| part 3 |
[02 Apr 2004|12:05am] |
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 which says that 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.
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 has 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.) 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. Example: A player controls two creatures: one that “attacks if able” and one with no abilities. An effect states, “No more than one creature may 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.
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 has 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.)
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.
500.5. When determining what requirements could be obeyed without violating restrictions, you don’t need to consider any options for a creature that don’t satisfy a requirement on it. But you do need to consider any options for any creature(s) that will satisfy a requirement, as long as the total number of obeyed requirements is increased (even if the option means not obeying another requirement that was previously met). 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.” The creature with no abilities isn’t required to block. It’s legal to declare both creatures as blockers, or to declare neither creature as a blocker, but illegal to block with only one of the two.
501. Evasion Abilities
501.1. Evasion abilities restrict what can block an attacking creature. These are static abilities that modify the declare blockers step of combat.
501.2. Evasion abilities are cumulative. Example: A Wall without flying can’t block a creature that can be blocked only by Walls and by creatures with flying.
501.3. Some creatures have abilities that restrict how they can block. As with evasion abilities, these modify only the rules for the declare blockers step of combat. (If a creature gains or loses an evasion ability after a legal block has been declared, it doesn’t affect that block.)
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.
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.”)
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.
502.2c Adding or removing first strike after the first combat damage step won’t prevent a creature from dealing combat damage or allow it to deal combat damage twice.
502.2d Multiple instances of first strike on the same creature are redundant.
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.”
502.3b If a creature has multiple instances of flanking, each triggers separately.
502.4. Flying
502.4a Flying is an evasion ability.
502.4b A creature with flying can’t be blocked by creatures without flying. A creature with flying can block a creature with or without flying. (See rule 309, “Declare Blockers Step.”)
502.4c Multiple instances of flying on the same creature are redundant.
502.5. Haste
502.5a Haste is a static ability.
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.)
502.5c Multiple instances of haste on the same creature are redundant.
502.6. Landwalk
502.6a Landwalk and snow-covered landwalk are generic terms; a card’s rules text will give a specific subtype or supertype (such as in “islandwalk,” “snow-covered swampwalk,” or “legendary landwalk”).
502.6b Landwalk and snow-covered 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 or supertype. (See rule 309, “Declare Blockers Step.”)
502.6c Snow-covered landwalk is a special type of landwalk. A creature with snow-covered landwalk is unblockable as long as the defending player controls at least one land with the specified subtype or supertype that has snow-covered. If a player is allowed to choose any landwalk ability, that player may choose a snow-covered landwalk ability. If an effect causes a permanent to lose all landwalk abilities, snow-covered landwalk abilities are removed as well.
502.6d Landwalk or snow-covered landwalk abilities don’t “cancel” one another. Example: If a player controls a snow-covered Forest, that player can’t block an attacking creature with snow-covered forestwalk even if he or she also controls a creature with snow-covered forestwalk.
502.6e Multiple instances of the same type of landwalk or snow-covered landwalk on the same creature are redundant.
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.
502.7b A permanent 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.
502.7c A permanent with protection can’t be enchanted by enchantments that have the stated quality. Such enchantments enchanting the permanent with protection will be put into their owners’ graveyards as a state-based effect. (See rule 420, “State-Based Effects.”)
502.7d A permanent with protection can’t be equipped by Equipment that have the stated quality. Such an Equipment stops equipping that permanent, but remains in play. (See rule 420, “State-Based Effects.”)
502.7e Any damage that would be dealt by sources that have the stated quality to a permanent that has protection is prevented.
502.7f If a creature with protection attacks, it can’t be blocked by creatures that have the stated quality.
502.7g Multiple instances of protection from the same quality on the same permanent are redundant.
502.8. Shadow
502.8a Shadow is an evasion ability.
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.”)
502.8c Multiple instances of shadow on the same creature are redundant.
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.”)
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 the 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 is to be assigned at the same time (see rule 502.9e). The controller need not assign lethal damage to all blocking creatures but in that case can’t assign any damage to the defending player.
