have status. Cards not in play do not. Although a card in the removed-from-the-game zone may be face down, this has no correlation to the face-down status of a permanent. [CompRules 2006/05/01] 510.6 - A permanent that phases out remembers its status, as well as other information about the permanent (such as who controls it or whether it has any counters on it). It will phase in with the same status it had when it phased out. If it was face down when it phased out, it will stay face down in the phased-out zone. [CompRules 2006/05/01] 510.Ruling.1 - A permanent that leaves play stops being tapped or untapped as per Rule 510.5, so any effect that lasts "as long as" a permanent is tapped will end when the permanent leaves play. [D'Angelo 2007/04/07] 511 - Flipping a Coin 511.1 - To flip a coin for an object that cares whether a player wins or loses the flip, the affected player flips the coin and calls "heads" or "tails." If the call matches the result, that player wins the flip. Otherwise, the player loses the flip. Only the player who flips the coin wins or loses the flip; no other players are involved. [CompRules 2006/10/01] 511.2 - To flip a coin for an object that cares whether the coin comes up heads or tails, each affected player flips a coin without making a call. No player wins or loses this kind of flip. [CompRules 2006/07/15] 511.3 - If the coin that's being flipped doesn't have an obvious "heads" or "tails," designate one side to be "heads," and the other side to be "tails." Other methods of randomization may be substituted for flipping a coin as long as there are two possible outcomes of equal likelihood and all players agree to the substitution. For example, the player may roll an even-sided die and call "odds" or "evens," or roll an even-sided die and designate that "odds" means "heads" and "evens" means "tails." [CompRules 2006/07/15] 6 - Multiplayer Rules ------------------------------------------------------------------------------ 600 - General 600.1 - A multiplayer game is a game that begins with more than two players. This section contains additional optional rules that can be used for multiplayer play. [CompRules 2005/08/01] 600.2 - These rules consist of a series of options that can be added to a multiplayer game and a number of variant styles of multiplayer play. A single game may use multiple options but only one variant. [CompRules 2005/08/01] 600.3 - Many multiplayer Magic tournaments have additional rules not included here, including rules for deck construction. See the most current Magic: The Gathering DCI Floor Rules for more information. They can be found at www.wizards.com/default.asp?x=dci/doccenter/home. [CompRules 2005/10/01] 600.4 - Unlike two-player games, multiplayer games can continue after one or more players have left the game. [CompRules 2005/08/01] 600.4a - When a player leaves the game, all objects (see Rule 200.8) owned by that player leave the game, all spells and abilities controlled by that player on the stack cease to exist, and any change-of-control effects which give that player control of any objects end. Then, if there are any objects still controlled by that player, those objects leave the game. (Any objects leaving the game this way that aren't owned by the player leaving the game are placed in the removed-from-the-game zone.) This is not a state-based effect. It happens as soon as the player leaves the game. If the player who left the game had priority at the time he or she left, priority passes to the next player in turn order who's still in the game. A player leaving the game doesn't affect combat damage on the stack. [CompRules 2007/02/01] Example: Alex plays Control Magic, an Aura that reads, "You control enchanted creature," on Bianca's Wall of Wood. If Alex leaves the game, so does Control Magic, and Wall of Wood reverts to Bianca's control. If, instead, Bianca leaves the game, so does Wall of Wood, and Control Magic is put into Alex's graveyard. [CompRules 2005/08/01] Example: Alex plays Threaten, which reads, in part, "Untap target creature and gain control of it until end of turn," targeting Bianca's Wall of Wood. If Alex leaves the game, Threaten's change-of-control effect ends and Wall of Wood reverts to Bianca's control. [CompRules 2005/08/01] Example: Alex plays Bribery, which reads, "Search target opponent's library for a creature card and put that card into play under your control. Then that player shuffles his or her library," targeting Bianca. Alex puts Wall of Wood into play from Bianca's library. If Alex leaves the game, Wall of Wood leaves the game. If, instead, Bianca leaves the game, Wall of Wood still leaves the game. [CompRules 2005/08/01] Example: Alex controls Genesis Chamber, which reads, "Whenever a nontoken creature comes into play, if Genesis Chamber is untapped, that creature's controller puts a 1/1 Myr artifact creature token into play." If Alex leaves the game, all Myr tokens created by Genesis Chamber while it was under Alex's control leave the game as well because Alex owns the tokens. [CompRules 2005/08/01] 600.4b - If an object would change to the control of a player who has left the game, that object's control remains unchanged. If a token would be put into play under the control of a player who has left the game, no token is created. [CompRules 2005/08/01] 600.4c - If an object owned by a player who has left the game would be put into any zone, it leaves the game instead. (This includes abilities that would be put onto the stack.) [CompRules 2005/08/01] Example: Astral Slide is an enchantment that reads, "Whenever a player cycles a card, you may remove target creature from the game. If you do, return that creature to play under its owner's control at end of turn." During Alex's turn, Bianca uses Astral Slide's ability to remove Alex's Hypnotic Specter from the game. Before the end of that turn, Bianca leaves the game. At end of turn, the delayed triggered ability generated by Astral Slide that would return Hypnotic Specter to play triggers, but it leaves the game rather than being put on the stack. Hypnotic Specter never returns to play. [CompRules 2005/08/01] 600.4d - If an object requires a player who has left the game to make a choice, the controller of the object chooses another player to make that choice. If the original choice was to be made by an opponent of the controller of the object, that player chooses another opponent if possible. [CompRules 2005/08/01] 600.4e - If a player leaves the game during his or her turn, that turn continues to its completion without an active player. If the active player would receive priority, instead the next player in turn order receives priority, or the top object on the stack resolves, or the phase or step ends, whichever is appropriate. [CompRules 2007/02/01] 601 - Limited Range of Influence Option 601.1 - Limited range of influence is an option that can be applied to most multiplayer games. It's always used in the Emperor variant (see Rule 607), and it's often used for games involving five or more players. [CompRules 2005/08/01] 601.2 - A player's range of influence is the maximum distance from that player, measured in player seats, that the player can affect. Players within that many seats of the player are within that player's range of influence. Objects controlled by players within a player's range of influence are also within that player's range of influence. Range of influence covers spells, abilities, effects, damage dealing, attacking, and making choices. [CompRules 2005/08/01] 601.2a - The most commonly chosen limited ranges of influence are 1 seat and 2 seats. Different players may have different ranges of influence. [CompRules 2005/08/01] Example: A range of influence of 1 means that only you and the players seated directly next to you are within your range of influence. [CompRules 2005/08/01] Example: A range of influence of 2 means that you and the two players to your left and the two players to your right are within your range of influence. [CompRules 2005/08/01] 601.2b - A player is always within his or her own range of influence. [CompRules 2005/08/01] 601.2c - The particular players within each player's range of influence are determined as each turn begins. [CompRules 2005/08/01] Example: In a game with a range of influence of 1, Alex is seated to the left of Rob, and Carissa is seated to the right of Rob. Carissa is not in Alex's range of influence. If Rob leaves the game, Carissa will enter Alex's range of influence at the start of the next turn. [CompRules 2005/08/01] 601.2d - An object is within a player's range of influence if it's controlled by that player or by another player within that many seats of that player. [CompRules 2005/08/01] 601.3 - Creatures can attack only opponents within their controller's range of influence. If no opponents are within a player's range of influence, creatures that player controls can't attack. [CompRules 2005/08/01] 601.4 - Objects and players outside a player's range of influence can't be the targets of spells or abilities that player controls. [CompRules 2005/08/01] 601.5 - Some cards require players to make choices. These cards work differently when the limited range of influence option is used. [CompRules 2005/08/01] 601.5a - If a player is asked to choose an object or player, he or she must choose one within his or her range of influence. [CompRules 2005/08/01] Example: In a game with a range of influence of 1, Alex is seated to the left of Rob. Alex activates the ability of Cuombajj Witches, which reads, "Cuombajj Witches deals 1 damage to target creature or player and 1 damage to target creature or player of an opponent's choice," targeting Rob and choosing Rob as the opponent who picks the other target. Rob must choose a target that's in both his range of influence and in the range of influence of the controller of Cuombajj Witches. He must therefore choose himself, Alex, or a creature controlled by either himself or Alex. [CompRules 2005/08/01] 601.5b - If a player is asked to choose between one or more options (and not between one or more objects or players), he or she can choose between those options even if those options refer to objects or players outside the player's range of influence. [CompRules 2005/08/01] Example: Alex, who has a range of influence of 2, is seated to the left of Rob, and Carissa, who has range of influence of 1, is seated to the right of Rob. Alex plays a card that reads, "An opponent chooses one - You draw 2 cards; or each creature you control gets +2/+2 until end of turn," and chooses Carissa to make that choice. Carissa can choose the mode even though Alex is out of her range. [CompRules 2005/08/01] 601.5c - If an effect requires a choice and there's no player who can make that choice within its controller's range of influence, the closest appropriate player to its controller's left makes that choice. [CompRules 2005/08/01] Example: In an Emperor game in which all players have range of influence 1, an emperor plays Fact or Fiction, which reads, "Reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard." Since no opponent is within the emperor's range of influence, the nearest opponent to the emperor's left separates the cards into piles. [CompRules 2005/10/01] 601.6 - A player can't play the activated abilities of an object outside of his or her range of influence. [CompRules 2005/08/01] 601.7 - A triggered ability doesn't trigger unless its trigger event happens entirely within the range of influence of its source's controller. [CompRules 2005/08/01] Example: In a game with range of influence limited to 1, Alex is seated to the left of Rob. Rob controls two Auras attached to Alex's Grizzly Bears: One with the trigger condition "Whenever enchanted creature becomes blocked," and one with the trigger condition "Whenever enchanted creature becomes blocked by a creature." Alex's Grizzly Bears attacks the player to Alex's left and becomes blocked. The ability of Rob's first Aura triggers because the entire event (Grizzly Bears becomes blocked) happens within Rob's range of influence. The ability of Rob's second Aura doesn't trigger, however, because that event includes the blocking creature, which is out of Rob's range. [CompRules 2005/08/01] 601.7a - If a trigger event includes an object moving out of or into a player's range of influence, use the game state before or after the event as appropriate to determine whether the triggered ability will trigger. See Rule 410.10. [CompRules 2005/08/01] Example: Carissa and Alex are outside each other's range of influence. Carissa controls a creature owned by Alex and they each control a Soul Net, an artifact which reads, "Whenever a creature is put into a graveyard from play, you may pay {1}. If you do, you gain 1 life." The creature is destroyed and is put into Alex's graveyard. Alex's Soul Net doesn't trigger because the destruction event was outside Alex's range of influence. Carissa's Soul Net does trigger, even though the creature is going to a graveyard outside her range, because the destruction event was within her range. [CompRules 2005/08/01] + 601.8 - An Aura can't enchant an object or player outside its controller's range of influence. If an Aura is attached to an illegal permanent, the Aura is put into its owner's graveyard as a state-based effect. See Rule 420. [CompRules 2007/05/01] + 601.9 - An Equipment can't equip an object outside its controller's range of influence, and a Fortification can't fortify an object outisde its controller's range of influence. If an Equipment or Fortification is attached to an illegal permanent, it becomes unattached from that permanent but remains in play. This is a state-based effect. See Rule 420. [CompRules 2007/05/01] 601.10 - Spells and abilities can't affect objects or players outside their controller's range of influence. The parts of the effect that attempt to affect an out-of-range object or player will do nothing. The rest of the effect will work normally. [CompRules 2005/08/01] Example: In a six-player game where each player has range of influence 1, Alex plays Pyroclasm, which reads, "Pyroclasm deals 2 damage to each creature." Pyroclasm deals 2 damage to each creature controlled by Alex, the player to Alex's left, and the player to Alex's right. No other creatures are dealt damage. [CompRules 2005/08/01] 601.11 - If a spell or ability requires information from the game, it gets only information from within its controller's range of influence. It doesn't see objects or events outside its controller's range of influence. [CompRules 2005/08/01] Example: In a six-player game where each player has range of influence 1, Alex controls Coat of Arms, which reads, "Each creature gets +1/+1 for each other creature in play that shares a creature type with it." Coat of Arms will boost Alex's creatures based only on what creatures are controlled by Alex, the player to Alex's left, and the player to Alex's right. It won't take other creatures into account. [CompRules 2005/08/01] Example: In the same game, Rob is sitting to the right of Alex. Coat of Arms will boost Rob's creatures based only on what creatures are controlled by Rob and Alex. They are the only two players within range of both Rob and the controller of Coat of Arms. [CompRules 2005/08/01] 601.12 - The "legend rule" (see Rule 420.5e) applies to a permanent only if other legendary permanents with the same name are within its controller's range of influence. [CompRules 2005/08/01] Example: Alex has range of influence 1, and Carissa has range of influence 2. Rob sits between them. If Alex controls a legendary permanent and Carissa puts a legendary permanent with the same name into play, only the one controlled by Carissa will be put into a graveyard. [CompRules 2005/08/01] 601.13 - The "world rule" (see Rule 420.5i) applies to a permanent only if other world permanents are within its controller's range of influence. [CompRules 2005/08/01] 601.14 - Replacement and prevention effects watch for a particular event to happen and then completely or partially replace that event. The limited range of influence option can cause the modified event to contain instructions that can't be carried out, in which case the player simply ignores the impossible instructions. See Rule 419, "Replacement and Prevention Effects." [CompRules 2005/08/01] 601.14a - If a replacement effect tries to cause a spell or ability to affect an object or player outside its controller's range of influence, that portion of the event does nothing. [CompRules 2005/08/01] Example: Alex plays Lava Axe ("Lava Axe deals 5 damage to target player") targeting Rob. In response, Rob plays Captain's Maneuver ("The next X damage that would be dealt to target creature or player this turn is dealt to another target creature or player instead.") with X = 3, targeting Carissa. Carissa isn't in Alex's range of influence. When Lava Axe resolves, it deals only 2 damage to Rob and no damage to Carissa. [CompRules 2005/08/01] + 601.14b - If a spell or ability creates an effect that prevents damage that would be dealt by a source, it can affect only sources within the spell or ability's controller's range of influence. If a spell or ability creates an effect that prevents damage that would be dealt to a creature or player, it can affect only creatures and players within the spell or ability's controller's range of influence. If a spell or ability creates an effect that prevents damage, but neither the source nor the would-be recipient of the damage is specified, it prevents damage only if both the source and recipient of that damage are within the spell or ability's controller's range of influence. [CompRules 2006/02/01] Example: Rob is within Alex's range of influence, but Carissa is not. Carissa plays Lightning Blast ("Lightning Blast deals 4 damage to target creature or player") targeting Rob. In response, Alex plays Mending Hands ("Prevent the next 4 damage that would be dealt to target creature or player this turn.") targeting Rob. The damage to Rob is prevented. [CompRules 2007/05/01] Example: Rob is within Alex's range of influence, but Carissa is not. Carissa attacks Rob with a creature, and Rob blocks with a creature. Alex plays Holy Day ("Prevent all combat damage that would be dealt this turn.") Carissa and Rob's creatures deal combat damage to each other. [CompRules 2006/02/01] 602. Attack Multiple Players Option 602.1 - Some multiplayer games allow the active player to attack multiple other players. If this option is used, a player can also choose to attack only one player during a particular combat. [CompRules 2005/08/01] 602.2 - As the combat phase starts, the attacking player doesn't choose an opponent to become the defending player. Instead, all the attacking player's opponents are defending players during the combat phase. [CompRules 2005/08/01] 602.2a - Any rule, object, or effect that refers to a "defending player" refers to one specific defending player, not to all of the defending players. This will usually be the defending player that the creature with the ability is attacking; if there are multiple defending players that could be chosen, the controller of the ability chooses one. [CompRules 2005/08/01] 602.3 - As the attacking player declares each attacking creature, he or she chooses a defending player for it to attack. See Rule 308, "Declare Attackers Step." [CompRules 2005/08/01] 602.3a - Restrictions and requirements that don't apply to attacking a specific player are evaluated based on the entire group of attacking creatures. Restrictions and requirements that apply to attacking a specific player apply only to creatures attacking that player. The entire group of attacking creatures must still be legal. See Rule 500, "Legal Attacks and Blocks." [CompRules 2005/08/01] Example: Rob attacks Alex with Grizzly Bears and attacks Carissa with a creature with mountainwalk. Whether the creature with mountainwalk is unblockable depends only on whether Carissa controls a Mountain. [CompRules 2005/08/01] 602.3b - Creatures in a band can't attack different players. See Rule 502.10, "Banding." [CompRules 2005/08/01] 602.4 - If creatures are attacking more than one player, each defending player declares blockers in APNAP order as the declare blockers step begins. (See Rule 103.4 and Rule 309, "Declare Blockers Step.") The first defending player declares all his or her blocks, then the second defending player, and so on. [CompRules 2005/08/01] 602.4a - A defending player can block only with creatures he or she controls. Those creatures can block only creatures attacking that player; they can't block creatures attacking other players. [CompRules 2005/08/01] 602.4b - When determining whether a defending player's blocks are legal, ignore any creatures attacking other players and any blocking creatures controlled by other players. [CompRules 2005/08/01] 602.5 - Combat damage is assigned in APNAP order. Other than that, the combat damage step proceeds just as in a two-player game. See Rule 310, "Combat Damage Step." [CompRules 2005/08/01] 603 - Deploy Creatures Option 603.1 - The Emperor variant always uses the deploy creatures option, and it can be used in other variants that allow players to compete in teams. Multiplayer formats in which players compete as individuals usually don't use this option. [CompRules 2005/08/01] 603.2 - Each creature has the ability "{T}: Target teammate gains control of this creature. Play this ability only any time you could play a sorcery." [CompRules 2005/08/01] 604 - Attack Left and Attack Right Options 604.1 - Some multiplayer games use the optional attack left or attack right rules. [CompRules 2005/08/01] 604.1a - If the attack left option is used, a player can attack only an opponent seated immediately to his or her left. If a player's nearest opponent to the left is more than one seat away, the player can't attack. [CompRules 2005/08/01] 604.1b - If the attack right option is used, a player can attack only an opponent seated immediately to his or her right. If a player's nearest opponent to the right is more than one seat away, the player can't attack. [CompRules 2005/08/01] 605 - Free-for-All Variant 605.1 - In Free-for-All multiplayer games, a group of players compete as individuals against each other. [CompRules 2005/08/01] 605.2 - Any multiplayer options used are determined before play begins. The Free-for-All variant uses the following default options. [CompRules 2005/08/01] 605.2a - The limited range of influence option usually isn't used in Free-for-All games. If it is, each player has the same range of influence, which is determined before play begins. See Rule 601, "Limited Range of Influence Option." [CompRules 2005/10/01] 605.2b - Exactly one of the attack left, attack right, and attack multiple players options must be used. See Rule 604, "Attack Left and Attack Right Options," and Rule 602, "Attack Multiple Players Option." [CompRules 2005/10/01] 605.2c - The deploy creatures option isn't used in the Free-for-All variant. [CompRules 2005/08/01] 605.3 - The players are randomly seated around the table. [CompRules 2005/08/01] 605.4 - Free-for-All games use the normal rules for winning and losing the game. See Rule 102, "Winning and Losing." [CompRules 2005/08/01] 606 - Two-Headed Giant Variant 606.1 - Two-Headed Giant games are played with two teams of two players each. [CompRules 2005/08/01] 606.2 - No other multiplayer options are used in Two-Headed Giant games. [CompRules 2005/08/01] 606.3 - Each team sits together on one side of the table. Each team decides the order in which its players sit. The player seated on the right within each team is the primary player, and the player seated on the left is the secondary player. [CompRules 2005/08/01] 606.4 - The Two-Headed Giant variant has two unique features. [CompRules 2005/08/01] + 606.4a - Each team has a shared life total, which starts at 30 life. [CompRules 2007/05/01] 606.4b - Each team takes turns rather than each player. [CompRules 2005/08/01] 606.5 - With the exception of life total, a team's resources (cards in hand, mana, and so on) are not shared in the Two-Headed Giant variant. Teammates may review each other's hands and discuss strategies at any time. Teammates can't manipulate each other's cards or permanents. [CompRules 2005/10/01] 606.6 - Timing of Team Turns [CompRules 2005/08/01] 606.6a - A player who is dissatisfied with his or her initial hand may mulligan. First, the starting team takes any mulligans. For a team to take a mulligan, each player on that team decides whether to shuffle his or her hand back into the deck and then draw a new hand of seven cards. All players on that team who chose to do so take their mulligans at the same time. After each player on that team who took a mulligan looks at his or her new hand, the team repeats the process, resulting in a hand of one fewer card each time, until the hand size reaches zero cards. Teammates may consult during this process, but a player can't see the result of his or her teammate's mulligan before deciding whether to take a mulligan at the same time. Once a player has decided to keep a hand, those cards become his or her opening hand. That player can't take any more mulligans, but his or her teammate may. Once each player on the starting team decides to keep an opening hand, the other team may take mulligans. [CompRules 2006/10/01] + 606.6b - The team who plays first skips the draw step of their first turn. [CompRules 2007/05/01] 606.6c - Teams have priority, not individual players. [CompRules 2006/10/01] 606.6d - The Active Player, Nonactive Player order rule (see Rule 103.4) is modified for Two-Headed Giant play. The team whose turn it is is the active team. The other team is the nonactive team. If both teams would make choices and/or take actions at the same time, first the active team makes any choices required, then the nonactive team makes any choices required. Then the actions happen simultaneously. [CompRules 2006/10/01] 606.6e - A player may play a spell or activated ability, or take a special action, only when his or her team has priority. If both players on a team want to take an action at the same time, the primary player decides who takes the action. Each player on a team draws a card during that team's draw step. Each player on a team may play a land during each of that team's turns. [CompRules 2006/10/01] + 606.6f - If multiple triggered abilities have triggered since the last time a team received priority, the members of the active team put all triggered abilities either of them controls on the stack in any order they choose, then the members of the nonactive team do the same. [CompRules 2007/05/01] + 606.6g - If a team has priority and neither player on that team wishes to do anything, that team passes. If both teams pass in succession (that is, if both teams pass without any player taking any actions in between passing), the top object on the stack resolves, then the active team receives priority. If the stack is empty when both teams pass in succession, the phase or step ends and the next one begins. [CompRules 2007/05/01] + 606.6h - If an effect gives a player an extra turn or adds a phase or step to that player's turn, that player's team takes the extra turn, phase, or step. If an effect causes a player to skip a step, phase, or turn, that player's team does so. If a single effect causes both players on the same team to add or skip the same step, phase, or turn, that team adds or skips one that step, phase, or turn. If an effect causes a player to control another player's turn, the controller of that effect controls the affected player's team's turn. [CompRules 2007/05/01] + 606.6i - If an effect instructs more than one player to draw cards in a Two-Headed Giant game, first the primary player on the active team performs all of his or her draws, then the secondary player on that team performs all of his or her draws, then the nonactive team does the same. [CompRules 2007/05/01] 606.7 - The Two-Headed Giant variant uses different combat rules than other multiplayer variants. [CompRules 2005/08/01] + 606.7a - Each team's creatures attack the other team as a group. During the combat phase, the active team is the attacking team and each player on the active team is an attacking player. Likewise, the nonactive team is the defending team and each player on the nonactive team is a defending player. [CompRules 2005/08/01] Any one-shot effect or characteristic-defining ability that refers to the "defending player" refers to one specific defending player, not to both of the defending players. The controller of the effect or of the object with the characteristic-setting ability chooses which one the spell or ability refers to. The same is true for any one-shot effect that refers to the "attacking player." [CompRules 2007/05/01] All other cases in which the "defending player" is referred to actually refer to both defending players. If the reference involves a positive comparison (such as asking whether the defending player controls an Island) or a relative comparison (such as asking whether you control more creatures than the defending player), it gets only one answer. This answer is "yes" if