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Game Rules
Contents
1.
The Game
100.
General
101.
The
Magic
Golden Rules
102.
Players
103.
Starting the Game
104.
Winning and Losing
105.
Colors
106.
Mana
107.
Numbers and Symbols
108.
Cards
109.
Objects
110.
Permanents
111.
Spells
112.
Abilities
113.
Targets
114.
Special Actions
115.
Timing and Priority
116.
Costs
117.
Life
118.
Damage
119.
Drawing a Card
120.
Counters
2.
Parts of a Card
200.
General
201.
Name
202.
Mana Cost and Color
203.
Illustration
204.
Type Line
205.
Type Line
206.
Expansion Symbol
207.
Text Box
208.
Power/Toughness
209.
Loyalty
210.
Information Below the Text Box
212.
Card Type, Supertype, and Subtype
213.
Spells
214.
Permanents
215.
Life
216.
Tokens
217.
Zones
3.
Turn Structure
300.
General
301.
Beginning Phase
302.
Untap Step
303.
Upkeep Step
304.
Draw Step
305.
Main Phase
306.
Combat Phase
307.
Beginning of Combat Step
308.
Declare Attackers Step
309.
Declare Blockers Step
310.
Combat Damage Step
311.
End of Combat Step
312.
End Phase
313.
End of Turn Step
314.
Cleanup Step
4.
Zones
400.
General
401.
Library
402.
Hand
403.
Battlefield
404.
Graveyard
405.
Stack
406.
Exile
407.
Ante
408.
Command
5.
Turn Structure
500.
General
501.
Beginning Phase
502.
Untap Step
503.
Upkeep Step
504.
Draw Step
505.
Main Phase
506.
Combat Phase
507.
Beginning of Combat Step
508.
Declare Attackers Step
509.
Declare Blockers Step
510.
Combat Damage Step
511.
End of Combat Step
512.
Ending Phase
513.
End Step
514.
Cleanup Step
6.
Spells, Abilities, and Effects
600.
General
601.
Casting Spells
602.
Activating Activated Abilities
603.
Handling Triggered Abilities
604.
Handling Static Abilities
605.
Mana Abilities
606.
Loyalty Abilities
607.
Linked Abilities
608.
Resolving Spells and Abilities
609.
Effects
610.
One-Shot Effects
611.
Continuous Effects
612.
Text-Changing Effects
613.
Interaction of Continuous Effects
614.
Replacement Effects
615.
Prevention Effects
616.
Interaction of Replacement and/or Prevention Effects
Glossary
1.
The Game
100.
General
100.1.
These
Magic
rules apply to any
Magic
game with two or more players, including two-player games and multiplayer games.
100.1a.
A two-player game is a game that begins with only two players.
100.1b.
A multiplayer game is a game that begins with more than two players. See section 6, “Multiplayer Rules.”
100.2.
To play, each player needs his or her own deck, small items to represent any tokens and counters, and some way to clearly track life totals.
100.2a.
In constructed play (a way of playing in which each player creates his or her own deck ahead of time), each deck must contain at least sixty cards. A constructed deck may contain any number of basic land cards and no more than four of any card with a particular English name other than basic land cards.
100.2b.
In limited play (a way of playing in which each player gets a quantity of unopened
Magic
product and creates his or her own deck on the spot), each deck must contain at least forty cards. A deck may contain as many duplicates of a card as a player has.
100.3.
Each player may also have a sideboard, which is a group of additional cards the player may use to modify his or her deck between games of a match.
100.3a.
In constructed play, a sideboard (if used) must contain exactly fifteen cards. The four-card limit (see rule
100.2a
) applies to the combined deck and sideboard.
100.3b.
In limited play involving individual players, all cards a player opens but doesn’t include in his or her deck are in that player’s sideboard.
100.3c.
In limited play involving the Two-Headed Giant multiplayer variant, all cards a team opens but doesn’t include in either player’s deck are in that team’s sideboard.
100.3d.
In limited play involving other multiplayer team variants, each card a team opens but doesn’t include in any player’s deck is assigned to the sideboard of one of those players. Each player has his or her own sideboard; cards may not be transferred between players.
100.4.
There is no maximum deck size.
100.5.
Most
Magic
tournaments (organized play activities where players compete against other players to win prizes) have additional rules covered in the
Magic: The Gathering
Tournament Rules (found at
100.5a.
Tournaments usually consist of a series of
matches
. A two-player match usually consists of the best two of three games, or sometimes the best three of five. A multiplayer match usually consists of only one game.