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.
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. 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.
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. 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 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.
502.9f Multiple instances of trample on the same creature are redundant.
502.10. Banding
502.10a Banding is a static ability that modifies the rules for declaring attackers and assigning combat damage.
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.)
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.
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.
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. 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).
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.
502.10g If one member of a band would become blocked due to an effect, the entire band becomes blocked.
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.
502.10i Multiple instances of banding on the same creature are redundant.
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.
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.
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.
502.11d Multiple instances of bands with other of the same type on the same creature are redundant.
502.12. Rampage
502.12a Rampage is a triggered ability. “Rampage [X]” means “Whenever this creature becomes blocked, it gets +X/+X until end of turn for each creature blocking it beyond the first.” (See rule 309, “Declare Blockers Step.”)
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.
502.12c If a creature has multiple instances of rampage, each triggers separately.
502.13. Cumulative Upkeep
502.13a Cumulative upkeep is a triggered ability that imposes an increasing cost on a permanent. The phrase “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.”
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. 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.
502.14. Snow-Covered
502.14a Snow-covered is an ability that doesn’t do anything in its own right; it’s simply a keyword that other cards look for. When a rule or an effect refers to a “snow-covered land,” it means a land with the snow-covered ability. When a rule or an effect refers to a “snow-covered Forest,” it means a Forest with the snow-covered ability, and so on.
502.14b Five snow-covered lands were printed in the Ice Age™ expansion. Their names are Snow-Covered Plains, Snow-Covered Island, Snow-Covered Swamp, Snow-Covered Mountain, and Snow-Covered Forest. These lands are basic lands, even though they have a different name and they have the snow-covered ability.
502.14c Some effects can add or remove the snow-covered ability. This doesn’t change the existing name of the land, or any types, subtypes, or supertypes it has. For example, a card named Snow-Covered Forest is named “Snow-Covered Forest,” while a Forest that has been granted the snow-covered ability is still named “Forest.”
502.14d Multiple instances of snow-covered on the same land are redundant.
502.15. Phasing
502.15a Phasing is a static ability that modifies the rules of the untap step.
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.)
502.15c If an effect causes a player to skip his or her untap step, the phasing event simply doesn’t occur that turn.
502.15d Permanents phasing in don’t trigger any comes-into-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 this event, however. Permanents phasing out trigger leaves-play abilities as usual. (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.)
502.15e When a permanent phases out, all damage dealt to it is removed.
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.
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.
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, 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. 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.
502.15i When a permanent phases out, any local enchantments or Equipment attached to that permanent phase out at the same time. This alternate way of phasing out is known as phasing out “indirectly.” An enchantment or Equipment that phased out indirectly won’t phase in by itself, but instead phases in along with the card it’s attached to.
502.15j If a local enchantment or Equipment phased out directly (rather than phasing out along with the permanent it’s attached to), then it “remembers” the permanent it was enchanting or equipping and returns to play attached to that permanent. If a local enchantment phases in and the permanent has left play or is no longer legal to enchant, the enchantment returns to play and then is placed in its owner’s graveyard afterwards. This is a state-based effect; see rule 420. If an Equipment phases in and the permanent has left play or is no longer legal to equip, the Equipment returns to play and then stays in play, not equipping anything. This is a state-based effect; see rule 420.
502.15k Permanents that phase in keep the same timestamps (see rules 418.5d and 418.5e) they had when they phased out. This doesn’t change the fact that the permanents phase in simultaneously, however. For example, if two Legends with the same name phase in, they both go to their owners’ graveyards.
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.
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.
502.15p Multiple instances of phasing on the same permanent are redundant.
502.16. Buyback
502.16a Buyback is a static ability of some instants and sorceries that functions while the spell is on the stack. The phrase “Buyback [cost]” means “You may pay an additional [cost] as you play this spell. If you do, put the spell into your hand instead of into your graveyard as it resolves.” Paying a spell’s buyback cost follows the rules for paying additional costs in rules 409.1b and 409.1f–h.