either defending player in the comparison would return a "yes" answer if compared individually. If the reference involves a negative comparison (such as asking whether the defending player controls no black permanents), it also gets only one answer. This answer is "yes" if performing the analogous positive comparison would return a "no" answer. The same is true for all other cases that refer to the "attacking player." [CompRules 2007/05/01] 606.7b - As the declare attackers step begins, the active team declares attackers. If an effect of an object controlled by a defending player prohibits a creature from attacking him or her, that creature can't attack the defending team. The active team has one combined attack, and that set of attacking creatures must be legal as a whole. [CompRules 2007/02/01] Example: One player in a Two-Headed Giant game controls Teferi's Moat, which says "As Teferi's Moat comes into play, choose a color." and "Creatures of the chosen color without flying can't attack you." Creatures of the chosen color without flying can't attack that player's team. [CompRules 2007/02/01] 606.7c - As the declare blockers step begins, the defending team declares blockers. Creatures controlled by the defending players can block any attacking creatures. The defending team has one combined block, and that set of blocking creatures must be legal as a whole. [CompRules 2005/08/01] Example: If an attacking creature has forestwalk and either player on the defending team controls a Forest, the creature can't be blocked. [CompRules 2006/10/01] 606.7d - As the combat damage step begins, the active team announces how each attacking creature will assign its combat damage. If an attacking creature would assign combat damage to the defending team, the active team chooses only one of the defending players for that creature to assign its combat damage to. Then the defending team announces how each blocking creature will assign its combat damage. [CompRules 2005/08/01] 606.8 - The Two-Headed Giant variant uses the normal rules for winning or losing the game (see Rule 102), with the following additions. [CompRules 2005/08/01] 606.8a - If a team's life total is 0 or less, the team loses the game the next time a team would receive priority. (This is a state-based effect. See Rule 420.) [CompRules 2005/08/01] 606.8b - Players win and lose the game only as a team, not as individuals. If either player on a team loses the game, the team loses the game. If either player on a team wins the game, the entire team wins the game. If an effect would prevent a player from winning the game, that player's team can't win the game. If an effect would prevent a player from losing the game, that player's team can't lose the game. [CompRules 2005/08/01] Example: In a Two-Headed Giant game, a player controls Transcendence, which reads, in part, "You don't lose the game for having 0 or less life." If that player's team's life total is 0 or less, that team doesn't lose the game. [CompRules 2005/08/01] Example: In a Two-Headed Giant game, a player attempts to draw a card while there are no cards in that player's library. That player loses the game, so that player's entire team loses the game. [CompRules 2005/08/01] Example: In a Two-Headed Giant game, a player controls Platinum Angel, which reads, "You can't lose the game and your opponents can't win the game." Neither that player nor his or her teammate can lose the game while Platinum Angel is in play, and neither player on the opposing team can win the game. [CompRules 2005/08/01] 606.8c - If a player concedes, his or her team loses the game. [CompRules 2005/08/01] 606.9 - Damage, loss of life, and gaining life happen to each player individually. The result is applied to the team's shared life total. [CompRules 2006/10/01] Example: In a Two-Headed Giant game, a player plays Flame Rift, which reads, "Flame Rift deals 4 damage to each player." Each team is dealt a total of 8 damage. [CompRules 2005/08/01] + 606.9a - If an effect needs to know the value of an individual player's life total, that effect uses the team's life total divided by two, rounded up, instead. [CompRules 2005/08/01] Example: In a Two-Headed Giant game, a team is at 17 life when a player activates Heartless Hidegtsugu's ability, which reads, "Heartless Hidetsugu deals to each player damage equal to half that player's life total, rounded down." For the purposes of this ability, each player on that team is considered to be at 9 life. Heartless Hidetsugu deals 4 damage to each of those players, for a total of 8 damage. The team will end up at 9 life. [CompRules 2005/08/01] Example: In a Two-Headed Giant game, a player controls Test of Endurance, an enchantment that reads, "At the beginning of your upkeep, if you have 50 or more life, you win the game." At the beginning of your upkeep, the player's team wins the game only if his or her share of the team's life total is 50 or more. The team's life total must be 99 or more for that to happen. [CompRules 2005/08/01] Example: In a Two-Headed Giant game, a player controls Lurking Jackals, which reads, "When an opponent has 10 life or less, if Lurking Jackals is an enchantment, it becomes a 3/2 Hound creature." If the opposing team has 22 life and 1 damage is dealt to a particular opponent, Lurking Jackals won't become a creature. The opposing team's life total must be 20 or less for that to happen. [CompRules 2007/05/01] + 606.9b - If an effect would set the life total of each player on a team to a number, the result is the sum of all the numbers. [CompRules 2005/08/01] Example: In a Two-Headed Giant game, a player plays Biorhythm, which reads, "Each player's life total becomes the number of creatures he or she controls." If one member of a team that has 25 life controls three creatures and the other member controls four creatures, that team's life total becomes 7. The first player is considered to have lost 10 life (13 - 3), and the second player is considered to have lost 9 life (13 - 4), even though the team didn't lose a total of 19 life. [CompRules 2007/05/01] + 606.9c - If an effect would set a single player's life total to a number, that player's individual life total becomes that number. The team's life total is adjusted by the amount of life that player gained or lost. [CompRules 2007/05/01] Example: In a Two-Headed Giant game, a player on a team that has 25 life plays a spell that reads, "Your life total becomes 20." That player's life total is considered to be 13 for the purpose of the spell, so it becomes 20 and the team's life total becomes 32 (25 + (20 - 13)). [CompRules 2005/10/01] + 606.10 - The Two-Headed Giant variant can also be played with equally sized teams of more than two players. Each team's starting life total is equal to 15 times the number of players on the team. (These variants are unofficially called Three-Headed Giant, Four-Headed Giant, and so on.) [CompRules 2007/05/01] 607 - Emperor Variant 607.1 - The Emperor variant involves two or more teams of three players each. [CompRules 2005/08/01] 607.2 - Each team sits together on one side of the table. Each team decides the order in which it's seated. Each team has one emperor, who sits in the middle of the team. The remaining players on the team are generals whose job is to protect the emperor. [CompRules 2005/08/01] 607.3 - The Emperor variant uses the following default options. [CompRules 2005/08/01] 607.3a - The range of influence is limited to 2 for emperors and 1 for generals. See Rule 601, "Limited Range of Influence Option." [CompRules 2005/08/01] 607.3b - Emperor games use the deploy creatures option (see Rule 603). [CompRules 2005/08/01] 607.3c - A player can attack only an opponent seated immediately next to him or her. [CompRules 2005/08/01] Example: At the start of an emperor game, neither emperor can attack any opponents, even though both of the opposing generals are within their spell range. [CompRules 2005/08/01] 607.4 - Randomly determine which emperor goes first. Turn order goes to players' left. [CompRules 2005/08/01] 607.5 - The Emperor variant uses the normal rules for winning and losing the game (see Rule 102), with the following addition. [CompRules 2005/08/01] 607.5a - A team loses the game if its emperor loses. [CompRules 2005/08/01] 607.6 - The Emperor variant can also be played with any number of equally sized teams. If the teams have more than two players, the range of influence of each player should be adjusted. [CompRules 2005/08/01] 607.7 - In the Emperor variant, a team's resources (cards in hand, mana, and so on) are not shared. Teammates may review each other's hands and discuss strategies at any time. Teammates can't manipulate each other's cards or permanents. [CompRules 2005/10/01] 608 - Grand Melee Variant 608.1 - The Grand Melee variant is a modification of the Free-for-All variant. Grand Melee is normally used only in games begun with ten or more players. [CompRules 2005/08/01] 608.2 - Any multiplayer options used are decided before play begins. The Grand Melee variant uses the following default options. [CompRules 2005/08/01] 608.2a - Each player has a range of influence of 1 (see Rule 601). [CompRules 2005/08/01] 608.2b - The attack left option is used (see Rule 604). [CompRules 2005/08/01] 608.2c - The attack multiple players and deploy creatures options aren't used in the Grand Melee variant. [CompRules 2005/08/01] 608.3 - The players are seated at random. [CompRules 2005/08/01] 608.4 - The Grand Melee variant allows multiple players to take turns at the same time. Moving turn markers keep track of which players are currently taking turns. Each turn marker represents an active player's turn. [CompRules 2005/08/01] 608.4a - There is one turn marker for each full four players in the game. [CompRules 2005/08/01] Example: A Grand Melee game with sixteen players has four turn markers. A game with fifteen players has three turn markers. [CompRules 2005/08/01] 608.4b - The player who starts the game gets the first turn marker. The player four seats to that player's left (the fifth player) takes the second turn marker, and so on until all the turn markers have been handed out. Each turn marker is assigned a number in this way. Then all players with turn markers start their turns at the same time. [CompRules 2005/08/01] 608.4c - When a player ends his or her turn, that player passes the turn marker to the player on his or her left. A player can't receive a turn marker if any player in the three seats to his or her left has a turn marker. If this is the case, the turn marker waits until the player four seats to his or her left takes the other turn marker. [CompRules 2005/08/01] 608.4d - If a player leaves the game and that player leaving the game would reduce the number of turn markers in the game, a turn marker is removed. Turn markers are removed only between turns. Remove the turn marker immediately to the departed player's right. If more than one player has left the game and there are multiple turn markers that could be removed, remove the marker with the lower number. [CompRules 2005/08/01] 608.4e - If a player would take an extra turn after the current turn and it's not currently that player's turn, that player instead takes the extra turn immediately before his or her next turn. [CompRules 2005/08/01] 608.5 - The Grand Melee variant uses the normal rules for winning and losing the game. [CompRules 2005/08/01] 609 - Teams Variant 609.1 - The Teams variant involves two or more teams of equal size. [CompRules 2005/08/01] 609.2 - Any multiplayer options used are determined before play begins. The Teams variant uses the following default options. [CompRules 2005/08/01] 609.2a - The recommended range of influence is 2. [CompRules 2005/08/01] 609.2b - Exactly one of the attack left, attack right, and attack multiple players options must be used. See Rule 604, "Attack Left and Attack Right Options," and Rule 603, "Attack Multiple Players Option." [CompRules 2005/08/01] 609.2c - The deploy creatures option isn't normally used in the Teams variant. [CompRules 2005/08/01] 609.3 - At the start of the game, players are seated so that no one is next to a teammate and each team is equally spaced out. [CompRules 2005/08/01] Example: In a Teams game with three teams, A, B, and C, the seating around the table at the start of the game is A1, B1, C1, A2, B2, C2, A3, B3, C3, and so on. [CompRules 2005/08/01] 609.4 - A player can't attack opponents who aren't seated next to him or her. [CompRules 2005/08/01] 609.5 - Team games use the normal rules for winning and losing the game (see Rule 102). [CompRules 2005/08/01] 609.6 - In the Teams variant, a team's resources (cards in hand, mana, and so on) are not shared. Teammates can't review each other's hands unless they are sitting next to each other. Teammates may discuss strategies at any time. Teammates can't manipulate each other's cards or permanents. [CompRules 2005/10/01] 7 - Specialized Rules ------------------------------------------------------------------------------ 701 - Unglued & Unhinged 701.1 - Unglued and Unhinged are unusual Magic expansions. 701.Ruling.1 - Unglued and Unhinged were designed to be funny. Keep that in mind. [D'Angelo 2006/02/01] 701.Ruling.2 - It is very unlikely that you'll manage to get the NetReps or Customer Service to agree on some rulings for these cards. So, if there are two or more rulings from official people out there, use the one that you think will be funniest. In Arena, the Arena judge chooses. In friendly play, agree amongst yourselves, or toss a coin. [Barclay 1998/08/13] 701.Ruling.3 - Some cards in Unglued have a picture and no text. These are intended for use to represent token creatures for you so you don't have use coins, glass beads, kittens, pick-up trucks, or other handy objects. [QAS 1998/09/09] When using one of these to represent a token creature, they count as tokens, not cards. [QAS 1998/09/09] 701.Ruling.4 - A teammate is a player who shares a victory condition with you. In other words, you both work together to win and win as a team. [QAS 1998/09/09] Partnership and Emperor formats have teammates. Grand Melee and normal two-player games do not. 701.Ruling.5 - When judging if a person performed a subjective task correctly, use your best judgment. An honest attempt which falls a little short should not be penalized. [QAS 1998/09/09] Subjective tasks include rhyming, doing an action for Bureaucracy, complimenting an opponent, etc. 701.Ruling.6 - Any random source with the same odds can replace a coin toss or die roll. [QAS 1998/09/09] But the replacement still counts as its original type. For example, rolling a die to simulate a coin counts as a coin flip and not a die roll. [D'Angelo 1998/09/09] 701.Ruling.7 - You cannot target a player in a different game. [QAS 1998/09/09] 701.Ruling.8 - If you rip up or mark a card in a tournament because you are required to do so by a spell or ability, your deck is not made illegal. Instead, before the next game, you must bring your deck back up to 60 cards by borrowing from your sideboard (if your sideboard has any more cards and if your deck fell below 60). [QAS 1998/09/09] 701.Ruling.9 - If you are required to remove cards from your deck or sideboard for the duration of a match a tournament, your deck is not made illegal. Instead, before the next game, you must bring your deck back up to 60 cards by borrowing from your sideboard (if your sideboard has any more cards and if your deck fell below 60). [QAS 1998/09/09] 701.Ruling.10 - You cannot use a coin with two heads (or tails) or a die which does not have values that can clearly be divided into the right number of equal sets, as per Rule 701.Ruling.6. [D'Angelo 1998/10/23] 701.Ruling.11 - When asked to choose an artist, you can only choose one that has illustrated at least one Magic card. [Unhinged FAQ 2004/11/15] 701.Ruling.12 - Use the artist name printed on the card, even if the name is not correct or if some other version of the card has different art. A typo does not count as a different artist, but a pseudonym does. Nicknames are also ignored, as with "Pete 'Fear Me' Venters" being the same as "Pete Venters". Any card illustrated by more than one artist is considered to be illustrated by both artists. [Unhinged FAQ 2004/11/15] 701.Ruling.13 - When playing with silver bordered cards, all numbers in Magic that would normally be restricted to whole numbers as per Rule 104.1 are now allowed to be whole numbers or half numbers, such as "2.5". This applies to power, toughness, mana, life, damage, and so on. [Unhinged FAQ 2004/11/15] For example, if you have 20 life and take 3.5 damage, you now have 16.5 life. And if you end a phase with 0.5 unspent mana points in your pool, you lose 0.5 life. As another example, you can use Pyrotechnics to deal 0.5 damage to each of 8 creatures. [Unhinged FAQ 2004/11/15] It does not apply to the number of counters. You can't have half a counter. [Unhinged FAQ 2004/11/15] 701.Ruling.14 - Gotcha cards trigger if the opponent says the word exactly. Plurals count ("guys" and "guy" are equivalent). Homophones do not count ("eye" and "I" are not equivalent). Homographs and homonyms do count ("contract" as a verb or noun). Parts of a word do not count ("lifeline" does not trigger if the word is "life"). [Unhinged FAQ 2004/11/15] 701.Ruling.15 - Some cards require a mini game, such as Eye to Eye's staring contest. You have to win the game honestly. No blowing in their face, for example. A player can always concede the game instead of playing it. [Unhinged FAQ 2004/11/15] 701.Ruling.16 - When playing with silver bordered cards, all color choices that would normally be restricted by Rule 203.2d are open to any color choices you want. You can choose brown, for example. [Unhinged FAQ 2004/11/15] 702 - Licids 702.1 - A Licid is a type of creature that can become a creature enchantment, reside on other creatures for a while, and then revert back to being a creature. [Tempest, Page 7] 702.Ruling.1 - When a Licid becomes a creature enchantment, it loses all abilities and gains whatever ability is listed in the card text. It also stops being whatever kind of permanent it was and becomes a local creature enchantment. It retains all other characteristics including name, color, and so on. [Tempest, Page 8] [WotC Rules Team 1997/12/18] 702.Ruling.2 - The Licid ability targets the creature it will be enchanting. If the target becomes illegal before the ability starts to resolve, then the ability is countered and the Licid will remain unchanged. [Tempest, Page 9] 702.Ruling.3 - When a Licid changes form, any counters, effects, and damage on it remain on it until they would normally be removed (if ever). If the counters or effects make no sense when applied to the current card type, then they do not do anything. But if the Licid returns to being of the proper card type, they may take effect again. [D'Angelo 1998/07/24] For example, a +1/+1 counter from Dwarven Weaponsmith would remain, the effect of Giant Growth will wear off at end of turn, and damage will be removed at end of turn. 702.Ruling.4 - Generally, the cost of using a Licid's ability includes tapping it. This means that when it moves onto the creature, it will be a tapped local enchantment. The enchantment's ability will work normally, though, and the card will untap during your next untap step. [Tempest, Page 9] 702.Ruling.5 - A Licid will not get summoning sickness by enchanting an opponent's permanent. You are still controlling the Licid. [D'Angelo 1997/10/15] 702.Ruling.6 - If a Licid is enchanting a creature that phases out, the Licid phases out with the creature, and when it phases back in it will phase in still as a local enchantment. [D'Angelo 2000/04/04] 702.Ruling.7 - When in creature enchantment form, it can be moved onto another creature with an enchantment moving spell or ability. It stays as an enchantment. [WotC Rules Team 1998/02/01] 702.Ruling.8 - If a Licid tries to enchant a creature that cannot be enchanted, it will still move through to resolution because the Licid's text does not require the thing it will enchant to be a legal thing to enchant. During resolution it will then turn into an enchantment and try to enchant the chosen permanent. Since the permanent cannot be enchanted, the Licid is placed into the graveyard. [WotC Rules Team 2003/12/01] 702.Ruling.9 - If a Licid tries to enchant itself, it will see itself as a legal place to go at the beginning of resolution. It will then turn into an enchantment and enchant itself. Since it is not legal to enchant itself, the Licid is placed into the graveyard. [Jordan 2002/01/11] 703 - Keyword Abilities 703.1 - Radiance is a keyword ability written as "Radiance - [ability]". 703.1.Ruling.1 - Radiance has no meaning in itself and has no game effect in itself. The ability listed following the keyword is the actual effect. Radiance is simply used to show that the card has a similar ability to other cards that use this keyword. [D'Angelo 2005/11/01] 703.2 - Sweep is a keyword ability written as "Sweep - [ability]". 703.2.Ruling.1 - Sweep has no meaning in itself and has no game effect in itself. The ability listed following the keyword is the actual effect. Sweep is simply used to show that the card has a similar ability to other cards that use this keyword. [D'Angelo 2005/12/01] 703.3 - Channel is a keyword ability written as "Channel - [ability]". 703.3.Ruling.1 - Channel has no meaning in itself and has no game effect in itself. The ability listed following the keyword is the actual effect. Channel is simply used to show that the card has a similar ability to other cards that use this keyword. [D'Angelo 2005/12/01] 703.3.Ruling.2 - Channel abilities are always activated abilities that are played while the card is in your hand. The cost of playing the ability always includes discarding the card. This makes playing the ability look similar to playing a spell, except the card goes to the graveyard when playing the ability instead of when a spell would resolve. [D'Angelo 2005/12/01] 703.3.Ruling.3 - Since Channel abilities are abilities and not spells, they are more difficult to counter than spells are. [D'Angelo 2005/12/01] 703.4 - Hellbent is a keyword ability written as "Hellbent - [ability]". 703.4.Ruling.1 - Hellbent has no meaning in itself and has no game effect in itself. The ability listed following the keyword is the actual effect. Hellbent is simply used to show that the card has a similar ability to other cards that use this keyword. [D'Angelo 2006/05/13] 703.4.Ruling.2 - If a Hellbent ability of a spell is a self-replacement that changes the effect of that spell, the number of cards in its controller's hand is checked as the spell resolves. It is not checked when the spell is played. [Dissension FAQ 2006/04/13] 703.4.Ruling.3 - If a Hellbent ability of a permanent is an activated ability, the number of cards in the permanent's controller's hand is checked when that player tries to play the ability. It is not checked when it resolves. [Dissension FAQ 2006/04/13] 703.4.Ruling.4 - If a Hellbent ability of a permenent is a triggered ability, the number of cards in the permanent's controller's hand is checked both when that ability would trigger and when the ability would resolve. If the player has one or more cards in his or her hand when the ability would trigger, it won't trigger. If the player has one or more cards in his or her hand when the ability would resolve, the ability does nothing. [Dissension FAQ 2006/04/13] + 703.5 - Grandeur is a keyword ability written as "Grandeur - [ability]". + 703.5.Ruling.1 - Grandeur has no meaning in itself and has no game effect in itself. The ability listed following the keyword is the actual effect. Grandeur is simply used to show that the card has a similar ability to other cards that use this keyword. [D'Angelo 2007/05/15] 704 - Other Rules 704.1 - Some cards use the text "If [cost] was spent to play ~this~, [effect]." Other cards say "When ~this~ comes into play, [effect] unless [cost] was spent to play it." 704.1.Ruling.1 - This text means that if the generic portion of the mana cost was paid with the specified mana type that the effect occurs as described. For example, if you pay a {1}{W} cost with {R}{W}, then {R} was spent to play the spell. [D'Angelo 2006/05/13] 704.1.Ruling.2 - If the creature is put directly into play without having been played, then no mana was spent to play it. The "If" case will fail and the trigger case will do the effect. [Dissension FAQ 2006/04/13] 704.1.Ruling.3 - If a copy of such a creature comes into play by being played (as with Clone), you do not have the option to pay extra mana as it is played, but if the mana cost you did pay includes the right cost, then the cost is considered paid. [Dissension FAQ 2006/04/13] 8 - Tournament Rules ------------------------------------------------------------------------------ 800 - Shared Tournament Format Rules 800.1 - Each tournament format defines what cards are included in that format, and any special restrictions on deck construction. 800.2 - Formats that include recent card sets add new card sets to their list on the 20th day of the month that closely follows their introduction. [DCI Floor Rules 104 - 2003/09/01] 800.3 - Some formats include "restricted" cards. Cards that are restricted can only have one copy included in a deck, rather than the normal limit of 4. [DCI Floor Rules - 2003/09/01] 800.4 - Some formats include "banned" cards. Cards that are banned cannot occur in legal decks. [DCI Floor Rules - 2003/09/01] 800.5 - All formats limit themselves to cards with a standard Magic card back. This means that Collector's Edition cards, Championship and Pro Tour deck cards, and promotional poker cards (despite the April Fools article in the Duelist) are not allowed. [DCI Floor Rules 102 - 2003/09/01] 800.5a - Unglued cards with a silver border are also banned from all formats. [DCI Floor Rules 102 - 2003/09/01] 800.5b - Alpha printing cards can only be used if they are in unmarked sleeves or if the entire deck is Alpha printing. [DCI Floor Rules 102 - 2003/09/01] 800.6 - A sideboard is a set of cards which is brought to the tournament along with your deck. Having a sideboard is optional. [DCI Floor Rules 122 - 2003/09/01] 800.6a - In constructed formats, if you have a sideboard it must consist of exactly 15 cards. In sealed deck formats, all your remaining cards are considered your sideboard. [DCI Floor Rules 122 - 2003/09/01] 800.6b - Players cannot look through their sideboard during play. [DCI Floor Rules 122 - 2003/09/01] 800.6c - Between games, you may choose to swap cards from your sideboard with ones in your deck. In constructed formats, your sideboard must still be 15 cards when you are done swapping. [DCI Floor Rules 122 - 2003/09/01] 800.6d - You cannot use your sideboard before the first game of a match, and between matches you must reset your deck and sideboard to the same as they were at the start of the tournament. Basically, you play the first game of each match with an unmodified deck. [DCI Floor Rules 122 - 2003/09/01] 800.7 - Players must provide a way to visibly count life totals during play. For example, counters, dice, pen and paper, etc. 800.8 - Your opponent is always entitled to shuffle or cut your deck before each game and each time you are called to shuffle during a game. They may not use this opportunity to see the cards in your deck. This rule is in place to prevent players from stacking their deck. 801 - Vintage Tournament Format 801.1 - Decks can be composed of cards from any edition or expansion of Magic which use the normal card back. Promotional cards are allowed. [DCI Floor Rules 127 - 2003/09/01] 801.2 - Minimum of 60 cards in a deck. [DCI Floor Rules 121 - 2003/09/01] 801.3 - Optional 'sideboard'. If you have one, it must be exactly 15 cards. [DCI Floor Rules 122 - 2003/09/01] 801.4 - No more than 4 of any card (by name) which is not a basic land can be in the combination of deck and sideboard. Cards with different art or in different languages or from different prints but which are the same card are considered the same. [DCI Floor Rules 121 - 2003/09/01] 801.5 - Some cards are 'restricted' (see Rule 800.3). These cards are: [Update 2006/12/01] Ancestral Recall, Gush, Necropotence, Balance, Imperial Seal, Personal Tutor, Black Lotus, Library of Alexandria, Regrowth, Black Vise, Lion's Eye Diamond, Sol Ring, Burning Wish, Lotus Petal, Strip Mine, Channel, Mana Crypt, Timeshift, Chrome Mox, Mana Vault, Timetwister, Crop Rotation, Memory Jar, Time Walk, Demonic Consultation,Mind's Desire, Tinker, Demonic Tutor, Mind Twist, Tolarian Academy, Dream Halls, Mox Diamond, Tinisphere, Enlightened Tutor, Mox Emerald, Vampiric Tutor, Entomb, Mox Jet, Voltaic Key, Fact or Fiction, Mox Pearl, Wheel of Fortune, Fastbond, Mox Ruby, Windfall, Frantic Search, Mox Sapphire, Yawgmoth's Bargain, Grim Monolith, Mystical Tutor, Yawgmoth's Will. 801.6 - Some cards are 'banned' (see Rule 800.4) in this format. These cards are: [Update 2006/12/01] Amulet of Quoz, Darkpact, Rebirth, Bronze Tablet, Demonic Attorney, Tempest Efreet, Chaos Orb, Falling Star, Timmerian Fiends, Contract from Below, Jeweled Bird. Note - See Rule 800 for additional definitions and rules. Note - This format was formerly known as the "Classic" format and the "Type 1" format. It was renamed in the DCI Update of 2005/06/01. 802 - Legacy Tournament Format 802.1 - Decks can be composed of cards from any edition or expansion of Magic which use the normal card back. Promotional cards are allowed. [DCI Floor Rules 128 - 2003/09/01] 802.2 - Minimum of 60 cards in a deck. [DCI Floor Rules 121 - 2003/09/01] 802.3 - Optional 'sideboard'. If you have one, it must be exactly 15 cards. [DCI Floor Rules 122 - 2003/09/01] 802.4 - No more than 4 of any card (by name) which is not a basic land can be in the combination of deck and sideboard. Cards with different art or in different languages or from different prints but which are the same card are considered the same. [DCI Floor Rules 121 - 2003/09/01] 802.5 - There are no 'restricted' (see Rule 800.3) cards in this format. 802.6 - Some cards are 'banned' (see Rule 800.4) in this format. These cards are: [Update 2006/12/01] Amulet of Quoz, Grim Monolith, Mox Sapphire, Ancestral Recall, Gush, Necropotence, Balance, Hermit Druid, Oath of Druids, Baazar of Baghdad, Illusionary Mask, Rebirth, Black Lotus, Imperial Seal, Replenish, Black Vise, Jeweled Bird, Skullclamp , Bronze Tablet, Land Tax, Sol Ring, Channel, Library of Alexandria, Strip Mine, Chaos Orb, Mana Crypt, Tempest Efreet, Contract from Below, Mana Drain, Timeshift, Darkpact, Mana Vault, Time Walk, Demonic Attorney, Memory Jar, Timetwister, Demonic Consultation,Metalworker, Timmerian Fiends, Demonic Tutor, Mind Over Matter, Tinker, Dream Halls, Mind's Desire, Tolarian Academy, Earthcraft, Mind Twist, Vampiric Tutor, Entomb, Mishra's Workshop, Wheel of Fortune, Falling Star, Mox Emerald, Windfall, Fastbond, Mox Jet, Worldgorger Dragon, Frantic Search, Mox Pearl, Yawgmoth's Bargain, Goblin Recruiter, Mox Ruby, Yawgmoth's Will. Note - See Rule 800 for additional definitions and rules. Note - This format was formerly known as the "Classic-Restricted" format and the "Type 1.5" format. It was renamed in the DCI Update of 2005/09/01. 803 - Extended Tournament Format 803.1 - Can be composed of cards from the following card sets: Sevent Edition, Eighth Edition, Ninth Edition, Invasion, Planeshift, Apacalypse, Odyssey, Torment, Judgment, Onslaught, Legions, Scourge, Mirrodin, Darksteel, Fifth Dawn, Champions of Kamigawa, Betrayers of Kamigawa, Saviors of Kamigawa, Ravnica. [DCI Update 2005/09/01] 803.1a - Cards from other sets are not allowed unless they were reprinted in a legal set. [DCI Update 2005/09/01] 803.2 - Minimum of 60 cards in a deck. [DCI Floor Rules 121 - 2003/09/01] 803.3 - Optional 'sideboard'. If you have one, it must be exactly 15 cards. [DCI Floor Rules 122 - 2003/09/01] 803.4 - No more than 4 of any card (by name) which is not a basic land can be in the combination of deck and sideboard. Cards with different art or in different languages or from different prints but which are the same card are considered the same. [DCI Floor Rules 121 - 2003/09/01] 803.5 - There are no 'restricted' (see Rule 800.3) cards in this format. 803.6 - The 'banned' list includes all cards from banned sets that have not been reprinted in a more recent set. [DCI Floor Rules 126 - 2003/09/01] 803.7 - Some cards are 'banned' (see Rule 800.4) in this format even though they are from legal expansions. These cards are: [Update 2006/12/01] Aether Vial, Goblin Recruiter, Survival of the Fittest, Ancient Tomb, Grim Monolith, Skullclamp, Dark Ritual, Hermit Druid, Timeshift, Disciple of the Vault,Lotus Petal, Tinker, Dream Halls, Memory Jar, Tolarian Academy, Earthcraft, Metalworker, Windfall, Entomb, Mind Over Matter, Yawgmoth's Bargain, Frantic Search, Oath of Druids, Yawgmoth's Will, Goblin Lackey, Replenish. Note - See Rule 800 for additional definitions and rules. Note - The DCI originally released this tournament format on 1997/05/01 as a replacement for Type 1.5 (now known as Legacy) but decided on 1997/06/01 to change this decision and support both formats. 804 - Standard (Type 2) Tournament Format 804.1 - Decks can be composed of cards from the most recent edition of The Gathering (currently Ninth Edition) and all sets from the two most recent "blocks" (currently Champions of Kamigawa/Betrayers of Kamigawa/ Saviors of Kamigawa and Ravnica). A "block" is a stand-alone set and the two expansion sets which follow it. This means that cards stay in use for approximately two years. [DCI Floor Rules 125 - 2003/09/01] [DCI Update 2005/09/01] 804.2 - Cards from previous editions or expansions which also appear in the currently legal ones are allowed. [DCI Floor Rules 124 - 2003/09/01] 804.3 - The policy for removal of sets is that each new edition of the base set replaces the previous edition. A new standalone set will start a new block, and thereby replace the oldest "block" in use. A new limited expansion will add itself to the current "block". [DCI Floor Rules 124 - 2003/09/01] 804.4 - Minimum of 60 cards in a deck. [DCI Floor Rules 121 - 2003/09/01] 804.5 - Optional 'sideboard'. If you have one, it must be exactly 15 cards. [DCI Floor Rules 122 - 2003/09/01] 804.6 - No more than 4 of any card (by name) which is not a basic land can be in the combination of deck and sideboard. Cards with different art or in different languages or from different prints but which are the same card are considered the same. [DCI Floor Rules 121 - 2003/09/01] 804.7 - There are no 'restricted' (see Rule 800.3) cards in this format. 804.8 - Some cards are 'banned' (see Rule 800.4) in this format even though they are from legal expansions. These cards are: [Update 2006/12/01] Ancient Den, Disciple of the Vault, Skullclamp, Arcbound Ravager, Great Furance, Tree of Tales, Darksteel Citadel, Seat of the Synod, Vault of Whispers. 805 - Sealed Deck Formats 805.1 - Each player is given some number of unopened tournament packs (called starter decks in the old days) and/or booster packs. The DCI recommends 90 to 300 cards be given out. The standard way to do it is to provide one tournament pack plus two 15 card boosters. Players may also exchange basic lands they have for other basic lands with the tournament organizer. In addition, the organizer may make additional basic lands available. [DCI Floor Rules 134 - 2003/09/01] 805.2 - The usual time for constructing a deck is 30 minutes, although the tournament organizer can change this. [DCI Floor Rules 2003/09/01] 805.3 - Expansions are valid for sealed deck play as soon as they are available. There is no 30 day wait period. [DCI Floor Rules 2003/09/01] 805.4 - Minimum of 40 cards in the play deck. [DCI Floor Rules 131 - 2003/09/01] 805.5 - All additional cards function as the 'sideboard'. The sideboard and deck size can change freely between duels. [DCI Floor Rules 132 - 2003/09/01] 805.6 - Games are not played for ante. If a player gets a card that can only be played for ante, they should bring it to the head judge, who will replace it from a random stack of cards. [Tournament Rules 1997/10/01] 805.7 - There are no restricted or banned cards. Ante cards are an exception (see Rule 805.6). [Tournament Rules 1997/10/01] 805.8 - There is no "4 of a single card" limit. You can use all the cards you have. [Tournament Rules 1997/10/01] 806 - Block Constructed Deck Formats 806.1 - These formats follow the Standard (Type 2) tournament rules (see Rule 804) for deck construction but only allow cards from a given "block" rather than from the larger list of sets. [DCI Floor Rules - 2003/09/01] 806.2 - Some cards are 'banned' (see Rule 800.4) from the Ice Age/Homelands/Alliances format. These cards are: [Update 2003/09/01] Amulet of Quoz, Thawing Glaciers, Timmerian Fiends, Zuran Orb 806.3 - Some cards are 'banned' (see Rule 800.4) from the Mirage/Visions/Weatherlight format. These cards are: [Update 2003/09/01] Squandered Resources 806.4 - Some cards are 'banned' (see Rule 800.4) for the Tempest/Stronghold/Exodus format. These cards are: [Update 2003/09/01] Cursed Scroll 806.5 - Some cards are 'banned' (see Rule 800.4) for the Urza's Saga/Urza's Legacy/Urza's Destiny format. These cards are: [Update 2003/09/01] Gaea's Cradle, Timeshift, Voltaic Key, Memory Jar, Tolarian Academy, Windfall, Serra's Sanctum, 806.6 - Some cards are 'banned' (see Rule 800.4) for the Mercadian Masques/Nemesis/Prophecy format. These cards are: [Update 2003/09/01] Lin Sivvi, Defiant Hero, Rishadan Port 806.7 - No cards are 'banned' (see Rule 800.4) for the Invasion/Planeshift/Apocalypse format. 806.8 - No cards are 'banned' (see Rule 800.4) for the Odyssey/Torment/Judgment format. 806.9 - No cards are 'banned' (see Rule 800.4) for the Onslaught/Legions/Scourge format. 806.10 - Some cards are 'banned' (see Rule 800.4) for the Mirrodin/Darksteel/Fifth Dawn format. These cards are: [Update 2006/03/01] AEther Vial, Disciple of the Vault, Skullclamp, Ancient Den, Great Furnace, Tree of Tales, Arcbound Ravager, Seat of the Synod, Vault of Whispers, Darksteel Citadel. 806.11 - No cards are 'banned' (see Rule 800.4) for the Champions of Kamigawa/Betrayers of Kamigawa/Saviors of Kamigawa format. 806.12 - No cards are 'banned' (see Rule 800.4) for the Ravnica format. 806.Ruling.1 - Only cards explicitly banned from this format are banned. The Standard (Type 2) tournament list does not apply. [D'Angelo 1999/06/01] 806.Ruling.2 - The foil Lightning Bolts found in Urza's Destiny packs are not legal in the Urza block. [Donais 1999/06/08] 807 - Booster Draft Formats 807.1 - Players sit in groups of 7 or 8 players. 807.2 - In "Rochester Draft" format, each group starts with 3 booster packs per player. The judge lays out one booster pack (15 cards) on the table and players are given 20 seconds to review the cards. The first pick starts with the player on the judge's left and players pick one card each going around the table to the left. The second booster pack goes around the table to the right, starting on the judges' right. When the rotation gets to the last player, they pick 2 cards and the rotation reverses direction until the booster pack is depleted. 807.3 - Each player gets 5 seconds to select a card, and touching one is considered selecting it. 807.4 - Players may add as many basic lands as they want to their cards after drafting and between games. [Tournament Rules 1997/10/01] 807.5 - 30 minutes are given to construct the deck after drafting is complete. [DCI Floor Rules 2003/09/01] 807.6 - The usual time for constructing a deck is 30 minutes, although the tournament organizer can change this. [DCI Floor Rules 2003/09/01] 807.7 - Expansions are valid for sealed deck play as soon as they are available. There is no 30 day wait period. [DCI Floor Rules 2003/09/01] 807.8 - Minimum of 40 cards in the play deck. [DCI Floor Rules 131 - 2003/09/01] 807.9 - All additional cards function as the 'sideboard'. The sideboard and deck size can change freely between duels. [DCI Floor Rules 132 - 2003/09/01] 807.10 - There is no "4 of a single card" limit. You can use all the cards you have. [Tournament Rules 1997/10/01] 807.11 - Ante cards in initial boosters are replaced by tournament officials from a random stack of cards. [Tournament Rules 1997/10/01] 9 - Glossary ------------------------------------------------------------------------------ G1.1 - Ability G1.1a - "Ability" and "effect" are often confused with one another. An instruction in an object's text is an ability. The result of following such an instruction is an effect. For more information, see Section 4, "Spells, Abilities, and Effects." [CompRules 2003/07/01] G1.1b - When an activated ability is played, it goes onto the stack and stays there until it's countered, it resolves, or it otherwise leaves the stack. [CompRules 2005/10/01] G1.1c - When an effect states that an object "gains" or "has" an ability, it's granting that object an ability. If an effect defines a property of an object ("[card or permanent] is [property]"), it's not granting an ability. For example, an Aura might read, "Enchanted creature is red." The enchantment isn't granting an ability of any kind; it's simply changing the enchanted creature's color to red. [CompRules 2005/08/01] G1.2 - Ability Word G1.2a - An ability word appears in italics at the beginning of some abilities on cards. Ability words are similar to keywords in that they tie together cards that have similar functionality, but they have no special rules meaning and no individual entries in the Comprehensive Rules. [CompRules 2005/08/01] G1.3 - Absorb + G1.3a - Absorb is a static ability that prevents damage. "Absorb N" means "If a source would deal damage to this creature, prevent N of that damage." Each absorb ability can prevent only N damage from any one source at any one time. [CompRules 2007/05/01] + Note - Also see Rule 502.61, "Absorb." G1.4 - Activated Ability G1.4a - An activated ability is written as "activation cost: effect." By paying the activation cost, a player may play such an ability whenever he or she has priority. [CompRules 2003/07/01] Note - Also see Rule 403, "Activated Abilities." G1.5 - Activation Cost G1.5a - The activation cost of an activated ability is everything before the colon in "activation cost: effect." It must be paid to play the ability. Example: The activation cost of an ability that reads "{2},{Tap}: You gain 1 life" is two mana of any color plus tapping the permanent. [CompRules 2003/07/01] Note - Also see Rule 403, "Activated Abilities." G1.6 - Active Player G1.6a - The active player is the player whose turn it is. The active player gets priority at the start of each phase or step (except for the untap and cleanup steps), after any spell or ability (except a mana ability) resolves, and after combat damage resolves. [CompRules 2003/07/01] Note - Also see Rule 200.3. G1.7 - Active Player, Nonactive Player Order Note - See Rule G1.8, "Active Player, Nonactive Player Rule". G1.8 - Active Player, Nonactive Player Rule + G1.8a - Whenever multiple players are instructed to make choices at the same time, the active player makes all his or her choices first, then the nonactive players do so in turn order. This is called the "Active Player, Nonactive Player order" rule, or "APNAP order" rule. See Rule 103.4. This rule is modified for Two-Headed Giant play; see Rule 606.6d. [CompRules 2007/05/01] Note - Also see Rule 103.4. G1.9 - Active Team G1.9a - In the Two-Headed Giant variant, the active team is the team whose turn it is. The active team gets priority at the start of each phase or step (except for the untap and cleanup steps), after any spell or ability (except a mana ability) resolves, and after combat damage resolves. See Rule 200.3 and Rule 606.6d. [CompRules 2006/10/01] G1.10 - Additional Cost G1.10a - Some spells have additional costs listed in their text. These are paid at the same time the player pays the spell's mana cost. See Rule 409, "Playing Spells and Activated Abilities." [CompRules 2003/07/01] G1.11 - Affinity + G1.11a - Affinity is a static ability that functions while the spell is on the stack. "Affinity for [text]" means "This spell costs you {1} less to play for each [text] you control." The affinity ability only reduces generic mana costs. It doesn't reduce how much colored mana you have to pay for a spell. [CompRules 2007/05/01] Note - Also see Rule 502.31, "Affinity." G1.12 - Alternative Cost G1.12a - The rules text of some spells reads, "You may [action] rather than pay [this object's] mana cost," or includes the phrase, "you may play [this object] without paying its mana cost." These are alternative costs. Only one such alternative cost can be applied to any one spell. Other spells and abilities that ask for a spell's mana cost still see the actual mana cost, not what was paid to play the spell. If an effect requires paying additional costs to play a spell, it still applies to the alternative cost. [CompRules 2005/10/01] Note - Also see Rule 409.1b, "Playing Spells and Activated Abilities." G1.13 - Amplify G1.13a - Amplify is a static ability. "Amplify N" means "As this object comes into play, reveal any number of cards from your hand that share a creature type with it. This permanent comes into play with N +1/+1 counters on it for each card revealed this way. You can't reveal this card or any other cards that are coming into play at the same time as this card." [CompRules 2005/10/01] Note - Also see Rule 502.27, "Amplify." G1.14 - Ante (Obsolete) G1.14a - Earlier versions of the Magic rules included an ante rule as a way of playing "for keeps." Playing Magic games for ante is now considered an optional variation on the game, and it is allowed only where it's not forbidden by law or by other rules. Playing for ante is strictly forbidden under DCI tournament rules. [CompRules 2003/07/01] G1.14b - When using the ante rule, each player puts one random card from his or her deck into his or her ante zone at the beginning of the game. At the end of the game, the winner becomes the owner of the cards in each player's ante zone. [CompRules 2003/07/01] Note - Also see Rule 217.9, "Ante." G1.15 - APNAP Order G1.15a - See Rule G1.7, "Active Player, Nonactive Player Order". [CompRules 2003/07/01] G1.16 - Artifact G1.16a - Artifact is a type. The active player can play artifacts during his or her main phase when the stack is empty. When an artifact spell resolves, its controller puts it into play under his or her control. [CompRules 2006/02/01] Note - Also see Rule 212.2, "Artifacts." G1.17 - Artifact Creature + G1.17a - An artifact creature is a combination of artifact and creature, and it's subject to the rules for both. [CompRules 2007/05/01] + Note - Also see Rule 212.2, "Artifacts." G1.18 - Artifact Land + G1.18 - An artifact land is a combination of artifact and land, and it's subject to the rules for both. (See Rule 212.2, "Artifacts.") Artifact lands can only be played as lands. [CompRules 2007/05/01] G1.19 - Artifact Type + G1.19a - Artifact subtypes are always a single word and are listed after a long dash: "Artifact - Equipment." Artifact subtypes are also called artifact types. [CompRules 2007/05/01] + G1.19b - The list of artifact types, updated through the Future Sight set is as follows: Contraption, Equipment, Fortification. [CompRules 2007/05/01] G1.20 - "As though" G1.20a - Text that states a player may do something "as though" some condition were true or a creature can do something "as though" some condition were true applies only to the stated action. For purposes of that action, treat the game exactly as if the stated condition is true. For all other purposes, treat the game normally. [CompRules 2005/10/01] G1.20b - If two cards state that a player (or creature) may do the same thing "as though" different conditions were true, both conditions could apply. If one "as though" effect satisfies the requirements for another "as though" effect, then both effects will apply. [CompRules 2005/10/01] G1.21 - Assign Combat Damage G1.21a - As the combat damage step begins, the active player or team announces how each attacking creature will assign its combat damage. Then the defending player(s) announces how each blocking creature will assign its combat damage. All assignments of combat damage go on the stack as a single entry. [CompRules 2005/10/01] Note - Also see Rule 310, "Combat Damage Step". G1.22 - Attach + G1.22a - To attach an Aura, Equipment, or Fortification to an object means to take it from where it currently is and put it onto that object. If the Aura, Equipment, or Fortification no longer exists or the object it will move onto is no longer in the correct zone when the effect would attach it, nothing happens. Similarly, an Aura, Equipment, or Fortification can't be attached to an object it couldn't enchant, equip, or fortify, respectively. The Aura, Equipment, or Fortification stays where it is, with two exceptions: If an Aura would phase in but can no longer enchant the object it was attached to, it phases in and is then put into its owner's graveyard as a state-based effect; and if an Aura is coming into play from the stack and there is no legal object for it to enchant, the Aura is put into its owner's graveyard instead of coming into play. If an effect tries to attach an Aura, Equipment, or Fortification to the object it's already attached to, the effect does nothing. [CompRules 2007/05/01] + G1.22b - Attaching an Aura in play to a different object causes the Aura to receive a new timestamp. Nothing else about the Aura changes. The Aura never left play, so no comes-into-play or leaves-play triggered abilities will trigger. If an ability of the moved Aura affecting "enchanted [object]" was on the stack when the Aura moved, it will affect the new enchanted object when it resolves, not the old one. The same is true for moved Equipment and Fortifications. [CompRules 2007/05/01] G1.23 - Attack G1.23a - A creature attacks when it's declared as an attacker during the combat phase. (See Rule 308, "Declare Attackers Step.") Playing a spell or ability (even during the combat phase) is never considered to be an attack. [CompRules 2005/10/01] G1.24 - Attack Alone G1.24a - A creature is attacking alone when it's the only creature declared as an attacker in a given combat phase. [CompRules 2003/07/01] Note - Also see Rule 306.4. G1.25 - Attacking Creature G1.25a - A creature becomes an attacking creature when (a) it's declared as part of a legal attack during the combat phase and (b) all costs to attack, if any, have been paid. It remains an attacking creature until it's removed from combat, it stops being a creature, its controller changes, or the combat phase ends. Attacking creatures don't exist outside of the combat phase. [CompRules 2005/10/01] Note - Also see Rule 308, "Declare Attackers Step." G1.26 - Attack Left Option G1.26a - Some multiplayer games use the optional "attack left" rules. If the attack left option is used, a player can attack only an opponent seated immediately to his or her left. If a player's nearest opponent to the left is more than one seat away, the player can't attack. See Rule 604, "Attack Left and Attack Right Options." [CompRules 2005/08/01] G1.27 - Attack Multiple Players Option G1.27a - Some multiplayer games allow the active player to attack multiple opponents. Each of the attacked players is a defending player. Each defending player can block only the creatures attacking him or her. See Rule 602, "Attack Multiple Players Option." [CompRules 2005/08/01] G1.28 - Attack Right Option G1.28a - Some multiplayer games use the optional "attack right" rules. If the attack right option is used, a player can attack only an opponent seated immediately to his or her right. If a player's nearest opponent to the right is more than one seat away, the player can't attack. See Rule 604, "Attack Left and Attack Right Options." [CompRules 2005/08/01] G1.29 - Attacks and Isn't Blocked G1.29a - An ability that triggers when a creature "attacks and isn't blocked" triggers when the creature becomes an unblocked attacking creature. [CompRules 2003/07/01] Note - Also see Rule 309.2f. G1.30 - Aura + G1.30a - Some enchantments have the subtype "Aura." An Aura spell requires a target whose properties are indicated by its enchant keyword ability. An Aura permanent comes into play attached to the object or player the spell targeted. [CompRules 2007/05/01] + G1.30b - An Aura can enchant only a permanent or player whose properties are indicated by its enchant keyword ability. An Aura attached to an illegal object, or not attached to an object or player, is put into its owner's graveyard. (This is a state-based effect. See Rule 420.) [CompRules 2007/05/01] Note - Also see Rule 212.4, "Enchantments." Note - Also see Rule 502.45, "Enchant." G1.31 - Aura Swap + G1.31a - Aura swap is an activated ability of some Aura cards. "Aura swap [cost]" means "[Cost]: You may exchange this permanent with an Aura card in your hand." If either half of the exchange can't be completed, the ability has no effect. [CompRules 2007/05/01] + Note - Also see Rule 502.62, "Aura Swap." G2.1 - Banding, "Bands with Other" G2.1a - Banding is a static ability that modifies the rules for declaring attackers and assigning combat damage. "Bands with other" is a specialized version of the ability. [CompRules 2005/10/01] Note - Also see Rule 502.10, "Banding." Note - Also see Rule 502.11, "Bands with Other." G2.2 - Basic G2.2a - Basic is a supertype. Any land with the supertype basic is a basic land. Any land without that supertype is a nonbasic land. See Rule 205.4, "Supertypes." [CompRules 2003/07/01] G2.3 - Basic Land Type + G2.3a - There are five basic land types: Plains, Island, Swamp, Mountain, and Forest. Every basic land type has a mana ability associated with it. [CompRules 2007/05/01] + Note - Also see Rule 212.6, "Lands." G2.4 - Becomes G2.4a - Some trigger events use the word "becomes" (for example, "becomes tapped" or "becomes blocked"). These trigger only at the time the named event happens--they don't trigger if that state already exists or retrigger if it persists. For example, "becomes tapped" triggers only when a permanent's status changes from untapped to tapped. [CompRules 2005/10/01] G2.5 - Beginning of Combat Step G2.5a - The beginning of combat step is the first step of the combat phase. A player may play spells and abilities during this step whenever he or she has priority. [CompRules 2003/07/01] Note - Also see Rule 307, "Beginning of Combat Step." G2.6 - Beginning Phase G2.6a - The beginning phase is the first phase of the turn. It has three steps: untap, upkeep, and draw. [CompRules 2003/07/01] Note - Also see Rule 301, "Beginning Phase." G2.7 - Block G2.7a - A creature blocks when it's declared as a blocker during the combat phase. [CompRules 2003/07/01] Note - Also see Rule 309, "Declare Blockers Step." G2.8 - Block Alone G2.8a - A creature is blocking alone when it's the sole creature controlled by the defending player declared as a blocker in a given combat phase. [CompRules 2003/07/01] Note - Also see Rule 306.4. G2.9 - Blocked Creature G2.9a - An attacking creature becomes a blocked creature when another creature blocks it or an effect causes it to become blocked during the combat phase. It remains a blocked creature until it's removed from combat, it stops being a creature, its controller changes, or the combat phase ends. A blocked creature doesn't become unblocked if the blocking creature is later removed from combat. Blocked creatures don't exist outside of the combat phase. [CompRules 2003/07/01] Note - Also see Rule 309, "Declare Blockers Step." G2.10 - Blocking Creature G2.10a - A creature becomes a blocking creature when (a) it's declared as part of a legal block during the combat phase and (b) all costs to block, if any, have been paid. It remains a blocking creature until it's removed from combat, it stops being a creature, its controller changes, or the combat phase ends. Blocking creatures don't exist outside of the combat phase. [CompRules 2005/10/01] Note - Also see Rule 309, "Declare Blockers Step." G2.11 - Bloodthirst G2.11a - Bloodthirst is a static ability. "Bloodthirst N" means "If an opponent was dealt damage this turn, this permanent comes into play with N +1/+1 counters on it." Note - Also see Rule 502.50, "Bloodthirst." G2.12 - Bury (Obsolete) G2.12a - Some older cards were printed with the term "bury," which meant to put a permanent into its owner's graveyard. In general, cards that were printed with the term "bury" now read, "Destroy [a permanent]. It can't be regenerated," or "Sacrifice [a permanent]." [CompRules 2005/10/01] G2.13 - Bushido G2.13a - Bushido is a triggered ability. "Bushido N" means "Whenever this creature blocks or becomes blocked, it gets +N/+N until end of turn." (See Rule 209, "Declare Blockers Step.") [CompRules 2006/10/01] Note - Also see Rule 502.38, "Bushido". G2.14 - Buyback G2.14a - Buyback appears on some instants and sorceries. It represents two static abilities that function while the spell is on the stack. "Buyback [cost]" means "You may pay an additional [cost] as you play this spell" and "If the buyback cost was paid, put this spell into its owner's hand instead of into that player's graveyard as it resolves." Paying a spell's buyback cost follows the rules for paying additional costs in Rule 409.1b and Rule 409.1f through Rule 409.1h. [CompRules 2006/10/01] Note - Also see Rule 502.16, "Buyback." G3.1 - Cantrip (Informal) G3.1a - This is a nickname for any spell that has "Draw a card" as part of its effect. [CompRules 2003/07/01] G3.2 - Card G3.2a - When a rule or text on a card refers to a "card," it means a Magic card with a Magic card front and the Magic card back. Tokens aren't considered cards-even a card that represents a token isn't considered a card for rules purposes. See Rule 200.1. [CompRules 2003/07/01] G3.2b - Use the Oracle card reference to determine a card's text. [CompRules 2003/07/01] G3.3 - Cast (Obsolete) G3.3a - Some older cards used the term "cast" to describe the playing of a spell. In general, cards that were printed with the term "cast" now use the term "play." [CompRules 2003/12/01] G3.4 - Caster (Obsolete) G3.4a - Some older cards