502.17. Horsemanship
502.17a Horsemanship is an evasion ability that appeared in the Portal Three Kingdoms™ set.
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.”)
502.17c Multiple instances of horsemanship on the same creature are redundant.
502.18. Cycling
502.18a Cycling is an activated ability that functions only while the card with cycling is in a player’s hand. The phrase “Cycling [cost]” means “[Cost], Discard this card from your hand: Draw a card.”
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.
502.18c Landcycling is a variant of the cycling ability. The phrase “[Land type]cycling [cost]” means “[Cost], Discard this card from your hand: Search your library for a [land type] card, reveal it, and put it into your hand. Then shuffle your library.” Any cards that trigger when a player cycles a card will trigger when a card’s landcycling ability is played. Any effect that stops players from cycling cards will stop players from playing cards’ landcycling abilities.
502.19. Echo
502.19a Echo is a triggered ability. “Echo” 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 mana cost.”
502.20. Fading
502.20a Fading is a keyword that represents two abilities. The phrase “Fading [X]” means “This permanent comes into play with X 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.”
502.21. Kicker
502.21a Kicker is a static ability that functions while the spell is on the stack. The phrase “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 rules 409.1b and 409.1f–h.
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.
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.
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.”
502.22. Flashback
502.22a Flashback is a static ability of some instant and sorcery cards that functions while the card is in a player’s graveyard. The phrase “Flashback [cost]” means “You may play this card from your graveyard by paying [cost] rather than paying its mana cost. If you do, 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 rules 409.1b and 409.1f–h.
502.23. Threshold
502.23a Threshold is a characteristic-setting ability, written “Threshold — [text].” It alters the rules text of the object it’s on, based on a condition. The text can create any kind of ability. The phrase “Threshold — [text]” means “As long as you have seven or more cards in your graveyard, [this object] has ‘[text].’”
502.23b Spells and permanents with threshold have the threshold text only if their controller has seven or more cards in his or her graveyard. Otherwise, the text after “Threshold —” is treated as though it did not appear on the spell or permanent.
502.23c An instant or sorcery with threshold has the threshold text only while the spell is on the stack. An artifact, creature, enchantment, or land with threshold has the threshold text only if the permanent is in play.
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. The phrase “Madness [cost]” means “If a player would discard this card from his or her hand, 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, until that player passes next, the player may play it any time he or she could play an instant as though it were in his or her hand by paying [cost] rather than paying its mana cost. When the player passes next, he or she puts this card into his or her graveyard.”
502.24b Playing a spell using its madness ability follows the rules for paying alternative costs in rules 409.1b and 409.1f–h.
502.25. Fear
502.25a Fear is an evasion ability.
502.25b A creature with fear can’t be blocked except by artifact creatures and/or black creatures. (See rule 309, “Declare Blockers Step.”)
502.25c Multiple instances of fear on the same creature are redundant.
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. The phrase “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 a mana cost of {o0} by paying {o3} 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.”)
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 a mana cost of {o0}. 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 {o3} 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.
502.26c You can’t play a card face down if it doesn’t have morph.
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.
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 a mana cost of {o0}. 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.
502.26f See rule 504, “Face-Down Spells and Permanents,” for more information on how to play cards with morph.
502.27. Amplify
502.27a Amplify is a static ability. “Amplify [X]” 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 X +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.”
502.27b If a creature has multiple instances of amplify, each one works separately.
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.”)
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.
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.
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.
502.28e Multiple instances of double strike on the same creature are redundant.
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.”
502.29b If a creature has multiple instances of provoke, each triggers separately.
502.30. Storm
502.30a Storm is a triggered ability that functions while the spell is 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 number of the copies.”
502.30b If a spell has multiple instances of storm, each triggers separately.
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 {o1} less to play for each [text] you control.”
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. Affinity can’t reduce the cost to play a spell to less than 0.
502.31c If a spell has multiple instances of affinity, each of them applies.
502.32. Entwine
502.32a Entwine is a static ability that functions while the spell is on the stack. The phrase “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 rules 409.1b and 409.1f–h.
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.
502.33. Equip
502.33a Equip is an activated ability of artifact Equipment cards. The phrase “Equip [cost]” means “[cost]: Move this Equipment onto target creature you control. Play this ability only any time you could play a sorcery.”
502.33b For more information about Equipment, see rule 212.2, “Artifacts.”
502.33c If an artifact has multiple instances of equip, any of its equip abilities may be used.
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-game zone because they were removed from the game by an imprint ability are imprinted on the source of that ability.
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.”
502.35. Modular
502.35a Modular represents both a static ability and a triggered ability. “Modular X” means “This permanent comes into play with X +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.”
502.35b If a creature has multiple instances of modular, each one works separately.
503. Copying Objects
503.1. Some objects create or become a “copy” of a spell, permanent, or card. (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.)
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, plus any values set for face-down spells or permanents. Other effects (including type-changing effects) and counters are not copied. Example: Chimeric Staff is an artifact that reads “{oX}: 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.)
503.3. The copied information becomes the copiable values for the copy, replacing its previous copiable values. Objects that copy the object will use the new copiable values. 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.
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. 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.
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. 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.) / 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. 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.
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.
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 “zero” or “undefined.” 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. / 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.
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 “zero” or “undefined.” 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, “{oT}: 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. 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.
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. 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.
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. 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. 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 global 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.
503.10a A copy of a spell in a zone other than the stack ceases to exist. This is a state-based effect. See rule 420.
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, “{oG}: 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.
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 409.1a-409.1h of rule 409, “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.
504. Face-Down Spells and Permanents
504.1. One old card (Illusionary Mask) and the morph ability (see rule 502.26) allow spells and permanents to be face down.
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 allow the card, spell, or permanent to be 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.
504.3. You may look at a face-down spell you control on the stack or a face-down permanent you control at any time. You can’t look at face-down cards in any other zone or face-down spells or permanents 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.
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.
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.
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.
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.
505.2. In every zone except the stack, split cards have two sets of characteristics. 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.
505.3. Because every split card consists of two halves with different colored mana symbols in their mana costs, each split card is a multicolored card except while it’s a spell on the stack. While it’s a spell on the stack, it’s only the color of the half being played.
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.
505.5. Effects that ask for a particular characteristic of a split card while it’s in a zone other than the stack get an answer that consists of a combination of the split card’s two halves. 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/Battery when this ability resolves, you get five 1/1 creature tokens because Assault’s converted mana cost is 1 and Battery’s is 4, for a total of 5.
505.6. Effects that ask if a split card’s characteristic (in any zone other than the stack) matches a given value get only one answer. This answer is “yes” if either side of the split card matches the given value. 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 from it all nonland cards with converted mana cost equal to the number.” If a player plays Void and chooses 1 or 4, his or her opponent would discard Assault/Battery. If the player chooses 5, Assault/Battery would be unaffected, because neither half has a converted mana cost of 5.
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.
506. Subgames
506.1. One card (Shahrazad) allows players to play a Magic subgame. A “subgame” is the game created by Shahrazad. The “main game” is the game in which Shahrazad was played. The main game is suspended while the subgame is in progress. It resumes when the subgame ends.
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.
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.
506.3a 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.”)
506.4. The subgame proceeds like a normal game. Randomly determine which player goes first.
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).
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.
506.6. At the end of a subgame, each player puts all objects 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. 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.
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.
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.
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.
507.1b If a turn is skipped, any pending turn-controlling effects wait until the player who would be affected actually takes a turn.
507.1c Only the control of the turn changes. All objects are controlled by their normal controllers.
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. 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.
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. 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. Example: The controller of the turn decides which of the player’s creatures attack, and how those creatures assign their combat damage. Example: The controller of the turn decides which card the player chooses from outside the game with one of the Judgment™ Wishes. The player can’t choose a card of the wrong type.
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. Example: If the controller of the turn decides that the player will play a spell with an additional cost of discarding cards from hand, the cards are discarded from the player’s hand.