used the term "caster" to describe the player who played a spell. In general, cards that were printed with the term "caster" now refer to the object's "controller." [CompRules 2003/07/01] G3.5 - Casting Cost (Obsolete) G3.5a - Some older cards used the term "casting cost" to describe the mana cost of a spell. In general, cards that were printed with the term "casting cost" now use the term "mana cost." Cards that used the term "total casting cost" now use the term "converted mana cost." [CompRules 2003/07/01] G3.6 - Change a Target G3.6a - The target of a spell or ability can change only to another legal target. If the target can't change to another legal target, the original target is unchanged. Changing a spell or ability's target can't change its mode. You can change the target of a spell or ability only if an effect tells you to change its target. [CompRules 2003/07/01] Note - Also see Rule 415.7, "Changing Targets." G3.7 - Characteristics G3.7a - An object's characteristics are name, mana cost, color, type, subtype, supertype, expansion symbol, rules text, abilities, power, and toughness. Characteristics don't include any other information, such as whether a permanent is tapped, a spell or permanent's controller, a spell's target, what an Aura enchants, and so on. See Rule 201, "Characteristics." [CompRules 2005/10/01] G3.8 - Characteristic-Defining Ability + G3.8a - Some objects have intrinsic static abilities that define the object's colors, subtypes, power, or toughness. These abilities are characteristic-defining abilities, and they function in all zones. [CompRules 2007/05/01] Note - Also see Rule 405.2. G3.9 - Cleanup Step G3.9a - Cleanup is the second and final step of the end phase. Spells and abilities may be played during this step only if the conditions for any state-based effects exist or if any abilities have triggered. In that case, the step repeats. [CompRules 2003/07/01] Note - Also see Rule 314, "Cleanup Step." G3.10 - Collector Number G3.10a - Some card sets feature collector numbers. This information is printed in the form [card number]/[total cards in the set], immediately following the legal text. These numbers have no effect on game play. [CompRules 2003/07/01] Note - Also see Rule 211, "Collector Number." G3.11 - Color G3.11a - The only colors in the Magic game are white, blue, black, red, and green. An object can be one or more of those colors or it can be colorless. "Colorless" isn't a color; neither are "artifact," "land," "brown," "gold," and so on. See Rule 203.2. [CompRules 2003/07/01] + G3.11b - An object's color is determined by the color(s) of the mana symbols in its mana cost. A hybrid mana symbol is each of its component colors. [CompRules 2007/05/01] G3.11c - Effects may change an object's color. If an effect gives an object a new color, the new color replaces all previous colors the object had. [CompRules 2003/07/01] G3.12 - Colorless + G3.12a - An object with no color is colorless. Lands are colorless because they have no mana cost. Most artifacts are colorless because they have no colored mana in their mana costs. Face-down creatures are colorless due to the effects that turn them face down. A colorless object can be given a color by an effect. [CompRules 2007/05/01] Note - Also see Rule 203.2. G3.13 - Colorless mana G3.13a - Numeral symbols (such as {1}) and variable symbols (such as {X}) can represent colorless mana if they appear in the effect of a spell or ability that reads, "add [mana symbol] to your mana pool" or something similar. See Rule 104.3d. [CompRules 2003/12/01] G3.14 - Combat Damage G3.14a - Combat damage is dealt during the combat damage step of the combat phase by attacking creatures and blocking creatures. It doesn't include damage dealt by spells and abilities during the combat phase. See Rule 310, "Combat Damage Step." [CompRules 2003/07/01] G3.15 - Combat Damage Step G3.15a - The combat damage step is the fourth step of the combat phase. Attacking and blocking creatures deal damage in the combat damage step. A player may play spells and abilities during this step whenever he or she has priority. [CompRules 2003/07/01] G3.15b - If any attacking or blocking creature has first strike (see Rule 502.2) or double strike (see Rule 502.28), there are two combat damage steps. [CompRules 2003/07/01] Note - Also see Rule 310, "Combat Damage Step." G3.16 - Combat Phase G3.16a - Combat is the third phase of the turn. The combat phase has five steps: beginning of combat, declare attackers, declare blockers, combat damage, and end of combat. [CompRules 2003/07/01] Note - Also see Rule 306 through Rule 311. G3.17 - Comes into Play G3.17a - A permanent comes into play when the card or token representing it is moved into the in-play zone. A permanent whose type or controller changes doesn't "come into play." [CompRules 2003/07/01] G3.17b - Permanents come into play untapped and under the control of whoever put them into play. [CompRules 2003/07/01] G3.17c - When a permanent comes into play, first apply any replacement effects, then apply continuous effects, then check to determine if the current form of the permanent generates any triggered abilities. Example: If an instruction causes something to come into play tapped, it isn't put into play untapped and then tapped. [CompRules 2003/07/01] G3.18 - Concede G3.18a - A player may concede a game at any time. A player who concedes leaves the game immediately. He or she loses the game. [CompRules 2003/10/01] Note - Also see Rule 102. G3.19 - Constructed G3.19a - In constructed play, each player needs his or her own deck of at least sixty cards, small items to represent any tokens and counters, and some way to clearly track life totals. A constructed deck can have any number of basic land cards and no more than four of any card with a particular English name other than basic land cards. See Rule 100.2. [CompRules 2003/07/01] G3.20 - Continuous Effect G3.20a - Continuous effects are usually active as long as the permanent with the associated static ability remains in play or the object with the associated static ability remains in the appropriate zone. A spell or ability can also create a continuous effect that doesn't depend on a permanent; these last as long as the spell or ability specifies. If no duration is specified, a continuous effect lasts the rest of the game. [CompRules 2006/02/01] Note - Also see Rule 418, "Continuous Effects." G3.21 - Continuous Artifact (Obsolete) G3.21a - Some older cards used the term "continuous artifact" on the card's type line. They were artifacts without activated abilities. Cards that were printed with the term "continuous artifact" now simply use "artifact." [CompRules 2003/07/01] G3.22 - Control, Controller G3.22a - A permanent's controller is whoever put it into play unless the spell or ability that put the permanent into play states otherwise. Other effects can later change a permanent's controller. [CompRules 2003/07/01] G3.22b - A spell or activated ability on the stack is controlled by whoever played it. A copy of a spell is controlled by the player who put it on the stack. A triggered ability on the stack is controlled by the player who controlled its source at the time it triggered. [CompRules 2005/08/01] G3.22c - Objects in zones other than in play or the stack have no controller. If anything asks for the controller of an object that doesn't have a controller, use its owner instead. [CompRules 2003/12/01] G3.23 - Controlling Another Player's Turn G3.23a - One card (Mindslaver) allows a player to control another player's turn. The controller of another player's turn makes all choices and decisions that player is allowed to make, or is told to make, during that turn by rules or by any objects. A player doesn't lose life due to mana burn while another player controls his or her turn. [CompRules 2005/10/01] Note - Also see Rule 507, "Controlling Another Player's Turn." G3.24 - Converted Mana Cost G3.24a - The converted mana cost of an object is the total amount of mana in its mana cost, regardless of color. If an object has no mana cost, its converted mana cost is zero. [CompRules 2005/08/01] Example: An Air Elemental has a mana cost of {3}{U}{U} and a converted mana cost of 5. [CompRules 2003/07/01] Note - Also see Rule 203, "Mana Cost and Color." G3.25 - Convoke + G3.25a - Convoke is a static ability that functions while the spell is on the stack. "Convoke" means "As an additional cost to play this spell, you may tap any number of untapped creatures you control. Each creature tapped this way reduces the cost to play this spell by {1} or by one mana of any of that creature's colors." Using the convoke ability follows the rules for paying additional costs in Rule 409.1b and Rule 409.1f through Rule 409.1h. [CompRules 2007/05/01] Note - Also see Rule 502.46, "Convoke." G3.26 - Copiable Values G3.26a - An object's "copiable values" are the values that are printed on the object, as modified by other copy effects, plus any values set for face-down spells or permanents and any values set by "comes into play as" abilities. Other effects (including type-changing effects) and counters are not copied. [CompRules 2005/10/01] Note - Also see Rule 503.2 and Rule 503.3. G3.27 - Copy G3.27a - A "copy" of an object is an object whose copiable values have been set to those of the first object. [CompRules 2003/07/01] Note - Also see Rule 503, "Copying Objects." G3.28 - Cost G3.28a - Playing spells and activated abilities requires paying a cost. Most costs are paid in mana, but costs may also include paying life, tapping or sacrificing permanents, discarding cards, and so on. [CompRules 2005/10/01] G3.28b - A player can't pay a cost unless he or she has the necessary resources to pay it fully. For example, a player with only 1 life can't pay a cost of 2 life, and a permanent that's already tapped can't be tapped to pay a cost. [CompRules 2003/07/01] + G3.28c - Some spells and abilities have no cost. In such instances, the cost can't be paid. [CompRules 2007/05/01] + Note - Also see Rule 203, "Mana Cost and Color." + Note - Also see Rule 403, "Activated Abilities." + Note - Also see Rule 424, "Costs." G3.29 - Counter G3.29a - Counter has two meanings in the Magic game. G3.29b - To counter a spell or ability is to cancel it, removing it from the stack. It doesn't resolve and none of its effects occur. A countered spell is put into its owner's graveyard. [CompRules 2003/07/01] G3.29c - A counter is a marker placed on an object, either modifying its characteristics or interacting with an effect. A +X/+Y counter on a permanent, where X and Y are numbers, adds X to that permanent's power and Y to that permanent's toughness. These bonuses are added after permanent-type changing effects and after most other power and toughness changing effects. Similarly, -X/-Y counters subtract from power and toughness. See Rule 418.5a. Counters with the same name or description are interchangeable. Counters may also be given to players. For information about poison counters, see Rule 102.3d. [CompRules 2005/10/01] G3.29d - 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, where N is the smaller of the number of +1/+1 and -1/-1 counters on it. This is a state-based effect; see Rule 420.5n. [CompRules 2006/10/01] Note - Also see Rule 414, "Countering Spells and Abilities." Note - Also see Rule 200.10, "Counters." G3.30 - Counts As (Obsolete) G3.30a - Some older cards were printed with text stating that the card "counts as" something. As far as the game rules and other cards are concerned, the card is that thing. (Newer Magic cards use "is" instead.) [CompRules 2005/10/01] G3.31 - Creature G3.31a - Creature is a type. The active player can play creatures during his or her main phase when the stack is empty. When a creature spell resolves, its controller puts it into play under his or her control. [CompRules 2006/02/01] Note - Also see Rule 212.3, "Creatures." [CompRules 2003/07/01] G3.32 - Creature Type + G3.32a - Creatures ant tribals share the same set of subtypes. These subtypes are always a single word and are listed after a long dash: "Creature - Human Soldier," "Artifact Creature - Golem," and so on. These subtypes are also called creature types. [CompRules 2007/05/01] + G3.32b - The list of creature types, updated through the Future Sight set, is as follows: [CompRules 2007/05/01] Abomination, Advisor, Aladdin, Albatross, Alchemist, Ali-Baba, Ali-from-Cairo, Alligator, Ambush-Party, Angel, Ant, Antelope, Ape, Archaeologist, Archer, Archon, Artificer, Asp, Assassin, Assembly-Worker, Atog, Aurochs, Avatar, Avenger, Badger, Ball-Lightning, Bandit, Banshee, Barbarian, Basilisk, Bat, Bear, Beast, Bee, Beeble, Being, Berserker, Bird, Blinkmoth, Boar, Bodyguard, Bringer, Brother, Brownie, Brushwagg, Bull, Bureaucrat, Camarid, Camel, Caravan, Caribou, Carnivore, Carriage, Carrier, Cat, Cave-People, Centaur, Cephalid, Cheetah, Chicken, Child, Chimera, Citizen, Clamfolk, Cleric, Cobra, Cockatrice, Constable, Construct, Cow, Coward, Crab, Crocodile, Crusader, Cyclops, Dauthi, Demon, Deserter, Designer, Devil, Devouring-Deep, Dinosaur, Djinn, Dog, Donkey, Doppelganger, Dragon, Dragonfly, Drake, Dreadnought, Drill-Sergeant, Drone, Druid, Dryad, Dwarf, Eater, Eel, Effigy, Efreet, Egg, Elder, Elemental, Elephant, Elf, El-Hajjƒj, Enchantress, Entity, Erne, Essence, Exorcist, Expansion-Symbol, Eye, Faerie, Fallen, Farmer, Ferret, Fiend, Fish, Flagbearer, Fox, Frog, Frostbeast, Fungus, Fungusaur, Gaea's-Avenger, Gamer, Gargoyle, General, Ghost, Ghoul, Giant, Gnome, Goat, Goblin, Golem, Gorgon, Graveborn, Gremlin, Griffin, Guardian, Gus, Gypsy, Hag, Harlequin, Hellion, Heretic, Hero, Hipparion, Hippo, Homarid, Hornet, Horror, Horse, Horseman, Hound, Human, Hydra, Hyena, Illusion, Imp, Incarnation, Infernal-Denizen, Inquisitor, Insect, Island-Fish, Jackal, Jellyfish, Juggernaut, Kavu, Keeper, Kelp, King, Kirin, Kithkin, Knight, Kobold, Kor, Kraken, Lady-of-Proper-Etiquette, Lammasu, Leech, Legionnaire, Lemure, Leper, Leviathan, Lhurgoyf, Licid, Lizard, Lord, Lurker, Lycanthrope, Mage, Maiden, Mammoth, Manticore, Marid, Martyr, Master, Medusa, Mercenary, Merchant, Merfolk, Mime, Minion, Minor, Minotaur, Miracle-Worker, Mist, Mob, Mold-Demon, Monger, Mongoose, Monk, Monster, Moonfolk, Mummy, Murk-Dwellers, Mutant, Myr, Mystic, Nameless-Race, Narwhal, Nephilim, Niall-Silvain, Nightmare, Nightstalker, Ninja, Noble, Nomad, Octopus, Ogre, Ooze, Orb, Orc, Orgg, Ouphe, Ox, Oyster, Paladin, Paratrooper, Pegasus, Penguin, Pentavite, People-of-the-Woods, Pest, Phantasm, Phelddagrif, Phoenix, Pig, Pikemen, Pincher, Pirate, Pixie-Queen, Plant, Poison-Snake, Poltergeist, Pony, Preacher, Priest, Prism, Pyknite, Rabbit, Raider, Ranger, Rat, Rebel, Reflection, Rhino, Rigger, Robber, Roc, Rock-Sled, Rogue, Sage, Salamander, Samurai, Sand, Saproling, Satyr, Scavenger, Scorpion, Scout, Serf, Serpent, Shade, Shaman, Shapeshifter, Shark, Sheep, Ship, Shyft, Singing-Tree, Sister, Skeleton, Slith, Sliver, Slug, Smith, Snake, Soldier, Soltari, Sorceress, Spawn, Speaker, Specter, Spellshaper, Sphinx, Spider, Spike, Spirit, Splinter, Sponge, Spuzzem, Spy, Squirrel, Stangg-Twin, Starfish, Strider, Survivor, Swarm, Tactician, Tarpan, Teddy, Tetravite, Thief, The-Biggest-Baddest-Nastiest-Scariest-Creature-You'll-Ever-See, Thopter, Thrull, Tiger, Titan, Toad, Tortoise, Townsfolk, Tracker, Treefolk, Triskelavite, Troll, Turtle, Twin, Unicorn, Vampire, Vedalken, Viashino, Villain, Viper, Volver, Vulture, Waiter, Walking-Dead, Wall, War-Rider, Warrior, Wasp, Weird, Whale, Whippoorwill, Wight, Wiitigo, Wirefly, Witch, Wizard, Wolf, Wolverine, Wolverine-Pack, Wolves-of-the-Hunt, Wombat, Worm, Wraith, Wretched, Wurm, Yeti, Zombie, Zubera. [CompRules 2007/05/01] G3.33 - Cumulative Upkeep G3.33a - Cumulative upkeep is a triggered ability that imposes an increasing cost on a permanent. "Cumulative upkeep [cost]" means "At the beginning of your upkeep, put an age counter on this permanent, then sacrifice this permanent unless you pay [cost] for each age counter on it." If [cost] has choices associated with it, each choice is made separately for each age counter, then either the entire set of costs is paid, or none of them are paid. Partial payments aren't allowed. Note that if a permanent has more than one instance of cumulative upkeep, each creates a separate triggered ability at the beginning of upkeep that counts all the age counters on the permanent from all abilities. [CompRules 2006/07/15] Note - Also see Rule 502.13, "Cumulative Upkeep." G3.34 - Cycling G3.34a - Cycling is an activated ability that functions only while the card with cycling is in a player's hand. "Cycling [cost]" means "[Cost], Discard this card: Draw a card." [CompRules 2004/10/01] Note - Also see Rule 502.18, "Cycling." G4.1 - Damage G4.1a - Damage can be dealt to creatures and/or players. [CompRules 2003/07/01] + G4.1b - Damage dealt to a player causes that player to lose that much life. [CompRules 2007/05/01] G4.1c - Damage dealt to a creature stays on the permanent until end of turn, even if it stops being a creature. A creature with damage greater than or equal to its toughness has been dealt lethal damage and is destroyed. (See Rule 420, "State-Based Effects.") Damage doesn't alter a creature's toughness. A noncreature permanent isn't affected by damage (but if it becomes a creature again before the damage is removed, the creature may be destroyed). During the cleanup step, all damage is removed from permanents. [CompRules 2003/07/01] G4.1d - Costs and effects that read "lose life" or "pay life" don't deal damage, and that loss of life can't be prevented or otherwise altered by effects that prevent or replace damage. [CompRules 2005/10/01] G4.2 - Deathtouch + G4.2a - Deathtouch is a triggered ability. "Deathtouch" means "Whenever this permanent deals damage to a creature, destroy that creature." If a permanent has multiple instances of deathtouch, each triggers separately. [CompRules 2007/05/01] + Note - Also see Rule 502.63, "Deathtouch." G4.3 - Deck G4.3a - A player's deck is the collection of cards that player starts the game with. When the game begins, each player's deck becomes his or her library. See Section 100, "General," and Section 101, "Starting the Game." [CompRules 2005/10/01] G4.4 - Declare Attackers G4.4a - To declare attackers, the active player chooses a set of creatures that will attack and pays any costs they require to attack. Only creatures can attack, and the following creatures can't attack: tapped creatures (even those that can attack without tapping) and creatures the active player didn't control continuously since the beginning of the turn (except those with haste). Other effects may also affect whether or not a set of creatures could attack. [CompRules 2004/10/01] Note - Also see Rule 500, "Legal Attacks and Blocks." G4.5 - Declare Attackers Step G4.5a - The declare attackers step is the second step of the combat phase. The active player declares attackers during this step (or chooses not to attack). Then the active player gets priority and players may play spells and abilities. [CompRules 2005/10/01] Note - Also see Rule 308, "Declare Attackers Step." G4.6 - Declare Blockers G4.6a - To declare blockers, the defending player chooses a set of creatures that will block and pays any costs they require to block. Only untapped creatures can block, but blocking doesn't cause creatures to tap. Other effects may also affect whether or not a set of creatures could block. [CompRules 2003/07/01] Note - Also see Rule 500, "Legal Attacks and Blocks." G4.7 - Declare Blockers Step G4.7a - The declare blockers step is the third step of the combat phase. The defending player declares blockers during this step (or chooses not to block). Then the active player gets priority and players may play spells and abilities. [CompRules 2005/10/01] Note - Also see Rule 309, "Declare Blockers Step." G4.8 - Defender G4.8a - Defender is a static ability. Creatures with defender can't attack. [compRules 2004/10/01] Note - Also see Rule 502.41, "Defender". G4.9 - Defending Player G4.9a - During the combat phase, the active player is attacking and is the attacking player. As the combat phase starts, the active player chooses one opponent. The chosen opponent is being attacked and is the defending player. Creatures can attack only the defending player; they can't attack other creatures. During phases other than combat, there is no defending player. [CompRules 2005/08/01] G4.9b - If the "attack multiple players" option is used in a multiplayer game, there can be more than one defending player. See Rule 602, "Attack Multiple Players Option." The Two-Headed Giant variant uses different combat rules than other multiplayer variants; see Rule 606.7. [CompRules 2005/10/01] Note - Also see Rule 306.3. Note - Also see Rule G1.27. G4.10 - Delayed Triggered Ability G4.10a - A delayed triggered ability is created by effects generated when some spells or abilities resolve. [CompRules 2003/07/01] Note - Also see Rule 404.4. G4.11 - Delve + G4.11a - Delve is a static ability that functions while the spell that has it is on the stack. "Delve" means "As an additional cost to play this spell, you may remove any number of cards in your graveyard from the game. Each card removed this way reduces the cost to play this spell by {1}." Using the delve ability follows the rules for paying additional costs in Rule 409.1b and Rule 409.1f through Rule 409.1h. [CompRules 2007/05/01] + Note - Also see Rule 502.64, "Delve." G4.12 - Depend On G4.12a - An effect is said to "depend on" another if it is applied at the same time as the other effect and applying the other would change the text or the existence of the first effect, what it applies to, or what it does to any of the things it applies to. [CompRules 2003/07/01] Note - Also see Rule 418.5, "Interaction of Continuous Effects." G4.13 - Deploy Creatures Option G4.13a - Some multiplayer games allow players to give creatures to their teammates. If the deploy creatures option is used, each creature has the ability "{T}: Target teammate gains control of this creature. Play this ability only any time you could play a sorcery." [CompRules 2005/08/01] Note - Also see Rule 603, "Deploy Creatures Option." G4.14 - Destroy G4.14a - To destroy a permanent is to move it from the in-play zone to its owner's graveyard. Regeneration or other destruction-replacement effects can replace this action. See Rule 419, "Replacement and Prevention Effects." [CompRules 2003/07/01] Note - Also see Rule 419, "Replacement and Prevention Effects." G4.15 - Discard G4.15a - A player discards a card by putting a card from his or her hand into his or her graveyard. By default, effects that cause a player to discard a card allow the affected player to choose which card to discard. Some effects, however, require a random discard or allow another player to choose which card is discarded. [CompRules 2003/10/01] G4.16 - Distribute G4.16a - Distribute has its normal English meaning in the Magic game. If a spell or ability requires a player to distribute something (such as counters) as he or she chooses among one or more targets, or among any number of untargeted objects or players, then each of these targets, objects, or players must receive at least one of whatever is being distributed. See Rule 409.1e and Rule 310.2. [CompRules 2005/10/01] G4.17 - Divide G4.17a - Divide has its normal English meaning in the Magic game. If a spell or ability requires a player to divide something (such as damage or counters) as he or she chooses among one or more targets, or any number of untargeted objects or players, then each of these targets, objects, or players must receive at least one of whatever is being divided. This doesn't apply to dividing combat damage. See Rule 409.1e and Rule 310.2. [CompRules 2006/02/01] G4.17.Ruling.1 - Dividing an effect can be communicated using a bunch of possible words, including "divide" and "distribute". This is not locked to the word "divide". [DeLaney 2003/12/14] G4.18 - Double Strike G4.18a - Double strike is a static ability that modifies the rules for the combat damage step. Creatures with double strike deal combat damage in both the first-strike combat damage step and the normal combat damage step. [CompRules 2003/07/01] Note - Also see Rule 502.28, "Double Strike." G4.19 - Draw G4.19a - Draw has two meanings in the Magic game. G4.19b - A player draws a card by putting the top card of his or her library into his or her hand. This is done as a game action during each player's draw step. It may also be done as part of a cost or effect of a spell or ability. If an effect moves cards from a player's library to that player's hand without using the word "draw," the player has not drawn those cards. This makes a difference for abilities that trigger on drawing cards or that replace card draws, as well as if the player's library is empty. See Rule 423, "Drawing a Card." [CompRules 2006/10/01] G4.19c - A drawn game is a game where the game ends and there is no winner. See Rule 102.4. [CompRules 2005/10/01] G4.20 - Draw Step G4.20a - The draw step is the third step of the beginning phase. As the draw step begins, the active player draws a card (this game action does not use the stack). Then the active player gets priority and players may play spells and abilities. [CompRules 2003/12/01] Note - Also see Rule 304, "Draw Step." G4.21 - Dredge G4.21 - Dredge is a static ability that functions only while the card with dredge is in a player's graveyard. "Dredge N" means "As long as you have at least N cards in your library, if you would draw a card, you may instead put N cards from the top of your library into your graveyard and return this card from your graveyard to your hand." A player with fewer cards in his or her library than the number required by a dredge ability can't put any of them into his or her graveyard this way. [CompRules 2005/10/01] Note - Also see Rule 502.47, "Dredge." G4.22 - Dual Land (Informal) G4.22a - The Ravnica block and early Magic core sets contain "dual lands"; each of these has two basic land types. For example, Temple Garden has the land types Forest and Plains. Dual land cards have the default abilities of both basic land types and are treated as both by all spells and abilities that specifically refer to those types. However, they are not basic lands. A dual land doesn't count as two lands while in play-it's just one land with multiple land types. [CompRules 2006/05/01] G4.23 - During (Obsolete) G4.23a - Some older cards used the phrase "during [phase], [action]." These abilities were called "phase abilities." In general, cards that were printed with phase abilities now have abilities that trigger at the beginning of a step or phase. "During" still appears in current card text, but only in its normal English sense and not as game terminology. [CompRules 2005/10/01] G5.1 - Echo G5.1a - Echo is a triggered ability. "Echo [cost]" means "At the beginning of your upkeep, if this permanent came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost." Urza block cards with the echo ability were printed without an echo cost; these cards have been given errata to have an echo cost equal to their mana cost. [CompRules 2006/10/01] Note- Also see Rule 502.19, "Echo." G5.2 - Effect G5.2a - "Ability" and "effect" are often confused with one another. When a spell or ability resolves, it may create one or more one-shot or continuous effects. Static abilities may create one or more continuous effects. Some effects are replacement effects or prevention effects. State-based effects are not created by spells or abilities; they are generated by specific states of the game. [CompRules 2003/07/01] Note - Also see Rule 416, "Effects." G5.3 - Emperor G5.3a - Emperor is a multiplayer variant with its own rules. The Emperor variant involves two or more teams of three players each. Each team sits together on one side of the table. Each team has one emperor, who sits in the middle of the team. The remaining players on the team are generals whose job is to protect the emperor. In addition to the normal rules for winning and losing, a team loses if its emperor loses the game. [CompRules 2005/08/01] G5.3b - The Emperor variant uses the following default options: (a) The range of influence is limited to 2 for emperors and 1 for generals (see Rule 601), (b) Emperor games use the deploy creatures option (see Rule 603), and (c) A player can attack only an opponent seated immediately next to him or her. [CompRules 2005/08/01] Note - Also see Rule 607, "Emperor Variant." G5.4 - Enchant + G5.4a - Enchant is a static ability, written "Enchant [object or player]." The enchant ability restricts what an Aura spell can target and what an Aura can enchant. [CompRules 2007/05/01] Note - Also see Rule 502.45, "Enchant." Note - Also see Rule 212.4, "Enchantment." G5.5 - Enchant Player + G5.5a - Auras with the "enchant opponent" or "enchant player" ability can target and be attached to players. Such Auras can't target permanents and can't be attached to objects. [CompRules 2007/05/01] Note - Also see Rule G1.30, "Aura." Note - Also see Rule G5.4, "Enchant." G5.6 - Enchantment G5.6a - Enchantment is a type. The active player can play enchantments during his or her main phase when the stack is empty. See Rule 212.4, "Enchantments." See also Global Enchantment, Local Enchantment. [CompRules 2006/02/01] Note - Also see Rule G1.30, "Aura." G5.7 - Enchantment Type G5.7a - Enchantment subtypes are always a single word and are listed after a long dash: "Enchantment - Shrine." Enchantment subtypes are also called enchantment types. [CompRules 2005/08/01] + G5.7b - The list of enchantment types, updated through the Future Sight set, is as follows: Aura, Shrine. [CompRules 2007/05/01] G5.8 - End of Combat Step G5.8a - The end of combat step is the fifth step of the combat phase. A player may play spells and abilities during this step whenever he or she has priority. [CompRules 2003/07/01] Note - Also see Rule 311, "End of Combat Step." G5.9 - Ending the Turn G5.9a - One card (Time Stop) ends the turn when its resolves. When an effect ends the turn, follow these steps in order: Remove every object on the stack from the game. Remove all attacking and blocking creatures, if any, from combat. Check state-based effects. The current step and/or phase ends. The game skips straight to the cleanup step. [CompRules 2005/08/01] Note - Also see Rule 209, "Ending the Turn." G5.10 - End of Turn Step G5.10a - This is the first step of the end phase. A player may play spells and abilities during this step whenever he or she has priority. See Rule 313, "End of Turn Step." [CompRules 2003/07/01] G5.11 - End Phase G5.11a - The end phase is the fifth and final phase of the turn. It has two steps: end of turn and cleanup. [CompRules 2003/07/01] Note - Also see Rule 312, "End Phase." G5.12 - Entwine G5.12a - Entwine is a static ability that functions while the spell is on the stack. "Entwine [cost]" means "You may choose to use all modes of this spell instead of just one. If you do, you pay an additional [cost]." When the spell resolves, if the entwine cost was paid, follow the text of each of the modes in the order they're written on the card. [CompRules 2004/10/01] Note - Also see Rule 502.32, "Entwine." G5.13 - Epic G5.13a - Epic represents both a static ability and a delayed triggered ability. "Epic" means, "For the rest of the game, you can't play spells," and "At the beginning of each of your upkeeps, copy this spell except for its epic ability. If the spell has any targets, you may choose new targets for the copy." [CompRules 2005/10/01] Note - Also see Rule 502.44, "Epic." G5.14 - Equip G5.14a - Equip is an activated ability. "Equip [cost]" means "[Cost]: Attach this Equipment to target creature you control. Play this ability only any time you could play a sorcery." [CompRules 2005/10/01] Note - Also see Rule 212.2, "Artifacts." Note - Also see Rule 502.33, "Equip." G5.15 - Equipment G5.15a - Some artifacts have the subtype "Equipment." These artifacts can be attached to (can "equip") creatures. They can't equip objects that aren't creatures. An Equipment is played and comes into play just like any other artifact. Equipment doesn't come into play equipping a creature. The equip keyword ability moves the Equipment onto a creature you control. (See Rule 502.33, "Equip.") The creature an Equipment is attached to is called "equipped." The Equipment is attached to, or "equips," that creature. [CompRules 2003/12/01] G5.15b - An Equipment that's also a creature or an Equipment that loses the subtype "Equipment" can't equip a creature. An Equipment can't equip itself. An Equipment that equips an illegal or nonexistent permanent becomes unattached from that permanent, but remains in play. (This is a state-based effect.") See Rule 420. [CompRules 2005/08/01] Note - Also see Rule 212.2g through Rule 212.2k for additional rules on Equipment. G5.16 - Evasion Ability G5.16a - Evasion abilities restrict what creatures can block an attacking creature. These are static abilities that modify the declare blockers step of the combat phase. [CompRules 2003/07/01] + Note - Also see Rule 500.3a. G5.17 - Event G5.17a - Anything that happens in a game is an event. Multiple events may take place during the resolution of a spell or ability. The text of triggered abilities and replacement effects defines the event they're looking for. One "happening" may be treated as a single event by one ability and as multiple events by another. Example: If an attacking creature is blocked by two defending creatures, this is one event for a triggered ability that reads "Whenever [name] becomes blocked" but two events for a triggered ability that reads "Whenever [name] becomes blocked by a creature." [CompRules 2003/07/01] G5.18 - Exchange G5.18a - A spell or ability may instruct two players to exchange something (for example, life totals or control of two permanents) as part of its resolution. When such a spell or ability resolves, if it can't exchange the chosen things, it has no effect on them. Example: If a spell attempts to exchange control of two target creatures but one of those creatures is destroyed before the spell resolves, the spell does nothing to the other creature. Or if a spell attempts to exchange control of two target creatures but both of those creatures are controlled by the same player, the spell does nothing to the two creatures. [CompRules 2003/07/01] G5.18b - When control of two permanents is exchanged, each player simultaneously gains control of the permanent that was controlled by the other player. [CompRules 2003/07/01] G5.18c - When life totals are exchanged, each player gains or loses the amount of life necessary to equal the other player's previous life total. Replacement effects may modify these gains and losses, and triggered abilities may trigger on them. [CompRules 2003/07/01] G5.18d - Some spells or abilities may instruct a player to exchange cards in one zone with cards in a different zone (for example, cards removed from the game and cards in a player's hand). These spells and abilities work the same as other "exchange" spells and abilities, except they can exchange the cards only if all the cards are owned by the same player. [CompRules 2003/12/01] + G5.18e - If a card in one zone is exchanged with a card in a different zone, and either of them is attached to an object, that card stops being attached to that object and the other card becomes attached to that object. [CompRules 2007/05/01] G5.18f - If a spell or ability instructs a player to simply exchange two zones, and one of the zones is empty, the cards in the zones are still exchanged. [CompRules 2003/07/01] G5.19 - Expansion Symbol G5.19a - The small icon normally printed below the right edge of the illustration on a Magic card is the expansion symbol. It indicates the set in which the card was published. Cards reprinted in a core set or another expansion receive its expansion symbol. Spells and abilities that affect cards from a particular expansion only affect cards with that set's expansion symbol. The first five editions of the core set had no expansion symbol. See Rule 206, "Expansion Symbol. Visit the products section of www.magicthegathering.com for the full list of expansions and expansion symbols (www.wizards.com/default.asp?x=magic/products/cardsets). [CompRules 2006/10/01] G5.19b - Players may include cards from any printing in their constructed decks if those cards appear in sets allowed in that format (or allowed by the Magic Floor Rules). See the Magic Floor Rules for the current definitions of the constructed formats ( www.wizards.com/default.asp?x=dci/doccenter/home). [CompRules 2005/10/01] G5.20 - Extra Turn G5.20a - Some spells and abilities can give a player extra turns. They do this by adding the turns directly after the current turn. If a player gets multiple extra turns or if multiple players get extra turns during a single turn, the extra turns are added one at a time. The most recently created turn will be taken first. [CompRules 2005/08/01] G5.20b - The Grand Melee multiplayer variant has a special rule to handle when extra turns are taken: If a player would take an extra turn after the current turn and it's not currently that player's turn, that player instead takes the extra turn immediately before his or her next turn. See Rule 608, "Grand Melee Variant." [CompRules 2005/08/01] Note - Also see Rule 300.6. G6.1 - Face Down G6.1a - Face-down spells on the stack, face-down permanents in play, and face-down cards in the phased-out zone have no characteristics other than those listed by the ability or rules that allowed the card, spell, or permanent to be turned face down. Any listed characteristics are the copiable values of that object's characteristics. [CompRules 2006/05/01] G6.1b - At any time, you may look at a face-down spell you control on the stack, a face-down permanent you control, or a face-down card in the phased-out zone you controlled when it phased out. You can't look at face-down cards in any other zone, face-down spells or permanents controlled by another player, or face-down cards in the phased-out zone last controlled by another player. G6.1c - The ability or rules that allow a permanent to be turned face down may also allow the permanent's controller to turn it face up. Spells normally can't be turned face up. [CompRules 2006/05/01] G6.1d - If you control multiple face-down spells on the stack or face-down permanents in play, you must ensure at all times that your face-down spells and permanents can be easily differentiated from each other. [CompRules 2003/07/01] Note - Also see Rule 504, "Face-Down Spells and Permanents," and Rule 502.26, "Morph." [CompRules 2003/07/01] G6.2 - Fading G6.2a - Fading is a keyword ability that represents two abilities. "Fading N" means "This permanent comes into play with N fade counters on it" and "At the beginning of your upkeep, remove a fade counter from this permanent. If you can't, sacrifice the permanent." [CompRules 2005/10/01] Note - Also see Rule 502.20, "Fading." G6.3 - Fateseal + G6.3a - To "fateseal N" means to look at the top N cards of an opponent's library, put any number of them on the bottom of that library in any order, and put the rest on top of that library in any order. [CompRules 2007/05/01] + Note - Also see Rule 501.9, "Fateseal." G6.4 - Fear G6.4a - Fear is an evasion ability. A creature with fear can't be blocked except by artifact creatures and/or black creatures. [CompRules 2003/07/01] Note - Also see Rule 502.25, "Fear." G6.5 - First Strike G6.5a - First strike is a static ability that modifies the rules for the combat damage step. At the start of the combat damage step, if at least one attacking or blocking creature has first strike or double strike (see Rule 502.28), creatures without first strike or double strike don't assign combat damage. Instead of proceeding to end of combat, the phase gets a second combat damage step to handle the remaining creatures. See Rule 502.2, "First Strike." [CompRules 2003/07/01] G6.6 - Fizzle (Informal) G6.6a - The term "fizzle" is an informal term, used when a spell or ability was countered as a result of all its targets being missing or illegal when it resolved. See Rule 413.2a. [CompRules 2003/07/01] G6.7 - Flanking G6.7a - Flanking is a triggered ability that triggers during the declare blockers step of the combat phase. "Flanking" means "Whenever this creature becomes blocked by a creature without flanking, the blocking creature gets -1/-1 until end of turn." [CompRules 2005/10/01] Note - Also see Rule 502.3, "Flanking." G6.8 - Flash G6.8a - Flash is a static ability that functions in any zone from which you could play the card it's on. "Flash" means "You may play this card any time you could play an instant." [CompRules 2006/10/01] Note - Also see Rule 502.57, "Flash." G6.9 - Flashback G6.9a - Flashback appears on some instants and sorceries. It represents two static abilities: one functions while the card is in a player's graveyard and the other functions while the card is on the stack. "Flashback [cost]" means "You may play this card from your graveyard by paying [cost] rather than paying its mana cost" and "If the flashback cost was paid, remove this card from the game instead of putting it anywhere else any time it would leave the stack." Playing a spell using its flashback ability follows the rules for paying alternative costs in Rule 409.1b and Rule 409.1f through Rule 409.1h. [CompRules 2006/10/01] Note - Also see Rule 502.22, "Flashback." G6.10 - Flavor Text G6.10a - This is text in italics (but not in parentheses) in the text box of a card. It provides a mood or gives interesting background detail for the game world but has no effect on play. [CompRules 2003/07/01] Note - Also see Rule 207.2. G6.11 - Flip a Coin G6.11a - To flip a coin for an object that cares whether a player wins or loses the flip, the affected player flips the coin and calls "heads" or "tails." If the call matches the result, that player wins the flip. Otherwise, the player loses the flip. Only the player who flips the coin wins or loses the flip; no other players are involved. [CompRules 2006/10/01] G6.11b - To flip a coin for an object that cares whether the coin comes up heads or tails, each affected player flips a coin without making a call. No player wins or loses this kind of flip. [CompRules 2006/07/15] G6.11c - If the coin that's being flipped doesn't have an obvious "heads" or "tails," designate one side to be "heads," and the other side to be "tails." Other methods of randomization may be substituted for flipping a coin as long as there are two possible outcomes of equal likelihood and all players agree to the substitution. [CompRules 2006/07/15] Note - Also see Flipping a Coin, Rule 511. G6.12 - Flip Cards G6.12a - 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's normal characteristics. Additional alternative characteristics appear upside down on the card. The back of a flip card is the normal Magic: The Gathering card back. [CompRules 2006/10/01] G6.12b - The top half of a flip card contains the card's normal name, text box, type line, power, and toughness. The text box usually contains an ability that causes the permanent to "flip" if certain conditions are met. The bottom half of a flip card contains an alternative name, text box, type line, power, and toughness. These characteristics are used only if the permanent is in play and only if the permanent is flipped. [CompRules 2006/05/01] G6.12c - A flip card's color, mana cost, expansion symbol, illustration credit, and legal text don't change if the permanent is flipped. Also, any changes to it by external effects will still apply. [CompRules 2006/05/01] G6.12d - In every zone other than the in-play zone, and also in the in-play zone before the permanent flips, a flip card has only the normal characteristics of the permanent. Once the flip permanent in the in-play zone is flipped, the normal name, text box, type line, power, and toughness of the flip permanent don't apply and the alternative versions of those characteristics apply instead. [CompRules 2006/05/01] G6.12e - If you control a flip permanent, you must ensure that it's clear at all times whether the permanent is flipped or not, both when it's untapped and when it's tapped. Common methods for distinguishing between flipped and unflipped permanents include using coins or dice to mark flipped objects. [CompRules 2006/05/01] G6.12f - Flipping a permanent is a one-way process. Once a permanent is flipped, it's impossible to flip the permanent back again. However, if flipped permanent leaves play, it forgets its previous existence. [CompRules 2006/05/01] Note - Also see Rule 508, "Flip Cards." G6.13 - Floor Rules G6.13a - The current DCI Magic: The Gathering Floor Rules can be found at "http://www.wizards.com/default.asp?x=dci/doccenter/home". [CompRules 2005/10/01] G6.14- Flying + G6.13a - Flying is an evasion ability. A creature with flying can't be blocked by creatures without flying and/or reach. A creature with flying can block a creature with or without flying. [CompRules 2007/05/01] Note - Also see Rule 502.4, "Flying." + Note - Also see Rule 502.70, "Reach." G6.15 - Forest G6.15a - "Forest" is one of the five basic land types. Any land with the land type Forest has the ability "{Tap}: Add {G} to your mana pool." See Rule 212.6d. [CompRules 2003/07/01] G6.16 - Forestcycling G6.16a - See Landcycling. G6.17 - Forestwalk G6.17a - See Landwalk. G6.18 - Fortification + G6.18a - Some artifacts have the subtype "Fortification." These artifacts can be attached to (can "fortify") lands. They can't fortify objects that aren't lands. A Fortification is played and comes into play just like any other artifact. Fortification doesn't come into play fortifying a land. The fortify keyword ability moves the Fortification onto a land you control. (See Rule 502.65, "Fortify.") The land a Fortification is attached to is called "fortified." The Fortification is attached to, or "fortifies," that land. [CompRules 2007/05/01] + G6.18b - A Fortification that's also a creature or a Fortification that loses the subtype "Fortification" can't fortify a land. A Fortification can't fortify itself. A Fortification that fortifies an illegal or nonexistent permanent becomes unattached from that permanent, but remains in play. (This is a state-based effect. See Rule 420.) [CompRules 2007/05/01] + Note - Also see Rule 502.65, "Fortify." G6.19 - Fortify + G6.19a - Fortify is an activated ability. "Fortify [cost]" means "[Cost]: Attach this Fortification to target land you control. Play this ability only any time you could play a sorcery." + Note - Also see Rule 212.2, "Artifacts." + Note - Also see Rule 502.65, "Fortify." G6.20 - Free-for-All G6.20a - Free-for-All is a multiplayer variant in which a group of players complete as individuals against each other. [CompRules 2005/08/01] Note - Also see Rule 605, "Free-for-All Variant." G6.21 - Frenzy + G6.21a - Frenzy is a triggered ability. "Frenzy N" means "Whenever this creature attacks and isn't blocked, it gets +N/+0 until end of turn." [CompRules 2007/05/01] + Note - Also see Rule 502.66, "Frenzy." G7.1 - Game Action G7.1a - Several steps contain actions that don't use the stack. These actions are game actions. The game actions are phasing in and out at the start of the untap step (see Rule 302.1), untapping at the start of the untap step (see Rule 302.2), drawing a card at the start of the draw step (see Rule 304.1), declaring attackers at the start of the declare attackers step (see Rule 308.1), declaring blockers at the start of the declare blockers step (see Rule 309.1), the active player discarding down to his or her maximum hand size at the start of the cleanup step (see Rule 314), and removing damage from permanents and ending "until end of turn" effects at the start of the cleanup step (see Rule 314). Mana burn at the end of a phase is also a game action (see Rule 300.3). [CompRules 2005/08/01] G7.2 - General G7.2a - The player seated in the middle of a team in the Emperor multiplayer variant is called the team's emperor. The other players are called generals. [CompRules 2005/10/01] Note - Also see Rule 607, "Emperor Variant." G7.3 - Generic Mana Cost G7.3a - A generic mana cost is represented by a number in a gray circle. Any color of mana, as well as colorless mana, may be used to pay a generic mana cost. See Rule 104.3b. [CompRules 2003/07/01] G7.4 - Global Enchantment (obsolete) G7.4a - Some older cards used the term "global enchantment." These cards now say "non-Aura enchantment." Note - Also see Rule G1.30, "Aura." Note - Also see Rule G5.6, "Enchantment." G7.5 - Graft G7.5a - Graft represents both a static ability and a triggered ability. "Graft N" means "This permanent comes into play with N +1/+1 counters on it" and "Whenever another creature comes into play, if this permanent has a +1/+1 counter on it, you may move a +1/+1 counter from this permanent onto that creature." If a creature has multiple instances of graft, each one works separately. [CompRules 2007/02/01] Note - Also see Rule 502.54, "Graft." G7.6 - Grand Melee G7.6a - The Grand Melee variant is a modification of the Free-for-All variant. Grand Melee is normally used only in games begun with ten or more players. The Grand Melee variant allows multiple players to take turns at the same time. Moving turn markers keep track of which players are currently taking turns. Each turn marker represents an active player's turn. G7.6b - The Grand Melee variant uses the following default options: (a) Each player has a range of influence of 1 (see Rule 601), and (b) the attack left option is used (see Rule 604). The attack multiple players and deploy creatures options aren't used in the Grand Melee variant. [CompRules 2005/08/01] Note - Also see Rule 608, "Grand Melee Variant." G7.7 - Gravestorm + G7.7a - Gravestorm is a triggered ability that functions on the stack. "Gravestorm" means "When you play this spell, put a copy of it onto the stack for each permanent that was put into a graveyard from play this turn. If the spell has any targets, you may choose new targets for any of the copies." [CompRules 2007/05/01] + Note - Also see Rule 502.67, "Gravestorm." G7.8 - Graveyard G7.8a - Each player's discard pile is his or her graveyard. Countered spells, destroyed or sacrificed permanents, and discarded cards are put into their owner's graveyard. [CompRules 2003/07/01] Note - Also see Rule 217, "Zones." G8.1 - Hand G8.1a - The hand is the zone where a player holds cards that haven't been played yet. [CompRules 2003/07/01] Note - Also see Rule 217, "Zones." [CompRules 2003/07/01] G8.2 - Haste G8.2a - Normally a creature can't attack or use activated abilities with costs that include the tap symbol unless it's been controlled by the player continuously since the beginning of that controller's most recent turn. Haste is a static ability that allows a creature to ignore this rule. See Rule 502.5, "Haste." [CompRules 2003/12/01] G8.3 - Haunt G8.3a - Haunt is a triggered ability. "Haunt" on a permanent means "When this permanent is put into a graveyard from play, remove it from the game haunting target creature." "Haunt" on an instant or sorcery spell means "When this spell is put into a graveyard during its resolution, remove it from the game haunting target creature." A card with haunt typically has another ability that triggers "when the creature this card haunts is put into a graveyard." Note - Also see Rule 502.51, "Haunt." G8.4 - Hidden Information (Informal) G8.4a - Some information within a Magic game isn't known by all players. For example, face-down cards in any zone and the contents of players' libraries and hands are hidden information. If an effect "reveals" a card that's normally hidden, the card is public information as long as it remains revealed. [CompRules 2005/02/01] Note - Also see Rule G16.26, "Public Information." G8.5 - Horsemanship G8.5a - Horsemanship is an evasion ability. A creature with horsemanship can't be blocked by creatures without horsemanship. A creature with horsemanship can block a creature with or without horsemanship. See Rule 502.17, "Horsemanship." [CompRules 2003/07/01] G8.6 - Hybrid Mana Symbols + G8.6a - Each of the hybrid mana symbols represents a cost which can be paid with one of two colors: {W/U} in a cost can be paid with either white or blue mana, {W/B} white or black, {U/B} blue or black, {U/R} blue or red, {B/R} black or red, {B/G} black or green, {R/G} red or green, {R/W} red or white, {G/W} green or white, and {G/U} green or blue. A hybrid mana symbol is each of its component colors. [CompRules 2007/05/01] G9.1 - If G9.1a - See "Intervening 'If' Clause." [CompRules 2003/12/01] G9.2 - Illegal Action G9.2a - If a player realizes that he or she can't legally take an action after starting to do so, the entire action is reversed and any payments already made are canceled. No abilities trigger and no effects apply as a result of an undone action. When reversing illegal spells and abilities, the player who had priority retains it and may take another action or pass. The player may redo the reversed action in a legal way or take any other action allowed by the rules. [CompRules 2003/07/01] Note - Also see Rule 422, "Handling Illegal Actions." G9.3 - Illegal Target G9.3a - If a spell or ability specifies targets, it checks whether the targets are legal when it resolves. A target that's removed from play, or from the zone designated by the spell or ability, is illegal. A target may also become illegal if its characteristics changed since the spell or ability was played or if an effect changed the text of the spell. See Rule 413.2a. [CompRules 2003/07/01] G9.4 - Illustration G9.4a - The illustration is printed on the upper half of a card and has no game significance. [CompRules 2003/07/01] Note - Also see Rule 204, "Illustration." G9.5 - Imprint G9.5a - Imprint is an activated or triggered ability, written "Imprint - [text]," where "[text]" is an activated or triggered ability. Cards that are in the removed-from-the-game zone because they were removed from the game by an imprint ability are imprinted on the source of that ability. [CompRules 2005/08/01] Note - Also see Rule 502.34, "Imprint." G9.6 - Imprinted [type] card G9.6a - The phrase "imprinted [type] card" means the card of that type that's imprinted on the permanent. If a permanent has more than one card of that type imprinted on it, each of those cards is an "imprinted [type] card." [CompRules 2003/10/01] G9.6b - Also see Rule 502.34, "Imprint." G9.7 - Illustration Credit G9.7a - The illustration credit for a card is printed directly below the text box. The credit has no effect on game play. [CompRules 2003/07/01] Note - Also see Rule 209, "Illustration Credit." G9.8 - In Play G9.8a - In play is the zone in which permanents exist. When an artifact, creature, or enchantment spell resolves, it's put into the in-play zone as a permanent. When a land is played, it's put into the in-play zone as a permanent. Tokens also exist in this zone. [CompRules 2003/07/01] Note - Also see Rule 217, "Zones." G9.9 - Independent G9.9a - An effect is said to "depend on" another if it is applied at the same time as the other effect, and applying the other would change the text or the existence of the first effect, what it applies to, or what it does to any of the things it applies to. Otherwise, the effect is considered to be independent of the first effect. [CompRules 2003/07/01] Note - Also see Rule 418.5, "Interaction of Continuous Effects." G9.10 - Indestructible G9.10a - If a permanent is indestructible, rules and effects can't destroy it. Such permanents are not destroyed by lethal damage, and they ignore the lethal-damage state-based effect (see Rule 420.5c). Rules or effects may cause an indestructible permanent to be sacrificed, put into a graveyard, or removed from the game. [CompRules 2004/02/01] G9.12 - Infinity Rule (Informal) G9.12 - There's no such thing as "infinity" in Magic rules. Occasionally the game can get into a state where a set of actions could be repeated forever. The "infinity rule" governs how to break such loops. See Rule 421, "Handling 'Infinite' Loops." [CompRules 2003/07/01] G9.13 - Instant + G9.13a - Instant is a type. A player may play instants whenever he or she has priority. An instant spell is put into its owner's graveyard as the last step of its resolution. Instant subtypes are called spell types (see Rule G19.22, Spell Types). [CompRules 2007/05/01] + Note - Also see Rule 212.5, "Instants." + Note - Also see Rule 409, "Playing Spells and Activated Abilities." G9.14 - Instead G9.14a - Effects that use the word "instead" are replacement effects. Most replacement effects use the word "instead" to indicate what events will be replaced with other events. [CompRules 2003/07/01] Note - Also see Rule 419, "Replacement and Prevention Effects." G9.15 - Interrupt (Obsolete) G9.15a - Some older cards used the term "interrupt" on the card's type line. All interrupt cards are now instant cards. All abilities that were played as interrupts are now played like normal activated abilities (and are mana abilities if they produce mana). [CompRules 2003/07/01] G9.16 - Intervening "If" Clause G9.16a - Triggered abilities with a condition directly following the trigger event (for example, "When/Whenever/At [trigger], if [condition], [effect]") check for the condition to be true as part of the trigger event; if it isn't, the ability doesn't trigger. The ability checks the condition again on resolution. If it's not satisfied, the ability does nothing. Note that this mirrors the check for legal targets. Note that this rule doesn't apply to any triggered ability with an "if" condition elsewhere within its text. See Rule 404.3. [CompRules 2003/12/01] G9.17 - Island G9.17a - "Island" is one of the five basic land types. Any land with the land type Island has the ability "{Tap}: Add {U} to your mana pool." See Rule 212.6d. [CompRules 2003/07/01] G9.18 - Islandcycling G9.18a - See Landcycling. G9.19 - Islandhome (Obsolete) G9.19a - Some older cards were printed with the term islandhome, which means "This creature can't attack unless the defending player controls an Island" and "When you control no Islands, sacrifice this