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 102.7.
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. 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.
507.3d A player who controls another player’s turn also continues to make his or her own choices and decisions.
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.)
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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.
400.2. Spells, activated abilities, and triggered abilities generate effects when they resolve. Static abilities generate continuous effects. Text itself is never an effect.
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.”) A copy of a spell is also a spell, even if it has no card associated with it.
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.
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. 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).
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.
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.
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.”
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.”)
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.
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.
402.3. Abilities can be beneficial or detrimental. For example, “[This creature] can’t block” is an ability.
402.4. An additional cost or alternative cost to play a card is an ability of the card.
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).
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 will check that information when the ability resolves, or will use the source’s last known information if it’s no longer in play.
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.
402.8. Abilities function only while the permanent with the ability is in play unless the ability is a characteristic-setting ability that sets type or color, an ability of an instant or sorcery, an additional cost, an alternative cost, or a play restriction. Abilities can also function in other zones if they state otherwise or if the ability can only trigger or be played in a zone other than the in-play zone. 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. Example: An ability with a cost that includes “Discard this card from your hand” can be played only if the card is in your hand.
402.9. Some objects have activated abilities that can be played when the object is not in play. Some objects have triggered abilities that can trigger while the object is in a zone other than the in-play zone.
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.
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.
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.
403.4. A creature’s activated ability with the tap symbol ({oT}) 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. Creatures with haste may ignore this rule (see rule 502.5).
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, 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, though the ability isn’t actually an instant.
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.
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.”
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.
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.
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. 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. As another 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.
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.”
404.4c A delayed triggered ability that refers to a particular object still affects it even if the object changes characteristics. Example: An ability reading, “At end of turn, destroy that creature” will destroy the permanent even if it’s no longer a creature during the end of turn step.
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. Example: An ability reading, “At end of turn, remove this creature from the game” won’t do anything if the creature leaves play before the end of turn step.
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. 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. Example: An ability that reads “The controller of enchanted creature sacrifices it at the end of his or her turn” is a triggered ability.
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 or 402.9.
405.2. Some objects have static abilities which state that the object “has” one or more abilities or characteristic values; “is” a particular type, supertype, subtype, or color; or that one or more of its characteristics “is” or “are” a particular value. These abilities are characteristic-setting abilities. Abilities of an object that affect the characteristics of another object are not characteristic-setting abilities. See rule 201, “Characteristics,” and rule 418.5a.
405.2a A characteristic-setting ability that states that an object is a particular type, supertype, subtype, or color applies no matter which zone the object it’s on is in. This rule doesn’t apply to other characteristic-setting abilities.
406. Mana Abilities
406.1. A mana ability is either (a) an activated ability that could put mana into a player’s mana pool when it resolves or (b) a triggered ability 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.
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. Triggered abilities that put mana into a player’s mana pool aren’t mana abilities if they trigger from events other than activating mana abilities. They go on the stack and resolve like any other triggered abilities.
406.3. A mana ability remains a mana ability even if the game state doesn’t allow it to produce mana. Example: A permanent has an ability that reads “{oT}: Add {oG} 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.
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.”
406.5. Abilities (other than mana abilities) that trigger on playing mana abilities do use the stack.
406.6. If a mana ability would produce one or more mana of an undefined type, it produces no mana instead. Example: If you control no lands, an ability that reads “{oT}: Add to your mana pool one mana of any type that a land you control could produce” will not produce any mana.
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.”)
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.) 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.
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.
408. Timing of Spells and Abilities
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.
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, take a special action (such as playing a land), or pass, as governed by the rules for that phase or step.
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 either 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, his or her opponent receives priority. If both players pass in succession (that is, if both 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 both players pass in succession, the phase or step ends and the next one begins.
408.1d A player may play a spell or activated ability only when he or she has priority. Spells other than instants can be played only during a player’s main phase, when that player has priority, and only when the stack is empty.
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.
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.”)