creature." Cards that previously had islandhome now simply have the two parts of islandhome written out without using the keyword. [CompRules 2003/07/01] G9.20 - Islandwalk G9.20a - See Landwalk. G11.1 - Keyword Action + G11.1a - Most actions described in a card's rules text use the standard English definitions of the verbs within, but some specialized verb are used whose meanings may not be clear. These "keywords" are game terms; sometimes reminder text summarizes their meanings. [CompRules 2007/05/01] + Note - Also see Rule 501, "Keyword Actions." G11.2 - Keyword Ability G11.2a - Some abilities are very common or would require too much space to define on a card. These abilities list only the name of the ability as a "keyword"; sometimes reminder text summarizes the game rule. See Rule 502, "Keyword Abilities." [CompRules 2003/07/01] G11.3 - Kicker G11.3a - Kicker is a keyword ability with a cost and an effect. Paying a spell's kicker cost causes the spell to have an additional or alternative effect. [CompRules 2003/07/01] G11.3b - "Kicker [cost]" means "You may pay an additional [cost] as you play this spell." You declare whether you intend to pay a spell's kicker cost at the same time you would choose the spell's mode (see Rule 409.1b), and you actually pay the cost when you pay the rest of the spell's costs (see Rule 409.1f through Rule 409.1h). Paying a kicker cost is always optional. [CompRules 2005/10/01] G11.3c - A spell's controller chooses targets (see Rule 409.1d) for a kicker effect only if he or she declared the intention to pay the kicker cost for that effect. If the spell's controller declared that he or she wouldn't pay a particular kicker cost, he or she doesn't choose the targets for the effect associated with that kicker cost. [CompRules 2003/07/01] Note - Also see Rule 502.21, "Kicker." G12.1 - Land G12.1a - Land is a type. Lands aren't spells and don't go on the stack; they are simply played from the hand. The active player may play a land once each turn during his or her main phase when he or she has priority and the stack is empty. If an object is both a land and another type, it can only be played as a land. It can't be played as a spell. [CompRules 2003/10/01] Note - Also see Rule 212.6, "Lands." G12.2 - Land Type + G12.2a - Land subtypes are always a single word and are listed after a long dash: "Land - Locus, Land - Urza's Mine," etc. Land subtypes are also called land types. [CompRules 2007/05/01] G12.2b - Note that "basic," "legendary," and "nonbasic" aren't land types. See also Basic Land Type. [CompRules 2004/10/01] + G12.2c - The list of land types, updated through the Future Sight set, is as follows: Desert, Forest, Island, Lair, Locus, Mine, Mountain, Plains, Power-Plant, Swamp, Tower, Urza's [CompRules 2007/05/01] Note - Also see Rule 212.6, "Lands." Note - Also see Rule G2.3, "Basic Land Type". G12.3 - Landwalk G12.3a - "Landwalk" is a generic term; a card's rules text will give a specific property to look for, such as "islandwalk." G12.3b - Landwalk is an evasion ability. A creature with landwalk is unblockable as long as the defending player controls at least one land which has the specified subtype or supertype. [CompRules 2003/07/01] Note - Also see Rule 502.6, "Landwalk." G12.4 - Last Known Information + G12.4a - The last known information about an object is the information that it had just before it left the zone it was in. Effects use last known information if a specific object they require information from isn't in the zone it's expected to be in (unless the effect divides damage). See Rule 413.2f. [CompRules 2007/05/01] Note - Also see Rule 412.4, Rule 412.5, Rule 413.2a, and Rule 413.2f for other references to last known information. G12.5 - Layer G12.5a - Continuous effects are applied in order, in six layers: (1) copy effects (see Rule 503, "Copying Objects"); (2) control-changing effects; (3) text-changing effects; (4) type-, subtype-, and supertype-changing effects; (5) all other continuous effects, except those that change power and/or toughness, and (6) power- and/or toughness-changing effects. Inside layer 6, effects are applied in a series of sublayers. [CompRules 2005/10/01] Note - Also see Rule 418.5, "Interaction of Continuous Effects." G12.6 - Leaves Play G12.6a - A permanent leaves play when it moves from the in-play zone to any other zone. See Rule 410.10c. [CompRules 2003/07/01] G12.6b - If a token leaves play, it ceases to exist. This is a state-based effect. See Rule 420.5. [CompRules 2003/07/01] G12.6c - If a permanent leaves play and later returns to play, it's treated as an entirely new permanent with no "memory" of anything from its former existence. (Phasing is an exception to this; see Rule 502.15, "Phasing.") Permanents that phase out also don't trigger any comes-into-play or leaves-play abilities. [CompRules 2005/10/01] G12.7 - Legal Text G12.7a - Legal text (the fine print at the bottom of the card) lists the copyright information. It has no effect on game play. [CompRules 2003/07/01] Note - Also see Rule 210, "Legal Text." G12.8 - Legend (Obsolete) G12.8a - Many creature cards were printed with the creature type "Legend." All of these cards have been given errata to have the legendary supertype. Legend is no longer a creature type. [CompRules 2004/10/01] Note - Also see Rule G12.9, "Legendary". G12.9 - Legendary G12.9a - Legendary is a supertype that may apply to any type ("Legendary Land," "Legendary Artifact," and so on). [CompRules 2004/10/01] G12.9b - If two or more legendary permanents with the same name are in play, all are put into their owners' graveyards. This "legend rule" is a state-based effect. See Rule 420.5. [CompRules 2005/10/01] G12.9c - If a legendary permanent's types or subtypes change, this doesn't change its supertypes. The permanent will still be legendary. [CompRules 2004/10/01] G12.10 - Lethal Damage G12.10a - Lethal damage is an amount of damage greater than or equal to a creature's toughness. A creature with lethal damage, but greater than 0 toughness, is destroyed. This is a state-based effect. See Rule 420.5. [CompRules 2003/07/01] G12.11 - Library G12.11a - The library is the zone from which a player draws cards. When a game begins, each player's deck becomes his or her library. See Rule 217.2, "Library." [CompRules 2003/07/01] G12.12 - Life, Life Total G12.12a - Life total is a sort of score. Each player starts the game with 20 life. Any increase in a players life total is considered to be gaining life. Any decrease in a player's life total is considered to be losing life. A player whose life total drops to 0 or less loses. This is a state-based effect. See Rule 420.5. [CompRules 2003/10/01] G12.12.Ruling.1 - There is no upper limit on your life total. It can go into the thousands if you find a way to do so. [D'Angelo 2006/01/20] + Note - Also see Rule 215, "Life." G12.13 - Lifelink + G12.13a - Lifelink is a triggered ability. "Lifelink" means "Whenever this permanent deals damage, you gain that much life." [CompRules 2007/05/01] + Note - Also see Rule 502.68, "Lifelink." G12.14 - LIFO (Informal) G12.14a - An acronym for "Last In, First Out," LIFO is the order in which spells and abilities resolve after going on the stack. The last played is resolved first. [CompRules 2003/07/01] Note - Also see Rule 409, "Playing Spells and Activated Abilities," and Rule 413, "Resolving Spells and Abilities." G12.15 - Limited Range of Influence G12.15a - Limited range of influence is an optional rule used in some multiplayer games. A player's range of influence is the maximum distance from that player, measured in player seats, that the player can affect. Players within that many seats of the player are within that player's range of influence. Objects controlled by players within a player's range of influence are also within that player's range of influence. Range of influence covers spells, abilities, effects, damage dealing, attacking, and making choices. G12.15b - The limited range of influence option is always used in the Emperor variant (see Rule 607), and it's often used for games involving five or more players. [CompRules 2005/08/01] Note - Also see Rule 601, "Limited Range of Influence Option." G12.16 - Local Enchantment (obsolete) G12.16a - Some older cards used the term "local enchantment" for enchantments that are attached to other permanents while they're in play. These cards now have the Aura subtype. [CompRules 2005/08/01] Note - Also see Rule G1.30, "Aura." Note - Also see Rule G5.6, "Enchantment." G12.17 - Lose the Game G12.17a - There are several ways to lose the game. A player can concede the game at any time; a player who concedes loses the game immediately. If a player's life total is 0 or less, he or she loses the game the next time a player would receive priority (this is a state-based effect; see Rule 420). If a player attempts to draw a card from an empty library, he or she loses the game the next time a player would receive priority (this is a state-based effect; see Rule 420). If a player has ten or more poison counters, he or she loses the game the next time a player would receive priority. (this is a state-based effect; see Rule 420). If a player would both win and lose simultaneously, he or she loses. In a multiplayer game between teams, a team loses the game if all players on that team have lost. [CompRules 2006/10/01] Note - Also see Rule 102, "Winning and Losing." G13.1 - Madness G13.1a - Madness is a keyword that represents two abilities. "Madness [cost]" means "If a player would discard this card, that player discards it, but may remove it from the game instead of putting it into his or her graveyard" and "When this card is removed from the game this way, its owner may play it by paying [cost] rather than paying its mana cost. If that player doesn't, he or she puts this card into his or her graveyard." [CompRules 2006/10/01] Note - Also see Rule 502.24, "Madness." G13.2 - Main Game G13.2a - Some cards allow players to play a Magic subgame. The "main game" is the game in which the spell or ability that created the subgame was played. [CompRules 2005/10/01] Note - Also see Rule 506, "Subgames." G13.3 - Main Phase G13.3a - The term "main phase" comprises the first main and second main phases, also called the "precombat" and "postcombat" main phases. Artifact, creature, enchantment, and sorcery spells may be played only by the active player during his or her main phase, and only when the stack is empty. A player may also play one land each turn during his or her main phase. [CompRules 2003/07/01] G13.4 - Mana G13.4a - Mana is the energy used to play spells and is usually produced by lands. Mana is created by mana abilities (and sometimes by spells), and it can be used to pay costs immediately or can stay in the player's mana pool. See Rule 406, "Mana Abilities." [CompRules 2003/12/01] G13.4b - Colored mana costs, represented by colored mana symbols, can be paid only with the appropriate color of mana. Generic mana costs can be paid with any color of, or with colorless, mana. See Rule 104.3. [CompRules 2003/07/01] G13.4c - The spell or ability that adds mana to a mana pool may restrict how it can be used. An ability might produce mana that can be used only to play creature spells or only to pay activation costs. [CompRules 2003/07/01] G13.4d - The type of mana a permanent "could produce" is the type of mana that any ability of that permanent can generate, taking into account any applicable replacement effects. If the type of mana can't be defined, there's no type of mana that that permanent could produce. The "type" of mana is its color, or lack thereof (for colorless mana). [CompRules 2004/06/01] G13.4.Ruling.1 - The type of mana does not include any restrictions that might be placed on how the mana is spent. This was changed in CompRules 2004/06/01. [D'Angelo 2005/10/01] G13.5 - Mana Ability G13.5a - A mana ability is either activated or triggered. A mana ability doesn't go on the stack--it resolves immediately. See Rule 411, "Playing Mana Abilities." [CompRules 2003/07/01] G13.5b - A player may play an activated mana ability whenever he or she has priority and whenever a rule or effect asks for a mana payment. This is the only type of ability that can be played in the middle of playing or resolving a spell or ability. See Rule 406, "Mana Abilities." [CompRules 2003/07/01] G13.6 - Mana Burn G13.6a - When a phase ends, any unused mana remaining in a player's mana pool is lost. The player loses 1 life for each mana lost this way. This is called "mana burn." [CompRules 2003/07/01] Note - Also see Rule 300.3. G13.7 - Mana Cost G13.7a - The mana cost of a card is indicated by the mana symbols printed on its upper right corner. If a card has no mana symbols printed in its upper right corner, it has no mana cost. Land cards and face-down spells and permanents normally have no mana cost. Tokens have no mana cost unless the effect that creates them specifies otherwise. A copy of an object copies that object's mana cost. [CompRules 2005/08/01] Note - Also see Rule 203, "Mana Cost and Color." G13.8 - Mana Pool G13.8a - When an effect creates mana, that mana goes into the player's mana pool. From there, it can be used to pay for spells and abilities. The mana can be used immediately to pay a cost, or stored in the mana pool for use later in the phase. The mana pool is cleared at the end of each phase. See also Mana Burn. [CompRules 2003/12/01] G13.9 - Mana Source (Obsolete) G13.9a - Some older cards were printed with the type "mana source." All mana source cards are now instant cards. Abilities that used to read "Play this ability as a mana source" are now mana abilities. [CompRules 2005/10/01] G13.10 - Mana Symbol G13.10a - The mana symbols are {W}, {U}, {B}, {R}, {G}, {X}, {Y}, and {Z}; the numerals {0}, {1}, {2}, {3}, {4}, and so on; the hybrid symbols {W/U}, {W/B}, {U/B}, {U/R}, {B/R}, {B/G}, {R/G}, {R/W}, {G/W}, and {G/U}; and the snow symbol {S}. See Rule 104.3. [CompRules 2006/10/01] G13.10b - Each of the colored mana symbols represents one colored mana: {W} white, {U} blue, {B} black, {R} red, and {G} green. See Rule 104.3a. [CompRules 2003/07/01] G13.10c - Numeral symbols (such as {1}) are generic mana costs and represent an amount of mana that can be paid with any color of, or colorless, mana. See Rule 104.3b. [CompRules 2003/07/01] G13.10d - The symbols {X}, {Y} and {Z} represent unspecified amounts of mana; when playing a spell or activated ability with {X}, {Y}, or {Z} in its cost, its controller decides the value of that variable. See Rule 104.3c. [CompRules 2003/07/01] G13.10e - Numeral symbols and variable symbols can also represent colorless mana if they appear in the effect of a spell or of a mana ability that reads "add [mana symbol] to your mana pool" or something similar. See Rule 104.3d. [CompRules 2003/07/01] G13.10f - The symbol {0} represents zero mana and is used as a placeholder when a spell or activated ability costs nothing to play. A spell or ability whose cost is {0} must still be played the same way as one with a cost greater than zero; it won't play itself automatically. See Rule 104.3e. [CompRules 2003/07/01] + G13.10g - Each of the hybrid mana symbols represents a cost which can be paid with one of two colors: {W/U} in a cost can be paid with either white or blue mana, {W/B} white or black, {U/B} blue or black, {U/R} blue or red, {B/R} black or red, {B/G} black or green, {R/G} red or green, {R/W} red or white, {G/W} green or white, and {G/U} green or blue. A hybrid mana symbol is each of its component colors. See Rule 104.3f. [CompRules 2007/05/01] G13.10h - The symbol {S} represents a cost that can be paid with one mana produced by a snow permanent. See Rule 104.3h. [CompRules 2006/07/15] G13.11 - Match G13.11a - A match is a series of Magic games and is important only for tournament or league play. A two-player match usually consists of the best two of three games, or sometimes the best three of five. A multiplayer match usually consists of only one game. For more information, consult the DCI Magic Floor Rules ( www.wizards.com/default.asp?x=dci/doccenter/home). [CompRules 2005/10/01] G13.12 - Maximum Hand Size G13.12a - Each player's maximum hand size is normally seven cards, though effects may modify this. As the first part of the active player's cleanup step, if he or she has too many cards in his or her hand, that player chooses and discards as many cards as needed to reduce his or her hand to its maximum size (but no more than that). [CompRules 2003/07/01] Note - Also see Rule 314, "Cleanup Step." G13.13 - Modal, Mode + G13.13a - A spell or ability is modal if it is written "Choose one -" or "[a specified player] chooses one -." Modal spells and abilities offer a choice of effects. A modal spell or ability's controller must choose the mode as part of playing the spell or ability or as part of putting the ability on the stack (in the case of triggered abilities). See Rule 409.1b. If a mode has targets, a player can't choose that mode unless all of its targets can be chosen. A modal replacement effect's mode is chosen as it's applied; see Rule 419.6g. [CompRules 2007/05/01] G13.14 - Modular G13.14a - Modular represents both a static ability and a triggered ability. "Modular N" means "This permanent comes into play with N +1/+1 counters on it" and "When this permanent is put into a graveyard from play, you may put a +1/+1 counter on target artifact creature for each +1/+1 counter on this permanent." [CompRules 2005/10/01] Note - Also see Rule 502.35, "Modular". G13.15 - Mono Artifact (Obsolete) G13.15a - Some older cards used the term "mono artifact" on the card's type line. They were artifacts that had activated abilities that included the tap symbol. Cards that were printed with the term "mono artifact" now simply use "artifact." [CompRules 2003/12/01] G13.16 - Monocolored G13.16a - A monocolored card has exactly one color. A colorless card isn't monocolored. [CompRules 2006/05/01] G13.17 - Morph G13.17a - Morph is a static ability that functions any time you could play the card it's on, and the morph effect works any time the card is face down. "Morph [cost]" means "You may play this card as a 2/2 face-down creature, with no text, no name, no subtypes, no expansion symbol, and no mana cost by paying {3} rather than its mana cost." Any time you could play an instant, you may show all players the morph cost for any face-down permanent you control, pay that cost, then turn the permanent face up. This action does not use the stack. [CompRules 2006/10/01] Note - Also see Rule 502.26, "Morph." G13.18 - Mountain G13.18a - "Mountain" is one of the five basic land types. Any land with the land type Mountain has the ability "{Tap}: Add {R} to your mana pool." See Rule 212.6d. [CompRules 2003/07/01] G13.19 - Mountaincycling G13.19a - See Landcycling. G13.20 - Mountainwalk G13.20a - See Landwalk. G13.21 - Move G13.21a - To move a counter means to take it from where it currently is and put it onto an object. If the object the counter would move from has no counters, or either that object or any possible objects the counter would move onto are not longer in the correct zone when the effect would move the counter, nothing happens. [CompRules 2006/07/15] + G13.21b - Some older cards used "move" to describe taking an Aura on one object and putting it onto another. These cards now say "attach." [CompRules 2007/05/01] G13.22 - Mulligan G13.22a - A player can "mulligan" by shuffling his or her hand back into his or her library and drawing a new hand with one fewer card before taking the first turn. Any player dissatisfied with his or her starting hand may mulligan as often as he or she wishes, drawing one fewer card each time. See Rule 101.4. [CompRules 2003/07/01] G13.22b - The Two-Headed Giant variant uses a modified mulligan rule; see Rule 606.6a. [CompRules 2006/10/01] G13.23 - Multicolored G13.23a - A multicolored card has two or more colors. Most multicolored cards are printed with gold frames to reinforce this. See Rule 203.2. [CompRules 2005/02/01] G13.23b - A multicolored object is affected by anything that singles out any of its colors. For example, a black-and-green creature is destroyed by a spell that reads, "Destroy all green creatures." Something that can't affect a particular color doesn't affect a multicolored object with that color, so that same creature can't be targeted by a spell or ability that reads, "Destroy target nonblack creature." [CompRules 2003/07/01] G13.24 - Multiplayer G13.24a - A multiplayer game is a game that begins with more than two players. Games that begin with only two players aren't multiplayer games. See Section 6, "Multiplayer Rules." [CompRules 2005/08/01] G14.1 - Name G14.1a - The name of a card is printed on its upper left corner. See Rule 202, "Name." [CompRules 2003/07/01] G14.2 - Ninjutsu G14.2a - Ninjutsu is an activated ability that functions only while the card with ninjutsu is in a player's hand. "Ninjutsu [cost]" means "[Cost], Reveal this card from your hand, Return an unblocked creature you control to its owner's hand: Put this card into play from your hand tapped and attacking." [CompRules 2005/02/01] Note - Also see Rule 502.43, "Ninjutsu." G14.3 - Nonbasic Land G14.3a - Any land that doesn't have the supertype "basic" is nonbasic. Use the Oracle card reference to determine whether a land has the supertype "basic." [CompRules 2005/10/01] G14.4 - Number + G14.4a - The Magic game uses only integers. You can't choose a fractional number, deal fractional damage, and so on. When a spell or ability could generate a fractional number, the spell or ability will tell you whether to round up or down. [CompRules 2007/05/01] + G14.4b - Most of the time, the Magic game uses only positive numbers. You can't choose a negative number, deal negative damage, gain negative life, and so on. However, it's possible for a game value, such as a creature's power, to be less than zero. If a calculation or comparison that would determine the result of an effect needs to use a negative value, it does so. If such a calculation yields a negative number, zero is used instead, unless that effect sets a creature's power or toughness, changes a creature's power or toughness, or sets a player's life total. [CompRules 2007/05/01] Example: If a 3/4 creature gets -5/-0, it's a -2/4 creature. It deals no damage in combat. Its total power and toughness is 2. You'd have to give it +3/+0 to raise its power to 1. [CompRules 2007/05/01] Note - Also see Rule 104, "Numbers and Symbols." G15.1 - Object G15.1a - An "object" is a card, a copy of a card, a token, a spell, a permanent, an ability on the stack, or combat damage on the stack. The term "object" is used in these rules when a rule applies to cards, copies of cards, tokens, spells, permanents, abilities on the stack, and combat damage on the stack. See Rule 200.8. [CompRules 2004/02/01] G15.2 - Obsolete G15.2a - Terms marked "(Obsolete)" in this glossary were used only on older cards. Updated wordings for all cards that used these terms are available in the Oracle card reference. [CompRules 2003/07/01] G15.3 - Offering G15.3a - Offering is a static ability of a card that functions in any zone from which the card can be played. "[Text] offering" means "You may play this card any time you could play an instant by sacrificing a [text] permanent. If you do, the total cost to play this card is reduced by the sacrificed permanent's mana cost." Generic mana in the sacrificed permanent's mana cost reduces only the generic mana in the offering card's total cost. [CompRules 2005/02/01] Note - Also see Rule 502.42, "Offering." G15.4 - One-Shot Effect G15.4a - One-shot effects do something only once and then end. See Rule 417, "One-Shot Effects." [CompRules 2003/07/01] G15.4b - See also Continuous Effects. [CompRules 2003/07/01] G15.5 - Opening Hand G15.5a - Before a game begins, but after a player has taken any mulligans, the hand of cards he or she chooses to keep is that player's opening hand. A player can't take any mulligans once he or she has decided to keep an opening hand. [CompRules 2005/08/01] Note - Also see Rule 101.4. G15.6 - Opponent G15.6a - In a two-player game, a player's opponent is the other player. In multiplayer games, a player has multiple opponents. See Section 6, "Multiplayer Rules." [CompRules 2005/08/01] G15.7 - Oracle G15.7a - Use the Oracle card reference when determining a card's wording. A card's Oracle text can be found using the Gatherer card database at http://gatherer.wizards.com. See Rule 200.2. [CompRules 2005/10/01] G15.8 - Order G15.8a - The order of objects in a library, in a graveyard, or on the stack can't be changed except when effects allow it. Objects in other zones can be arranged however their owners wish, although who controls those objects, whether they're tapped, and what enchants or equips them must remain clear to all players. See Rule 217.1b. [CompRules 2005/08/01] G15.9 - Outside the Game G15.9a - An object is "outside the game" if it's in the removed-from-the-game zone, or if it isn't in any of the game's zones. All other objects are inside the game. "Outside the game" is not a zone. See Rule 217.1e. [CompRules 2003/07/01] G15.10 - Owner G15.10a - The owner of a card is the player who started the game with that card in his or her deck or, for cards that didn't start the game in a player's deck, the player who brought the card into the game. (Legal ownership is irrelevant to the game rules, except for the rules for ante.) The owner of a token is the controller of the effect that created it. See Rule 200.1a. [CompRules 2003/07/01] G15.10b - An effect can change a permanent's controller but never its owner. (A few cards have the text "Remove [this card] from your deck before playing if you're not playing for ante." These are the only cards that can change a card's owner. See Rule 217.9, "Ante.") [CompRules 2003/07/01] G15.10c - A card is always put into its owner's library, hand, or graveyard, regardless of who controlled the card in its previous zone. See Rule 217.1a. [CompRules 2003/07/01] G16.1 - Pass G16.1a - To pass is to decline to take any action (usually playing a spell or ability) when you have priority. When a player passes, his or her opponent receives priority. [CompRules 2003/07/01] Note - Also see Rule 408.1, "Timing, Priority, and the Stack." G16.2 - Pass in Succession G16.2a - To pass in succession means that all players pass without playing any spells, playing any abilities, or performing any special actions in between. If all players pass in succession, the spell, ability, or combat damage on top of the stack resolves. If the stack is empty, the phase or step ends. [CompRules 2005/08/01] Note - Also see Rule 408.1, "Timing, Priority, and the Stack." G16.3 - Pay G16.3a - Playing most spells and activated abilities requires paying costs; see Rule 409, "Playing Spells and Activated Abilities." Declaring attackers (see Rule 308, "Declare Attackers Step") and declaring blockers (see Rule 309, "Declare Blockers Step") can also require paying costs. [CompRules 2003/07/01] + G16.3b - Paying mana is done by removing the indicated amount of mana from the player's mana pool. Any time a player is asked to pay mana, mana abilities may be played. Mana abilities must be played before the costs are paid. Paying life subtracts the indicated amount of life from the player's life total. A player can't pay more mana than the amount of mana in his or her mana pool or more life than his or her life total. Zero life or zero mana can always be paid, even if the player has less than zero life. Unpayable costs can't be paid. [CompRules 2007/05/01] G16.3c - To pay any cost, the player carries out the instructions specified by the spell, ability, or effect. It's illegal to attempt paying a cost when unable to successfully follow the instructions. For example, a player can't pay a cost that requires tapping a creature if that creature is already tapped. [CompRules 2003/07/01] G16.3d - Each payment applies to only one spell or ability. For example, a player can't sacrifice just one creature to play the activated abilities of two permanents that require sacrificing a creature as a cost. Also, the resolution of a spell or ability doesn't pay another spell or ability's cost, even if part of its effect is doing the same thing the other cost asks for. [CompRules 2003/07/01] G16.4 - Permanent G16.4a - A permanent is any card or token in the in-play zone. See Rule 214, "Permanents." [CompRules 2003/07/01] G16.5 - Permanently (Obsolete) G16.5a - Certain older cards were printed with the term "permanently" to indicate effects with no expiration. This term is no longer used. [CompRules 2005/10/01] Example: An ability that originally read "Gain control of target creature permanently" would now read as follows: "Gain control of target creature." This effect grants control of the permanent until something else changes the controller or it leaves play. It doesn't make the permanent immune to other control effects. [CompRules 2005/10/01] G16.6 - Phase G16.6a - Each turn is divided into five phases: beginning, precombat main, combat, postcombat main, and end. See Section 3, "Turn Structure." [CompRules 2003/12/01] G16.7 - Phased Out G16.7a - The phased-out zone is a special zone for permanents with phasing that are temporarily out of play. [CompRules 2003/07/01] Note - Also see Rule 502.15, "Phasing." G16.8 - Phasing G16.8a - Phasing is a static ability that causes a permanent to leave play and later return, without losing its "memory." [CompRules 2003/07/01] Note - Also see Rule 502.15, "Phasing." G16.9 - Pile G16.9a - If a player is asked to separate a group of objects into two or more piles, the objects do not leave the zone they're currently in. If cards in a graveyard are split into piles, the order of the graveyard must be maintained. A pile can contain zero or more objects. [CompRules 2003/07/01] G16.10 - Plains G16.10a - "Plains" is one of the five basic land types. Any land with the land type Plains has the ability "{Tap}: Add {W} to your mana pool." See Rule 212.6d. [CompRules 2003/07/01] G16.11 - Plainscycling G16.11a - See Landcycling. [CompRules 2003/07/01] G16.12 - Plainswalk G16.12a - See Landwalk. [CompRules 2003/07/01] G16.13 - Play G16.13a - The act of playing a spell, land, or ability involves announcing the action and taking the necessary steps to complete it. [CompRules 2003/07/01] G16.13b - Playing a spell or activated ability requires paying any costs and choosing any required modes and/or targets. See Rule 409, "Playing Spells and Activated Abilities." [CompRules 2003/07/01] G16.13c - Playing a land simply requires choosing a land card from the hand and putting it into play. See Rule 212.6, "Lands." [CompRules 2003/07/01] G16.13d - Playing a mana ability requires paying any costs, then immediately resolving the ability. See Rule 411, "Playing Mana Abilities." [CompRules 2003/07/01] G16.13e - Triggered abilities and static abilities aren't played-they happen automatically. See Rule 410, "Handling Triggered Abilities." [CompRules 2003/07/01] G16.14 - Play/Draw (Informal) G16.14a - Whoever plays first in a two-player game skips his or her first draw step. This is referred to as the play/draw rule. [CompRules 2005/08/01] G16.14b - In a Two-Headed Giant multiplayer game, the team that goes first skips its first draw step (see Rule 606, "Two-Headed Giant Variant"). Other multiplayer variants don't use the play/draw rule. [CompRules 2005/08/01] Note - Also see Rule 101, "Starting the Game." G16.15 - Player G16.15a - A player is one of the people in the game. The active player is the player whose turn it is. The other players are nonactive players. See Rule 200.3. [CompRules 2005/10/01] G16.16 - Poison Counter G16.16a - Some cards give poison counters to players. If a player has ten or more poison counters, he or she loses the game the next time a player would receive priority. [CompRules 2003/07/01] Note - Also see Rule 420, "State-Based Effects." G16.17 - Poisonous + G16.17a - Poisonous is a triggered ability. "Poisonous N" means "Whenever this creature deals combat damage to a player, that player gets N poison counters." [CompRules 2007/05/01] + Note - Also see Rule 502.69, "Poisonous." G16.18 - Poly Artifact (Obsolete) G16.18a - Some older cards used the term "poly artifact" on the card's type line. They were artifacts that had activated abilities that don't include the tap symbol. Cards that were printed with the term "poly artifact" now simply use "artifact." [CompRules 2003/12/01] G16.19 - Postcombat G16.19a - The second main phase in each turn is called the postcombat main phase. If an effect causes a turn to have an extra combat phase and another main phase, the additional one is also a postcombat main phase. [CompRules 2003/07/01] Note - Also see Rule 305, "Main Phase." G19.20 - Power G19.20a - The number before the slash printed on the lower right corner of a creature card is its power. See Rule 208, "Power/Toughness." [CompRules 2006/05/01] G19.20b - Creatures that attack or block assign combat damage equal to their power. See Rule 310, "Combat Damage Step." [CompRules 2003/07/01] + G19.20c - Some creature cards have power represented by * instead of a number. The object has a characteristic-defining ability that sets its power according to some stated condition. This ability functions in all zones. [CompRules 2007/05/01] G19.20d - A noncreature permanent has no power, even if it's a card with a power printed on it (such as a Licid that's become an Aura). [CompRules 2006/05/01] G16.20 - Precombat G16.20a - The first main phase in each turn is called the precombat main phase. [CompRules 2003/07/01] Note - Also see Rule 305, "Main Phase." G16.22 - Prevention Effect G16.22a - Effects that prevent something from happening replace it with "do nothing." (See Rule 419, "Replacement and Prevention Effects.") A prevention effect must be active before the event it's intended to prevent. [CompRules 2003/07/01] + G16.22b - Effects generated by the resolution of a spell or ability that prevent a specific amount of damage act as "shields" and stay active until that amount of damage has been prevented or the turn ends. The damage doesn't have to be dealt by a single source or all at once. [CompRules 2007/05/01] + G16.22c - Effects generated by static abilities that prevent a specific amount of damage prevent only the indicated amount of damage from any applicable source at any given time. [CompRules 2007/05/01] G16.22d - Effects that prevent the next damage from a specific source apply the next time that source would deal damage, regardless of the amount. These effects expire when the turn ends. See Rule 419.8, "Sources of Damage." [CompRules 2003/07/01] G16.23 - Priority G16.23a - The player who has the option to play a spell or ability at any given time has priority. See Rule 408, "Timing of Spells and Abilities." [CompRules 2003/07/01] G16.23b - Each time a spell, an ability (other than a mana ability), or combat damage resolves, and at the beginning of most phases and steps, the active player receives priority. If a player has priority when he or she plays a spell, ability, or land, or takes a special action, he or she receives priority afterward. When a player passes in a two-player game, his or her opponent receives priority. [CompRules 2006/05/01] G16.23c - If all players pass in succession, the spell, ability, or combat damage on top of the stack resolves or, if the stack is empty, the phase or step ends. [CompRules 2005/08/01] G16.23d - Each time a player would get priority, all applicable state-based effects resolve first as a single event (see Rule 420). Then, if any new state-based effects have been generated, they resolve as a single event. This process repeats until no more applicable state-based effects are generated. Then triggered abilities are added to the stack (see Rule 410). These steps repeat in order until no further state-based effects or triggered abilities are generated. [CompRules 2003/07/01] G16.23e - In the Two-Headed Giant multiplayer variant, teams rather than individual players have prioirty. See Rule 606, "Two-Headed Giant Variant." [CompRules 2005/10/01] G16.24 - Protection G16.24a - Protection is a static ability written "Protection from [quality]." [CompRules 2003/10/01] + G16.24b - A permanent or player with protection can't be targeted by spells with the stated quality and can't be targeted by abilities from a source with the stated quality. [CompRules 2007/05/01] + G16.24c - A permanent or player with protection can't be enchanted by Auras that have the stated quality. Such Auras attached to the permanent or player with protection will be put into their owners' graveyards as a state-based effect. (See Rule 420, "State-Based Effects.") [CompRules 2007/05/01] + G16.24d - A permanent with protection can't be equipped by Equipment that has the stated quality or fortified by Fortifications that have the stated quality. Such Equipment or Fortifications become unattached from that permanent, but remain in play. (See Rule 420, "State-Based Effects.") [CompRules 2007/05/01] + G16.24e - Any damage that would be dealt to a permanent or player with protection from sources having that quality is prevented. [CompRules 2007/05/01] G16.24f - If a creature with protection attacks, it can't be blocked by creatures that have the stated quality. [CompRules 2003/10/01] Note - Also see Rule 502.7, "Protection." G16.25 - Provoke G16.25a - Provoke is a triggered ability. "Provoke" means "Whenever this creature attacks, you may choose to have target creature defending player controls block this creature this combat if able. If you do, untap that creature." [CompRules 2003/07/01] Note - Also see Rule 502.29, "Provoke." G16.26 - Public Information (Informal) G16.26a - Some information within a Magic game is known by all players. For example, permanents in play, spells and abilities on the stack, and cards in graveyards are all public information. The number of cards in players' libraries and hands is also public information, even though contents of those libraries and hands are hidden information. [CompRules 2005/02/01] Note - Also see Rule G8.4, "Hidden Information". G16.27 - Put Into Play G16.27a - If an effect instructs a player to put an object into play, that object is not considered "played." [CompRules 2003/07/01] G18.1 - Rampage G18.1a - Rampage is a triggered ability. "Rampage N" means "When this creature becomes blocked, it gets +N/+N until end of turn for each creature blocking it beyond the first." [CompRules 2005/10/01] Note - Also see Rule 502.12, "Rampage." G18.2 - Random G18.2a - If a spell, ability, or effect requires a player to choose something at random, that player can use any method of making a random choice (rolling dice, flipping a coin, and so on). The outcome must be truly random. [CompRules 2003/07/01] G18.3 - Reach + G18.3a - Reach is a static ability. A creature with reach can block an attacking creature with flying. [CompRules 2007/05/01] + Note - Also see Rule 309, "Declare Blockers Step." + Note - Also see Rule 502.4, "Flying." + Note - Also see Rule 502.70, "Reach." G18.4 - Recover G18.4a - Recover is a triggered ability that functions only while the card with recover is in a player's graveyard. "Recover [cost]" means "When a creature is put into your graveyard from play, you may pay [cost]. If you do, return this card from your graveyard to your hand. Otherwise, remove this card from the game." [CompRules 2006/10/01] Note - Also see Rule 502.55, "Recover." G18.5 - Redirect (Obsolete) G18.5a - Some older cards were printed with the term "redirect" to describe the act of dealing damage to a different player or creature than originally specified by a spell, ability, or combat-damage assignment, without changing the source or type of damage. In general, cards that were printed with the term "redirect" now create replacement effects that modify where the damage will be dealt. "Redirect" is still used informally to describe what these replacement effects do. [CompRules 2003/07/01] G18.6 - Regenerate G18.6a - Regeneration is a destruction-replacement effect. "Regenerate [permanent]" means "The next time [permanent] would be destroyed this turn, instead remove all damage from it, tap it, and (if it's in combat) remove it from combat." Because it's a replacement effect, it must be active before the attempted destruction event. Abilities that trigger from damage being dealt still trigger even if the permanent regenerates. See Rule 419.6b. [CompRules 2003/07/01] G18.7 - Reminder Text G18.7a - Reminder text appears after a keyword ability printed on a card and on cards that might otherwise be commonly misunderstood. Reminder text is text that is italicized and in parentheses in the text box of a card. This text provides a summary of the game rule or clarifies what the card does, but it isn't itself considered rules text. [CompRules 2003/07/01] Note - Also see Rule 207.2. G18.8 - Removed from Combat G18.8a - An attacking or blocking creature is removed from combat if it leaves play (such as by being destroyed or removed from the game), if it regenerates (see Rule 419.6b), if its controller changes, if it stops being a creature, or if an effect removes it from combat. A creature that is removed from combat stops being an attacking or blocking creature and can no longer assign combat damage or have combat damage assigned to it. Any combat damage that's already on the stack assigned to or by the creature will still resolve normally. See Rule 306.2 and Rule 310.4a. [CompRules 2003/07/01] G18.9 - Removed from the Game G18.9a - A card removed from the game is out of play. The effect that removed the card may specify a way for it to return. Some objects use the expression "set aside" for situations in which a card removed from the game can return to play. [CompRules 2004/10/01] Note - Also see Rule 217.7, "Removed from the Game." G18.10 - Replacement Effect G18.10a - A replacement effect is a type of continuous effect that "watches" for a specified event and replaces it with a different one. [CompRules 2003/07/01] Note - Also see Rule 419, "Replacement and Prevention Effects." G18.11 - Replicate G18.11a - Replicate is a keyword that represents two abilities. The first is a static ability that functions while the spell is on the stack. The second is a triggered ability that functions while the spell is on the stack. "Replicate [cost]" means "As an additional cost to play this spell, you may pay [cost] any number of times" and "When you play this spell, if a replicate cost was paid for it, copy it for each time its replicate cost was paid. If the spell has any targets, you may choose new targets for any number of the copies." Note - Also see Rule 502.52, "Replicate." G18.12 - Requirement G18.12a - A requirement to attack or block is any effect that forces one or more creatures to attack or block. All attacks and blocks must still be legal. See Rule 500, "Legal Attacks and Blocks." [CompRules 2003/07/01] G18.13 - Resolve G18.13a - When a spell or ability on top of the stack resolves, its controller carries out the instructions printed on the card, in the order written. When combat damage resolves, it's dealt as previously assigned to the fullest extent possible. See Rule 413, "Resolving Spells and Abilities." [CompRules 2003/07/01] G18.14 - Respond, Response (Informal) G18.14a - A player can choose to play an instant spell or activated ability when something else is already on the stack, rather than waiting for the earlier spell or ability to resolve first. The spell or ability is said to be played "in response to" the earlier spell or ability. See Rule 408, "Timing of Spells and Abilities." [CompRules 2003/07/01] G18.15 - Restriction G18.15a - A restriction on attacking or blocking is any effect that could prevent a creature from attacking or blocking. All attacks and blocks must still be legal. See Rule 500, "Legal Attacks and Blocks." [CompRules 2003/07/01] G18.16 - Reveal G18.16a - To reveal an object is to show that object to all players. If a one-shot effect reveals a card, the card is returned to its former state after all players have seen it. If the cost to play a spell or ability includes revealing a card, the card remains revealed from the time the spell or ability is announced until it leaves the stack. [CompRules 2005/08/01] G18.17 - Ripple G18.17a - Ripple is a triggered ability that functions only while the card with ripple is on the stack. "Ripple N" means "When you play this spell, you may reveal the top N cards of your library, or, if there are fewer than N cards in your library, you may reveal all the cards in your library. If you reveal cards from your library this way, you may play any of those cards with the same name as this spell without paying their mana costs, then put all revealed cards not played this way on the bottom of your library in any order." [CompRules 2006/10/01] Note - Also see Rule 502.56, "Ripple." G18.18 - Rules Text G18.18a - An object's rules text defines many of that object's properties. Changing an object's rules text changes the object's properties. [CompRules 2003/12/01] G19.1 - Sacrifice G19.1a - To sacrifice a permanent, its controller moves it from the in-play zone directly to its owner's graveyard. A player can't sacrifice something that isn't a permanent, or something that's a permanent he or she doesn't control. If an effect instructs a player to sacrifice a permanent that he or she doesn't control, nothing happens. Sacrificing a permanent doesn't destroy it, so regeneration or other effects that replace destruction can't affect it. [CompRules 2003/07/01] G19.2 - Scry + G19.2a - To "scry N" means to look at the top N cards of your library, put any number of them on the bottom of your library in any order, and put the rest on top of your library in any order. [CompRules 2007/05/01] Note - Also see Rule 501.8, "Scry." G19.3 - Sealed Deck G19.3a - For sealed deck or draft play, only forty cards are required in a deck, and a player may use as many duplicates of a card as he or she has. Each player still needs small items to represent any tokens and counters, and some way to clearly track life totals. See Rule 100.3. [CompRules 2003/07/01] G19.4 - Search G19.4a - If you're required to search a zone not revealed to all players for cards of a given quality, such as type or color, you aren't required to find some or all of those cards even if they're present; however, if you do choose to find cards, you must reveal those cards to all players. Even if you don't find any cards, you are still considered to have searched the zone. [CompRules 2004/10/01] G19.4b - If you're simply searching for a quantity of cards, such as "a card" or "three cards," you must find that many cards (or as many as possible). These cards often aren't revealed. [CompRules 2004/10/01] G19.4c - If you're required to search for a specific number of cards, you must choose that many cards (or as many as possible.) Example: If an effect causes you to search a player's library for all duplicates of a particular card and remove them from the game, you may choose to leave some of them alone, but if an effect causes you to search your library for three cards and it contains at least three, you can't choose less than three. [CompRules 2003/07/01] G19.4d - If an effects states to search for a [type, supertype, or subtype] card, it can only find cards that have that type, supertype, or subtype. It can't find a card that has a name equal to that type, supertype, or subtype unless that card also has the type, supertype, or subtype. [CompRules 2003/07/01] G19.5 - Set Aside G19.5a - To set aside a card is to remove it from the game; however, the effect will specify some condition that allows the set-aside card to return to the game. See also Removed from the Game. [CompRules 2003/07/01] G19.6 - Shadow G19.6a - Shadow is an evasion ability. Attacking creatures with shadow can't be blocked by creatures without shadow, and attacking creatures without shadow can't be blocked by creatures with shadow. [CompRules 2003/07/01] Note - Also see Rule 502.8, "Shadow." G19.7 - Shared Life Total + G19.7a - The Two-Headed Giant multiplayer variant uses a shared life total. Each two-player team's life total starts at 30, and the team loses if its life total reaches 0. Damage, loss of life, and gaining life happens to each player individually. The result is applied to the team's shared life total. If an effect needs to know the value of any individual player's life total, that effect uses the team's life total divided by the number of players on the team (rounded up) instead. [CompRules 2007/05/01] Note - Also see Rule 606, "Two-Headed Giant Variant." G19.8 - Shield G19.8a - Replacement and prevention effects act like "shields" around whatever they're affecting. [CompRules 2003/07/01] Note - Also see Rule 419, "Replacement and Prevention Effects." G19.9 - Shroud + G19.9a - Shroud is a static ability. "Shroud" means "This permanent or player can't be the target of spells or abilities." [CompRules 2007/05/01] + Note - Also see Rule 502.36, "Shroud." G19.10 - Shuffle G19.10a - To shuffle a deck, library, or pile is to make the order of that deck, library, or pile random. After a player shuffles a deck, library, or pile he or she owns, each opponent has the option to shuffle or cut that pile. See Rule 101.1. [CompRules 2005/10/01] G19.11 - Skip G19.11a - To skip an event, step, phase, or turn is to proceed past it as though it didn't exist. Skipping an event, step, phase, or turn is a replacement effect. "Skip [something]" is the same as "Instead of doing [something], do nothing." See Rule 300.9 and Rule 419.6e. [CompRules 2003/07/01] G19.11b - Once a step, phase, or turn has started, it can no longer be skipped--any skip effects will wait until the next occurrence. [CompRules 2003/07/01] G19.11c - Anything scheduled for a skipped step, phase, or turn won't happen. Anything scheduled for the "next" occurrence of something waits for the first occurrence that isn't skipped. If two effects each cause a player to skip his or her next occurrence, that player must skip the next two; one effect will be satisfied in skipping the first occurrence, while the other will remain until another occurrence can be skipped. See Rule 419.6f. [CompRules 2003/07/01] G19.12 - Snow G19.12a - Snow is a supertype. When a card refers to a "snow permanent," it means a permanent with the snow supertype. When a card refers to a "snow Forest," it means a Forest with the snow supertype, and so on. Some older cards were printed with the term "snow-covered" in their rules text. Except for card names, all instances of "snow-covered" are now "snow." See Rule 205.4e. [CompRules 2006/07/15] G19.12.Ruling.1 - Like "legendary", the supertype snow may appear on any card that becomes a permanent. Unlike "legendary", "snow" has no particular meaning or rules associated with it. [Coldsnap FAQ 2006/06/14] G19.13 - Snow-Covered (Obsolete) G19.13a - Some older cards were printed with the term "snow-covered" in their rules text. Except for card names, all instances of "snow-covered" are now "snow." [CompRules 2006/07/15] Note - Also see Snow, Rule G19.12. G19.14 - Snow Landwalk G19.14a - Snow landwalk is a special form of landwalk. A creature with snow landwalk is unblockable as long as the defending player controls at least one snow land of the specified subtype. [CompRules 2006/07/15] Note - Also see Rule 502.6, "Landwalk." G19.15 - Snow Mana G19.15a - The snow mana symbol {S} represents a cost that can be paid with one mana produced by a snow permanent. This is a generic mana cost that can be paid with any color or, or colorless, mana. Effects that reduce the amount of generic mana you pay don't affect {S} costs. [CompRules 2006/07/15] G19.16 - Sorcery + G19.16a - Sorcery is a type. The active player can play sorceries during his or her main phase when the stack is empty. A sorcery spell is put into its owner's graveyard as part of its resolution. Sorcery subtypes are called spell types (see Rule G19.22, Spell Types). [CompRules 2007/05/01] Note - Also see Rule 212.7, "Sorceries." G19.17 - Soulshift G19.17a - Soulshift is a triggered ability. "Soulshift N" means "When this permanent is put into a graveyard from play, you may return target Spirit card with converted mana cost N or less from your graveyard to your hand." [CompRules 2005/10/01] Note - Also see Rule 502.39, "Soulshift". G19.18 - Source of an Ability G19.18a - The source of an ability is the object that generated it. See Rule 402, "Abilities," and Rule 200.7. [CompRules 2005/10/01] G19.19 - Source of Damage G19.19a - The source of damage is the object that dealt it. If an effect requires a player to choose a source of damage, he or she may choose a permanent, a spell on the stack (including one that creates a permanent), or any object referred to by an object on the stack (including a creature that assigned combat damage on the stack, even if the creature is no longer in play or is no longer a creature). A source doesn't need to be capable of dealing damage to be a legal choice. [CompRules 2005/08/01] Note - Also see Rule 419.8, "Sources of Damage." G19.20 - Special Action G19.20a - Special actions don't use the stack. The special actions are playing a land, turning a face-down permanent face up, ending continuous effects or stopping delayed triggered abilities, ignoring continuous effects, and removing a card with suspend in your hand from the game. [CompRules 2006/10/01] Note - Also see Rule 408.1i and Rule 408.2, "Actions That Don't Use the Stack." G19.21 - Spell G19.21a - A nonland card becomes a spell when it's put on the stack and remains a spell until it's countered, it resolves, or it otherwise leaves the stack. A copy of a spell is also a spell, even if it has no card associated with it. [CompRules 2005/08/01] Note - Also see Rule 213, "Spells." Note - Also see Rule 401, "Spells on the Stack." G19.22 - Spell Type + G19.22a - Instants and sorceries share the same set of subtypes. These subtypes are always a single word and are listed after a long dash: "Instant - Arcane." These subtypes are also called spell types. [CompRules 2007/05/01] + G19.22b - The list of spell types, updated through the Future Sight set, is as follows: Arcane. [CompRules 2007/05/01] G19.23 - Splice G19.23a - Splice is a static ability that functions while a card is in your hand. "Splice onto [type or subtype] [cost]" means "You may reveal this card from your hand as you play a [type or subtype] spell. If you do, copy this card's text box onto that spell and pay [cost] as an additional cost to play that spell." Paying a card's splice cost follows the rules for paying additional costs in Rule 409.1b and Rule 409.1f through Rule 409.1h. [CompRules 2004/10/01] G19.23b - You can't choose to use a splice ability if you can't make the required choices (targets, etc.) for that card's instructions. You can't splice any one card onto the same spell more than once. If you're splicing more than one card onto a spell, reveal them all at once and choose the order in which their instructions will be followed. The instructions on the main spell have to be followed first. [CompRules 2004/10/01] G19.23c - The spell has the characteristics of the main spell, plus the text boxes of each of the spliced cards. The spell doesn't gain any other characteristics (name, mana cost, color, supertypes, types, subtypes, etc.) of the spliced cards. Text copied onto the spell that refers to a card by name refers to the spell on the stack, not the card from which the text was copied. [CompRules 2005/10/01] G19.23d - Choose targets for the added text normally (see Rule 409.1c). Note that a spell with one or more targets will be countered if all of its targets are illegal on resolution. [CompRules 2004/10/01] G19.23e - The spell loses any splice changes once it leaves the stack (for example when it's countered, it's removed from the game, or it resolves). [CompRules 2005/10/01] G19.24 - Split Cards G19.24a - Split cards have two card faces on a single card. The back of a split card is the normal, full-size Magic card back. Split cards have two sets of characteristics (two names, two mana costs, and so on) and two converted mana costs. They always have both sets, except when they're spells on the stack. When you play a split card, you announce which side you're playing. While it's on the stack, the other side is ignored completely. [CompRules 2007/02/01] G19.24b - If a split card's two mana costs have different colors of mana in them, it's a multicolored card while it's not on the stack. A split card is a multicolored card on the stack only if the half that's been played is multicolored. [CompRules 2007/02/01] G19.24c - If an effect tells you to name a card, you must name all of a split card's names. [CompRules 2003/07/01] G19.24d - An effect that asks for a split card's characteristic while it's in a zone other than the stack gets both answers. [CompRules 2006/07/15] G19.24e - An effect that performs a positive comparison or a relative comparison involving characteristics of one or more split cards in any zone other than the stack gets only one answer. This answer is "yes" if either side of those split cards would return a "yes" answer if compared individually. [CompRules 2006/07/15] G19.24f - An effect that performs a negative comparison involving characteristics of one or more split cards in any zone other than the stack also gets only one answer. This answer is "yes" if performing the comparable positive comparison would return a "no" answer. [CompRules 2006/07/15] Note - Also see Rule 505, "Split Cards." G19.25 - Split Second G19.25a - Split second is a static ability that functions only while the spell with split second is on the stack. "Split second" means "As long as this spell is on the stack, players can't play other spells or abilities that aren't mana abilities." [CompRules 2006/10/01] Note - Also see Rule 502.58, "Split Second." G19.26 - Stack G19.26a - A spell or ability goes on top of the stack when it's played or put onto the stack. Combat-damage assignments also go on top of the stack as though they were a single object. Whenever all players pass in succession, the spell, ability, or combat damage on top of the stack resolves and the active player receives priority