408.1g Combat damage goes on the stack once it’s been assigned. For more information, see rule 310, “Combat Damage Step.”
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.”)
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 preventing delayed triggered abilities (see rule 408.2i), and suspending or ignoring continuous effects (see rule 408.2j).
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).
408.2b Static abilities continuously generate effects and don’t go on the stack.
408.2c State-based effects (see rule 420) resolve whenever a player would receive priority as long as the required game condition is true.
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.
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.”)
408.2f Characteristic-setting abilities, such as “[This object] is red,” are simply read and followed as applicable. (See also rule 405.2.)
408.2g Game actions—phasing in and out during the untap step, untapping during the untap step, drawing a card during the draw step, declaring attacking or blocking creatures, cleanup, and mana burn—don’t use the stack.
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.
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.
408.2j Some effects from static abilities allow a player to take an action to ignore or suspend the effect from that ability for a duration. This is a special action. A player can take an action to ignore or suspend an effect only when he or she has priority. The player who took the action gets priority after this special action.
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.
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. Each spell has all the characteristics of the card associated with it. Each activated 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 player who played the spell. The controller of an activated ability is the player who played the ability.
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 spell or ability has a variable mana cost (indicated by {oX}) 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 or kicker 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.
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 spell or ability can’t be played unless the required number of legal targets are chosen. The same target can’t be chosen multiple times.
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.
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.
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, and some effects may increase or reduce the cost to pay. 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 cost increases and minus all cost reductions. Once the total cost is determined, it becomes “locked in.” If effects would change the total cost after this time, they have no effect.
409.1g 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.
409.1h The player pays the total cost in any order. Partial payments are not allowed. Example: You play Death Bomb, which costs {o3}{oB} and has an additional cost of sacrificing a creature. You sacrifice Thunderscape Familiar, whose effect makes your black spells cost {o1} less to play. Because a spell’s total cost is “locked in” before payments are actually made, you pay {o2}{oB}, not {o3}{oB}, even though you’re sacrificing the Familiar.
409.1i Once the steps described in 409.1a–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 gets priority.
409.2. Some spells and abilities specify that their controller’s opponent 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. If the spell or ability instructs both players to do something at the same time as it’s being played, the spell’s controller goes first, then his or her opponent. This is an exception to rule 103.4.
409.3. Playing a spell or ability that alters costs won’t do anything to spells and abilities that are already on the stack.
409.4 A player can’t begin to play a spell or activated ability that’s prohibited from being played by an effect.
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.
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 doesn’t do anything when it triggers but automatically puts the ability on the stack as soon as a player would receive priority. 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.
410.3. If multiple abilities have triggered since the last time a player received priority, the abilities controlled by the active player go on the stack first, in any order he or she chooses, then those controlled by the opponent go on the stack in any order that opponent chooses. 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.
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.
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.
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.
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.
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.
410.9. Some abilities trigger when creatures block or are blocked in combat. (See rules 306–311 and section 500, “Legal Attacks and Blocks.”) They may trigger once or repeatedly, depending on the wording of the ability.
410.9a An ability that reads “Whenever [this creature] blocks” or “Whenever [this creature] becomes blocked” triggers only once each combat for that creature, even if it blocks or is blocked by multiple creatures. An effect that causes the creature to become blocked (if the creature wasn’t already blocked) will also trigger such abilities.
410.9b An ability that reads “Whenever [this creature] blocks a creature” triggers once for each attacking creature the named creature blocks.
410.9c An ability that reads “Whenever a creature blocks [this creature]” triggers once for each creature that blocks the named creature. It doesn’t trigger if the attacking creature becomes blocked by an effect rather than a blocking creature.
410.9d If an ability triggers when a creature blocks or is blocked by a particular number of creatures, the ability triggers only 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.
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.
410.10a Comes-into-play abilities trigger when a permanent enters the in-play zone. These are written, “When [this card] 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.
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.
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.
410.10d Abilities that trigger on one or more permanents leaving play, or on a player losing control of a permanent, must be treated specially because the permanent with the ability may no longer be in play after the event. The game has to “look back in time” to determine what triggered. Each time an event removes from play or changes who controls one or more permanents, all the permanents in play just before the event (with continuous effects that existed at that time) are checked for trigger events that match what just left play or changed control. 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.
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.
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. 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 the same number of cards,” the ability will trigger during the spell’s resolution because the player’s hand was momentarily empty.
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 rules 409.1b–i. It resolves immediately after it is played and doesn’t go on the stack. (See rule 408.2e.)
411.2. A player may play an activated mana ability whenever he or she has priority. 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.
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 land produces one additional mana of the same color.” 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.
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.
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.
412.2. Many local enchantments and Equipment have static abilities that modify the permanent they’re attached to, but those abilities don’t target that permanent. If a local enchantment or Equipment is moved to a different permanent, the ability stops applying to the original permanent and starts modifying the new one.
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.
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] . . .” and “You can’t play [this card] . . . .”
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.
413. Resolving Spells and Abilities
413.1. Each time both players pass in succession, the object (a spell, an ability, or combat damage) on top of the stack resolves. (See rule 416, “Effects.”)
413.2. Resolution of a spell or ability may involve several steps. These steps are followed in the order listed below.
413.2a If the spell or ability specifies targets, it checks whether the targets are still legal. 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. If all targets are now illegal, the spell or ability is countered. 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. If the spell or ability needs to know information about one or more targets that are now illegal, it will use the illegal targets’ current or last known information.
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 you do, 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.
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.) 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.
413.2d If an effect requires both players to make choices or take actions at the same time, the active player makes and announces his or her choices first, and then the nonactive player does (knowing the active player’s choices). Then the actions take place simultaneously. See rule 103.4. If a player must make more than one choice at a time, he or she makes the choices in the order written, or in the order he or she chooses if the choices aren’t ordered. Then the actions are processed simultaneously. Some spells and abilities have multiple steps or actions, denoted by separate sentences or clauses. In these cases, the active player makes any choices required for the first action, then the nonactive player makes any choices required for that action, then the first action is processed simultaneously. Then the active player makes any choices required for the second action, then the nonactive player makes any choices required for that action, then that action is processed simultaneously, and so on. Example: Stronghold Gambit reads, in part, “Each player chooses a card in his or her hand. Then each player reveals his or her chosen card.” First the active player chooses a card, then the nonactive player does so. Each player reveals the cards simultaneously.
413.2e If an effect gives a player the option to pay mana, he or she may play mana abilities as part of the action. No other spells or abilities can be played during resolution.
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. The effect uses the current information of a specific permanent if that permanent is still in play, or of a specific card in the stated zone; otherwise, the effect uses the last known information the object had before leaving that zone. The exception is that 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.
413.2g An effect that refers to characteristics of an object checks only for the value of the specified characteristics, regardless of any related ones the object may also have. 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.
413.2h 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.
413.2i 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.
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.
414.2. The player who played the countered spell or ability doesn’t get a “refund” of any costs that were paid.
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 or player. (If an activated or triggered ability of an instant or sorcery uses the word target, that ability is targeted, but the spell is not.) 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.
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 or player.
415.3. Local-enchantment spells are always targeted, even though they don’t use the phrase “target [something].” They target the permanent or player they will enchant. A local-enchantment permanent doesn’t target anything; only the spell is targeted. An activated or triggered ability of the local-enchantment permanent can be targeted. 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.
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.
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.
415.6. A spell or ability on the stack is an illegal target for itself.
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.
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.
415.7c The word “you” in an object’s text isn’t a target.
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.
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. 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.
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.
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.
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.)
418. Continuous Effects
418.1. A continuous effect modifies characteristics of objects or modifies 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.
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.
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.
418.3b Continuous effects from spells, activated abilities, and triggered abilities that modify the characteristics or change the controller of one or more objects don’t affect objects that weren’t affected when the continuous effect began. 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. 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.
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.
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 “{o2}, {oT}: 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.
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.
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.