again. [CompRules 2005/08/01] Note - Also see Rule 217.6, "Stack." Note - Also see Rule 408.1, "Timing, Priority, and the Stack." G19.27 - State-Based Effects G19.27a - State-based effects continually "watch" the game for a particular state. Whenever a player would receive priority, state-based effects are checked and applied. [CompRules 2003/07/01] Note - Also see Rule 420, "State-Based Effects." G19.28 - State Triggers G19.28a - State triggers are triggered abilities that watch for a game state rather than an event and trigger as soon as the game state matches the condition. Once a state trigger has triggered, it won't trigger again until the ability it created has resolved, has been countered, or has otherwise left the stack. See Rule 410.11. [CompRules 2005/10/01] G19.29 - Static Ability G19.29a - Static abilities do something all the time rather than being played at specific times. Static abilities create continuous effects, which are active as long as the permanent with the ability remains in play and has the ability, or as long as the object with the ability remains in the appropriate zone. [CompRules 2006/02/01] Note - Also see Rule 412, "Handling Static Abilities." G19.30 - Status G19.30a - A permanent's status is its physical state. There are three status categories, each of which has two possible values: tapped/untapped, flipped/unflipped, and face up/face down. Each permanent always has one of these values for each of these categories. [CompRules 2006/05/01] G19.30b - Status is not a characteristic, though it may affect a permanent's characteristics. [CompRules 2006/05/01] G19.30c - Permanents come into play untapped, unflipped, and face up unless a spell or ability says otherwise. [CompRules 2006/05/01] Note - Also see Rule 510, "Status." G19.31 - Step G19.31a - Some phases of the turn are further subdivided into steps. See Section 3, "Turn Structure." G19.32 - Storm + G19.32a - Storm is a triggered ability that functions on the stack. "Storm" means "When you play this spell, put a copy of it onto the stack for each other spell that was played before it this turn. If the spell has any targets, you may choose new targets for any of the copies." [CompRules 2007/05/01] Note - Also see Rule 502.30, "Storm." G19.33 - Subgame G19.33a - Some cards allow players to play a Magic subgame. A "subgame" is the game created by the card's effect. [CompRules 2005/02/01] Note - Also see Rule 506, "Subgames." G19.34 - Substance G19.34a - Substance is a static ability with no effect. Certain older cards have received errata that give them substance for a brief period of time. [CompRules 2005/10/01] G19.35 - Subtype G19.35a - A card can have one or more subtypes printed on its type line. Subtypes are always single words and are listed after a long dash. Each word after the dash is a separate subtype. [CompRules 2004/10/01] + G19.35b - Artifacts, enchantments, and lands each have their own unique set of possible subtypes. Instants and sorceries share their lists of subtypes; these subtypes are called spell types. Creatures and tribals also share their lists of subtypes; these subtypes are called creature types. Objects may have multiple subtypes. [CompRules 2007/05/01] + G19.35c - If a card with multiple types has one or more subtypes, each subtype is correlated to its appropriate type. [CompRules 2007/05/01] + Note - Also see Rule 205.3, "Subtypes." + Note - Also see Rule 212, "Type, Supertype, and Subtype." G19.36 - Successfully Cast (Obsolete) G19.36a - Some older cards were printed with the term "successfully cast." In general, any ability that's written as triggering when a spell is "successfully cast" should be read as triggering when the spell is played. [CompRules 2003/07/01] G19.37 - Summon (Obsolete) G19.37a - Older creature cards were printed with the type "Summon [creature type]." All "Summon [creature type]" cards should be read as "Creature - [creature type]." [CompRules 2003/07/01] G19.38 - Summoning Sickness (Informal) G19.38a - The term "summoning sickness" is an informal term which describes a creature's inability to attack or to use activated abilities that include the tap symbol when it has come under a player's control since the beginning of that player's most recent turn. [CompRules 2003/07/01] Note - Also see Rule 212.3d. Note - Also see Rule G8.2, "Haste". G19.39 - Sunburst G19.39a - Sunburst is a static ability that functions as an object is coming into play from the stack. "Sunburst" means "If this object is coming into play from the stack as a creature, it comes into play with a +1/+1 counter on it for each color of mana used to pay its cost. If this object is coming into play from the stack and isn't coming into play as a creature, it comes into play with a charge counter on it for each color of mana used to pay its cost." [CompRules 2005/10/01] Note - Also see Rule 502.37, "Sunburst." G19.40 - Supertype G19.40a - A card can have one or more "supertypes." These are printed directly before the card's types. If an object's types or subtypes change, any supertypes it has are kept, although they may not be relevant to the new type. [CompRules 2003/07/01] G19.40b - An object's supertype is independent of its type and subtype. Changing an object's type or subtype won't change its supertype. Changing an object's supertype won't change its type or subtype. When an object gains or loses a supertype, it retains any other supertypes it had. [CompRules 2005/10/01] + G19.40c - The list of supertypes, updates through the Future Sight set, is as follows: basic, legendary, snow, and world. [CompRules 2007/05/01] Note - Also see Rule 205.4, "Supertypes." Note - Also see Rule 212. "Type, Supertype, and Subtype." G19.41 - Suspend G19.41a - Suspend is a keyword that represents three abilities. The first is a static ability that functions while the card with suspend is in a player's hand. The second and third are triggered abilities that function in the removed-from-the-game zone. "Suspend N-[cost]" means "If you could play this card from your hand, you may pay [cost] and remove it from the game with N time counters on it. This action doesn't use the stack," and "At the beginning of your upkeep, if this card is suspended, remove a time counter from it," and "When the last time counter is removed from this card, if it's removed from the game, play it without paying its mana cost if able. If you can't, it remains removed from the game. If you play a creature spell this way, it gains haste until you lose control of the spell or the permanent it becomes." Playing a spell as an effect of its suspend ability follows the rules for paying alternative costs in Rule 409.1b and Rule 409.1f through Rule 409.1h. [CompRules 2006/10/01] Note - Also see Rule 502.59, "Suspend." G19.42 - Suspended G19.42a - A card is "suspended" if it's in the removed-from-the-game zone, has suspend, and has a time counter on it. [CompRules 2006/10/01] G19.43 - Swamp G19.43a - "Swamp" is one of the five basic land types. Any land with the land type Swamp has the ability "{Tap}: Add {B} to your mana pool." See Rule 212.6d. [CompRules 2003/07/01] G19.44 - Swampcycling G19.44a - See Landcycling. [CompRules 2003/07/01] G19.45 - Swampwalk G19.45a - See Landwalk. [CompRules 2003/07/01] G20.1 - Tap G20.1a - To tap a permanent is to turn it sideways. The tap symbol ({Tap} in these rules) in an activation cost means "Tap this permanent"--a permanent that's already tapped can't be tapped again to pay the cost. Creatures that haven't been under a player's control continuously since the beginning of his or her most recent turn can't use any ability of theirs with the tap symbol in the cost. See Rule 104.4. [CompRules 2003/07/01] G20.2 - Tapped G20.2a - A permanent that's turned sideways is tapped. Tapping permanents shows that they've been used. Permanents untap during their controllers' untap steps. [CompRules 2003/07/01] Note - Also see Rule G19.30, "Status." Note - Also see Rule G20.1, "Tap." Note - Also see Rule G21.6, "Untap." Note - Also see Rule G21.7, "Untapped." G20.3 - Target G20.3a - Whenever the phrase "target [something]," where [something] is a phrase that describes an object, player, or zone, appears in a spell or ability, the controller of the spell or ability chooses something that matches whatever follows that word. The choice of a spell or ability's targets is made when the spell or ability is played. See Rule 415, "Targeted Spells and Abilities." [CompRules 2005/10/01] G20.3b - An instant or sorcery is targeted if the text that will be followed when it resolves uses the phrase "target [something]," where the "something" is a phrase that describes an object, player, or zone. (If an activated or triggered ability of an instant or sorcery uses the word target, that ability is targeted, but the spell is not.) [CompRules 2005/10/01] G20.3c - An activated or triggered ability is targeted if it uses the phrase "target [something]," where the "something" is a phrase that describes an object, player, or zone. [CompRules 2005/10/01] + G20.3d - Aura spells are targeted, and their target is specified by their "enchant" abilities. They target the object or player they will enchant. (See Rule 415.3.) An Aura permanent doesn't target anything. [CompRules 2007/05/01] + G20.3e - Neither Equipment spells nor Equipment permanents are targeted. The same is true for Fortification spells and Fortification permanents. (See Rule 415.3.) An Equipment or Fortification may have abilities which are targeted. [CompRules 2007/05/01] G20.3f - A spell or ability on the stack can't target itself. [CompRules 2003/07/01] G20.3g - A spell that targets the same object, player, or zone more than once isn't a "spell with a single target." [CompRules 2005/10/01] G20.4 - Team G20.4a - In a multiplayer game between teams, players win or lose as a group rather than as individuals. The Two-Headed Giant, Emperor, and Teams multiplayer variants all use teams. G20.5 - Teammate G20.5a - In a multiplayer game between teams, a player's teammates are the other players on his or her team, and the player's opponents are all players not on his or her team. G20.6 - Teams G20.6a - The Teams multiplayer variant involves two or more teams of equal size. Players are seated so that no one is next to a teammate and each team is equally spaced out. A player can't attack opponents who aren't seated next to him or her. [CompRules 2005/08/01] G20.6b - The Teams variant uses the following default options: (a) The recommended range of influence is 2 (see Rule 601) and (b) exactly one of the attack left, attack right, and attack multiple players options must be used (see Rule 604 and Rule 602). The deploy creatures option isn't normally used in the Teams variant. See Rule 609, "Teams Variant." [CompRules 2005/10/01] G20.7 - Text Box G20.7a - The text box is printed below the illustration on a Magic card and contains rules text that defines the card's abilities, reminder text, and flavor text. [CompRules 2003/07/01] Note - Also see Rule 207, "Text Box." G20.8 - Text-Changing Effect G20.8a - An effect that changes the text of an object changes only words that are used in the correct way (for example, a Magic color word being used as a color word, a lant type word used as a land type, or a creature type word used as a creature type). The effect can't change a proper noun, such as a card name, even if that proper noun contains a word or a series of letters that is the same as a Magic color word, basic land type, or creature type. [CompRules 2005/10/01] Note - Also see Rule 418.6, "Text-Changing Effects." G20.9 - Threshold G20.9a - Threshold used to be a keyword ability. It is now an ability word and has no rules meaning. All cards printed with the threshold keyword have received errata. Updated wordings are available in the Oracle card reference. [CompRules 2006/10/01] Note - Also see Rule 502.23, "Threshold." G20.10 - Tie G20.10a - If an effect could result in a tie, the text of the spell or ability that created the effect will specify what to do in the event of a tie. The Magic game has no default for ties. [CompRules 2003/07/01] G20.11 - Timestamp Order + G20.11a - An object's timestamp is the time it entered the zone it's currently in, with three exceptions: (1) If two or more objects enter a zone simultaneously, the active player determines their timestamp order at the time they enter that zone. (2) Whenever an Aura, Equipment, or Fortification becomes attached to a permanent, the Aura, Equipment, or Fortification receives a new timestamp. (3) Permanents that phase in keep the same timestamps they had when they phased out. See Rule 418.5e. See also Depend On. [CompRules 2007/05/01] G20.11b - Continuous effects generated by static abilities have the same timestamp as the object that generated them. Continuous effects generated by the resolution of a spell or ability receive a timestamp at the time they're created. [CompRules 2003/07/01] G20.12 - Token G20.12a - A token is a marker used to represent any permanent that isn't represented by a card. Tokens are created by effects. Tokens can be tapped and untapped just like cards, though an alternative to rotation might be needed to distinguish their status. [CompRules 2003/07/01] Note - Also see Rule 216, "Tokens." G20.13 - Tombstone Icon G20.13a - A tombstone icon appears to the left of the name of many Odyssey block cards with abilities that are relevant in a player's graveyard. The purpose of the icon is to make those cards stand out when they're in a graveyard. This icon has no effect on game play. See Rule 104.5. [CompRules 2003/07/01] G20.14 - Total Casting Cost (Obsolete) G20.14a - Some older cards were printed with the term "total casting cost" to describe the converted mana cost of a spell. In general, cards that were printed with the term "total casting cost" now use the term "converted mana cost." [CompRules 2003/07/01] G20.15 - Total Cost G20.15a - The total cost of a spell or activated ability is the mana cost, activation cost, or alternative cost, plus all cost increases and minus all cost reductions. See Rule 409.1f. [CompRules 2003/07/01] G20.16 - Toughness G20.16a - The number after the slash printed on the lower right corner of a creature card its toughness. See Rule 208, "Power/Toughness." [CompRules 2006/05/01] G20.16b - A creature that's been dealt damage greater than or equal to its toughness (and greater than 0) has lethal damage and will be destroyed the next time any player would receive priority. This is a state-based effect. [CompRules 2003/07/01] + G20.16c - Some creature cards have toughness represented by * instead of a number. The object has a characteristic-setting ability that sets its toughness according to some stated condition. This ability functions in all zones. [CompRules 2007/05/01] G20.16d - A noncreature permanent has no toughness, even it it's a card with a toughness printed on it (such as a Licid that's become an Aura). [CompRules 2006/05/01] G20.17 - Tournament G20.17a - A tournament is an organized event where players compete against other players to win prizes. See the Tournament Locator on the MagicTheGathering.com Tournament Center page (www.wizards.com/default.asp?x=mtgcom/tournamentcenter) to find tournaments in your area. [CompRules 2004/06/01] G20.18 - Trample G20.18a - Trample is a static ability modifying the combat damage step of the combat phase. It lets an attacking creature "trample over" blocking creatures and assign part of its combat damage to the defending player. [CompRules 2003/07/01] Note - Also see Rule 502.9, "Trample." G20.19 - Transfigure + G20.19a - Transfigure is an activated ability. "Transfigure [cost]" means "[Cost], Sacrifice this permanent: Search your library for a creature card with the same converted mana cost as this permanent and put it into play. Then shuffle your library. Play this ability only any time you could play a sorcery". [CompRules 2007/05/01] + Note - Also see Rule 502.71, "Transfigure." G20.20 - Transmute G20.20a - Transmute is an activated ability that functions only while the card with transmute is in a player's hand. "Transmute [cost]" means "[Cost], Discard this card: Search your library for a card with the same converted mana cost as the discarded card, reveal that card, and put it into your hand. Then shuffle your library. Play this ability only any time you could play a sorcery." [CompRules 2005/10/01] Note - Also see Rule 502.48, "Transmute." G20.21 - Tribal + G20.21a - Tribal is a type. Each tribal card has another card type. Playing and resolving a tribal card follows the rules for playing and resolving a card of the other type. The set of tribal subtypes is the same as the set of creature subtypes; these subtypes are called creature types. + Note - Also see Rule G3.32, "Creature Types." + Note - Also see Rule 212.8, "Tribals." G20.22 - Trigger, Triggered Ability G20.22a - A triggered ability begins with the word "when," "whenever," or "at." Whenever the trigger event occurs, the ability goes on top of the stack the next time a player would receive priority. [CompRules 2003/07/01] Note - Also see Rule 404, "Triggered Abilities." G20.23 - Trigger Condition G20.23a - A triggered ability begins with the word "when," "whenever," or "at." The phrase containing one of these words is the trigger condition, which defines the trigger event. [CompRules 2003/07/01] Note - Also see Rule 404, "Triggered Abilities." G20.24 - Turn Marker G20.24a - The Grand Melee variant allows multiple players to take turns at the same time. Moving turn markers keep track of which players are currently taking turns. Each turn marker represents an active player's turn. [CompRules 2005/08/01] Note - Also see Rule 608, "Grand Melee." G20.25 - Two-Headed Giant + G20.25a - The Two-Headed Giant variant has two unique features. Each two-player team has a shared life total, which starts at 30 life, and each team has takes turns rather than each player. Each team's creatures also attack the other team rather than individual players. The additional rules for the Two-Headed Giant variant explain how the timing of team turns works. [CompRules 2007/05/01] Note - Also see Rule 606, "Two-Headed Giant Variant." G20.26 - Type G20.26a - A card's type (and subtype and supertype, if applicable) is printed directly below the illustration on the card, on its type line. Cards, tokens, permanents, and spells all have types. Abilities don't have types. [CompRules 2005/10/01] G20.26b - When an effect changes an object's type, the new type replaces all previous types. If the effect is adding a type, or allowing an object to retain its types, it will say so. See Rule 212.1c. [CompRules 2003/07/01] G20.26c - The "type" of mana is its color, or lack thereof (for colorless mana). See also Mana. [CompRules 2004/06/01] Note - Also see Rule 205, "Type Line." Note - Also see Rule 212, "Type, Supertype, and Subtype." G20.27 - Type-Changing Effect G20.27a - A type-changing effect is an effect that changes the type of an object. It's generated by a type-changing ability. See Rule 418.5a. [CompRules 2003/07/01] G20.28 - Typecycling + G20.28a - "Typecycling" is a generic term; a card's rules text usually names a specific subtype, such as "plainscycling." [CompRules 2007/05/01] + G20.28b - Typecycling is an activated ability. "Plainscycling [cost]" means "[Cost], Discard this card: Search your library for a Plains card, reveal it, and put it into your hand. Then shuffle your library." [CompRules 2007/05/01] + Note - Also see Rule 502.18, "Cycling." G20.29 - Type Line G20.29a - The type (and subtype and supertype, if applicable) of a card is printed directly below the illustration. [CompRules 2003/07/01] Note - Also see Rule 205, "Type Line," and Rule 212, "Type, Supertype, and Subtype." G21.1 - Unattach + G21.1a - An Aura, Equipment, or Fortification becomes unattached if it was attached to an object or player and then is not. If an Aura, Equipment, or Fortification leaves play while attached to an object, it becomes unattached. If a creature leaves play (unless it phases out) while an Aura, Equipment, or Fortification is attached to it, the Aura, Equipment, or Fortification becomes unattached. [CompRules 2007/05/01] G21.2 - Unblockable G21.2a - If an attacking creature "is unblockable," no creature can legally block it. Spells or abilities may still cause it to become blocked. [CompRules 2003/07/01] G21.3 - Unblocked G21.3a - A creature is unblocked if it's attacking and no creature blocked it during the declare blockers step of the current combat phase. It remains an unblocked creature until an effect causes it to become blocked, it's removed from combat, it stops being a creature, its controller changes, or the combat phase ends. Unblocked creatures don't exist outside of the combat phase or before the declare blockers step. [CompRules 2006/05/01] Note - Also see Rule 309, "Declare Blockers Step." G21.4 - Universal Tournament Rules G21.4a - The DCI Universal Tournament Rules ( "http://www.wizards.com/default.asp?x=dci/doccenter/home") cover tournament play for all DCI-sanctioned games, including the Magic game. [CompRules 2005/10/01] G21.5 - Unless G21.5a - Some cards use the phrase "[Do something] unless you [do something else]." This means the same thing as "You may [do something else]. If you don't, [do something]." [CompRules 2003/07/01] G21.6 - Untap G21.6a - To untap a tapped card, rotate it back to the upright position. See also Tap, Tapped, and Untapped. [CompRules 2003/07/01] G21.7 - Untap Step G21.7a - The untap step is the first step of the beginning phase. All permanents controlled by the active player normally untap at this time. [CompRules 2003/07/01] Note - Also see Rule 302, "Untap Step." G21.8 - Untapped G21.8a - A permanent that's upright is untapped. Tapping permanents shows that they've been used. Permanents untap during their controllers' untap steps. See also Tap, Tapped, and Untap. [CompRules 2003/07/01] G21.9 - Upkeep Step G21.9a - The upkeep step is the second step of the beginning phase. Some cards have abilities that trigger at the beginning of the upkeep step; such an ability is informally called an "upkeep cost" or an "upkeep effect." An upkeep cost is usually written in the form "At the beginning of your upkeep, you may [pay cost]. If you don't, sacrifice [this card]." These are normal triggered abilities--there are no special rules for them. [CompRules 2003/07/01] Note - Also see Rule 303, "Upkeep Step". G22.1 - Vanguard and Avatars + G22.1a - The Vanguard(tm) supplements consist of oversized placards and Magic Online avatars that modify the game. A Vanguard placard or avatar is selected before the game begins, adjusting a player's starting and maximum hand size and starting life total. A Vanguard placard or avatar has no color or type, and it can't be affected by spells or abilities. [CompRules 2007/05/01] G22.2 - Vanishing G22.2a - Vanishing is a keyword that represents three abilities. "Vanishing N" means "This permanent comes into play with N time counters on it," "At the beginning of your upkeep, if this permanent has a time counter on it, remove a time counter from it," and "When the last time counter is removed from this permanent, sacrifice it." [CompRules 2007/02/01] Note - Also see Rule 502.60, "Vanishing." G22.3 - Vigilance G22.3a - Vigilance is a static ability that modifies the rules for the declare attackers step. Attacking doesn't cause creatures with vigilance to tap. Note - Also see Rule 502.14, "Vigilance". G23.1 - Wall G23.1a - Wall is a creature type with no particular rules meaning. Many older cards with the Wall creature type have received errata so that they also have the defender ability. Many older cards that referred to the Wall creature type also have errata. Updated wordings for all cards are available in the Oracle card reference. [CompRules 2004/10/01] Note - Also see Rule 502.41, "Defender". G23.2 - Win the Game G23.2a - A game immediately ends when a player wins. [CompRules 2003/07/01] Note - Also see Rule 102, "Winning and Losing." G23.3 - World G23.3a - World is a supertype that normally applies to enchantments. [CompRules 2004/10/01] G23.3b - If two or more permanents have the supertype world, all except the one that has been a permanent with the world supertype for the shortest amount of time are put into their owners' graveyards. In the event of a tie for the shortest amount of time, all are put into their owners' graveyards. This "world rule" is a state-based effect. See Rule 420.5. [CompRules 2004/10/01] G23.3c - If a world permanent's types or subtypes change, this doesn't change its supertypes. The permanent will still be a world permanent. [CompRules 2004/10/01] G24.1 - X + G24.1a - If a spell or ability has a cost with an "{X}" in it, the value of X must be announced as part of playing the spell or ability. (See Rule 409, "Playing Spells and Activated Abilities.") While the spell or ability is on the stack, the {X} in its mana cost equals the amount announced as part of playing the spell or ability. If a card in any other zone has {X} in its mana cost, the amount is treated as 0. If you're playing a spell that has {X} in its mana cost and an effect lets you play it without paying any cost that includes X, the only legal choice for X is 0. This does not apply to effects that only reduce a cost, even if they reduce it to zero. See Rule 409, "Playing Spells and Activated Abilities." [CompRules 2007/05/01] + G24.1b - If a cost associated with a special action, such as a suspend cost or a morph cost, has an "{X}" in it, the value of X is chosen by the player taking the special action as he or she pays that cost. [CompRules 2007/05/01] G24.1c - In triggered abilities, X is defined when the ability resolves. It may be defined by the text of the ability, by a keyword ability of the card, or by the trigger event. See Rule 410, "Handling Triggered Abilities." [CompRules 2003/07/01] G24.1d - In other cases, X is defined by the text of a spell or ability. If X isn't defined, the controller of the spell or ability chooses the value of X. All Xs on an object have the same value. [CompRules 2003/07/01] Note - Also see Rule 409.1b, "Playing Spells and Activated Abilities." G25.1 - Y G25.1a - See X. [CompRules 2003/07/01] G25.2 - You, Your G25.2a - The words "you" and "your" on an object refer to the object's controller, its would-be controller (if a player is attempting to play it), or its owner (if it has no controller). For a static ability, this is the current controller of the object it's on. For an activated ability, this is the player who played the ability. For a triggered ability, this is the controller of the object when the ability triggered. See also Controller, Owner. [CompRules 2006/07/15] G26.1 - Z G26.1a - See X. [CompRules 2003/07/01] G26.2 - Zone G26.2a - A zone is any place that Magic cards can be during a game. See Rule 217, "Zones." [CompRules 2003/07/01] G26.3 - Zone-Change Triggers G26.3a - Trigger events that involve objects changing zones are called "zone-change triggers." Many abilities with zone-change triggers attempt to do something to that object after it changes zones. During resolution, these abilities look for the object in the zone that it moved to. If the object is unable to be found in the zone it went to, the part of the ability attempting to do something to the object will fail to do anything. The most common types of zone-change triggers are comes-into-play triggers and leaves-play triggers. See Rule 410.10. [CompRules 2003/07/01] Acknowledgements and Disclaimers ------------------------------------------------------------------------------ While this work is not officially issued by Wizards of the Coast, it is the official collected rulings from official sanctioned representatives of and publications by Wizards of the Coast. This summary is collected from rulings made by officials and network representatives of Wizards of the Coast, along with a number of unofficial rulings also collected from the net. Whenever a source for a ruling is known, the name of that person is listed with the ruling. "Barclay" is Paul Barclay, a previous MTG-L mailing list NetRep. "CompRules" marks rules from the Comprehensive Rules. "D'Angelo" is Stephen D'Angelo, the former Rules Summary network representative, and former MTG-L mailing list NetRep. "DeLaney" is David DeLaney, the network representative for the "rec.games.trading-cards.magic.rules" newsgroup. "Jordan" is Jeff Jordan, the MTG-L mailing list NetRep. "WotC Rules Team" marks official rulings from the rules team. These files may be freely copied and posted anywhere you'd like. The contents can also be included in other formats (such as HTML or databases) or in products, but there are two restrictions. I insist that the files not be sold for profit. Anything you put them in must be available at no more than cost of duplication. Also, you must give credit to me and list the version date your work is derived from. Thanks. Every attempt has been made to make this summary accurate, but errors do creep in. Nothing in this work is guaranteed to be accurate. Use at your own risk. Magic: The Gathering and all of the cards listed herein are copyrighted by Wizards of the Coast.