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 or toughness, and (6) power- or toughness-changing effects. Inside each layer, apply effects from characteristic-setting abilities first, then effects from all other abilities. For power- or toughness-changing effects, apply changes from counters after changes from characteristic-setting abilities. See also the rules for timestamp order and dependency (rules 418.5b–418.5g). 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, it gets +1/+1 from Crusade, becoming 3/3. If the creature’s color is later changed to red, Crusade’s effect stops applying to it, and it will return to being a 2/2.
418.5b If an effect other than a type-, subtype-, and supertype-changing effect should be applied in different layers, the parts of the effect each apply in their appropriate layers. If a type-, subtype-, and supertype-changing effect should be applied in different layers, all are applied only in layer four (type-, subtype- and supertype changing effects). Example: A player plays an ability that reads “{o2}: Until end of turn, Chimeric Sphere becomes a 3/2 artifact creature,” which is a both a type-changing effect and a power- and toughness-changing effect. Since it’s a type-changing effect, the entire effect is applied when type-changing effects are applied, in layer four, even though power- and toughness-changing effects are normally applied in layer six. Later in the turn, Chimeric Sphere is affected by an ability that reads “Target creature becomes 0/2 until end of turn,” which is applied only in layer six since it’s solely a power- and toughness-changing effect. At this point, playing Chimeric Sphere’s (layer 4) ability again won’t do anything, as the layer-six effect will always be applied after it. The artifact creature remains 0/2. 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 five, and then the “gets +1/+1” part is applied in layer six. 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 two, and then the “it gains haste” part is applied in layer five.
418.5c An effect is said to “depend on” another if (a) it is applied in the same layer as the other effect (see rule 418.5a) and (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. Otherwise, the effect is considered to be independent of the other effect.
418.5d Whenever one effect depends on another, the independent one is applied first. If several dependent effects form a loop, or if none depends on another, they’re applied in “timestamp order.”
418.5e 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 (or zones) simultaneously, the active player determines their timestamp order at the time they enter that zone. (2) Whenever a local enchantment or Equipment becomes attached to a permanent, the enchantment or Equipment receives a new timestamp. (3) Permanents that phase in keep the same timestamps they had when they phased out.
418.5f Continuous effects generated by static abilities have the same timestamp as the objects that generate them.
418.5g Continuous effects generated by the resolution of a spell or ability receive a timestamp at the time they’re created.
418.5h One continuous effect can override another. Sometimes the results of one effect determine whether another effect applies or what another effect does. Example: Two enchantments 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”). 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.
418.5i Some effects can 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. Any effects that are applied after the switching effect apply normally. 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. After the “switch” effect resolves, another effect gives the creature +5/+0. Its power and toughness is 9/1. 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.
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.
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.
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.
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.
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.
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.
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.
419.1c Continuous effects that read “[This permanent] comes into play . . .” or “[Objects] come into play . . .” are replacement effects.
419.1d Effects that use the word “prevent” are prevention effects. Prevention effects use “prevent” to indicate what events will not occur.
419.2. Replacement and prevention effects apply continuously as events happen—they aren’t locked in ahead of time.
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.
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.
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.
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 when 0 damage is dealt, so they have no effect.
419.5b Some abilities read, “Whenever [X], you may [Y]. If you do, [Z].” The “if you do” clause refers to choosing to do the event Y, regardless of what events actually occur as a result of that decision. If Y is replaced entirely or in part by a different event, the “if you do” clause refers to the event that replaced Y.
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.
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.
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.
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.
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.
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.
419.7. Prevention Effects
419.7a Prevention effects usually apply to damage that would be dealt.
419.7b Some prevention effects 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 sources at the same time, the player or the
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[14 Aug 2003|12:52pm] |
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this is strange.... I think.
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[20 Jun 2003|09:18pm] |
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mood |
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th1$ J0uRn4l i5 PHR13Nd$ 0Nly, 4dD Me @5 4 PHr13nD aNd coMM3n+ heRe 1f J00 W1sH T0 be @Dded
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