101.
The
Magic
Golden Rules
101.1.
At the start of a game, each player shuffles his or her deck so that the cards are in a random order. Each player may then shuffle his or her opponents’ decks. The players’ decks become their libraries.
101.2.
When a rule or effect says something can happen and another effect says it can’t, the “can’t” effect wins.
Example:
If one effect reads “You may play an additional land this turn” and another reads “You can’t play land cards this turn,” the effect that precludes you from playing lands wins.
101.2a.
Adding abilities to objects and removing abilities from objects don’t fall under this rule; see rule 112.9.
101.3.
Any part of an instruction that’s impossible to perform is ignored. (In many cases the card will specify consequences for this; if it doesn’t, there’s no effect.)
101.4.
If multiple players would make choices and/or take actions at the same time, the active player (the player whose turn it is) makes any choices required, then the next player in turn order (usually the player seated to the active player’s left) makes any choices required, followed by the remaining nonactive players in turn order. Then the actions happen simultaneously. This rule is often referred to as the “Active Player, Nonactive Player (APNAP) order” rule.
Example:
A card reads “Each player sacrifices a creature.” First, the active player chooses a creature he or she controls. Then each of the nonactive players chooses a creature he or she controls. Then all creatures are sacrificed simultaneously.
Example:
Bob and Clare are the starting team in a Two-Headed Giant game. They each draw seven cards. After reviewing each other’s hands, both Bob and Clare decide to mulligan. Each shuffles his or her hand into his or her deck and draws seven cards. Clare isn’t sure about Bob’s new hand, but he decides to keep it. Clare decides to take another mulligan. Bob’s hand becomes his opening hand, and Clare shuffles her hand into her deck and draws six cards. Then only Clare has the option to mulligan. She decides to keep her hand of six cards and that becomes her opening hand. After that, the other team decides whether to take mulligans.
101.4a.
If an effect has each player choose a card in a hidden zone, such as his or her hand or library, those cards may remain face down as they’re chosen. However, each player must clearly indicate which face-down card he or she is choosing.
101.4b.
A player knows the choices made by the previous players when he or she makes his or her choice, except as specified in
101.4a
.
101.4c.
If a player would make more than one choice at the same time, the player makes the choices in the order written, or in the order he or she chooses if the choices aren’t ordered.
101.4d.
If a choice made by a nonactive player causes the active player, or a different nonactive player earlier in the turn order, to have to make a choice, APNAP order is restarted for all outstanding choices.
102.
Players
102.1.
A
player
is one of the people in the game. The
active player
is the player whose turn it is. The other players are
nonactive players
.
102.2.
n a two-player game, a player’s
opponent
is the other player.
102.3.
In a multiplayer game between teams, a player’s
teammates
are the other players on his or her team, and the player’s opponents are all players not on his or her team.
103.
Starting the Game
103.1.
At the start of a game, each player shuffles his or her deck so that the cards are in a random order. Each player may then shuffle or cut his or her opponents’ decks. The players’ decks become their libraries.
103.2.
After the decks have been shuffled, the players determine which one of them will choose who takes the first turn. In an individual game, or in the first game of a match, the players may use any mutually agreeable method (flipping a coin, rolling dice, etc.) to do so. In a match of several games, the loser of the previous game chooses who takes the first turn. If the previous game was a draw, the player who made the choice in that game gets to make the choice in this game.
103.3.
Once the starting player has been determined, each player sets his or her life total to 20 and draws a hand of seven cards.
103.3a.
In a Two-Headed Giant game, each team starts with a shared life total of 30 instead.
103.4.
A player who is dissatisfied with his or her initial hand may take a mulligan. First, the starting player declares whether or not he or she will take a mulligan. Then each other player in turn order does the same. Once each player has made a declaration, all players who decided to take mulligans do so at the same time. To take a mulligan, a player shuffles his or her hand back into his or her deck, then draws a new hand of one fewer cards than he or she had before. If a player kept his or her hand of cards, those cards become the player’s opening hand, and that player may not take any further mulligans. This process is then repeated until no player takes a mulligan. (Note that if a player’s hand size reaches zero cards, that player must keep that hand.)
103.4a.
If an effect allows a player to perform an action “any time [that player] could mulligan,” the player may perform that action at a time he or she would declare whether or not he or she will take a mulligan. This need not be in the first round of mulligans. Other players may have already made their mulligan declarations by the time the player has the option to perform this action. If the player performs the action, he or she then declares whether or not he or she will take a mulligan.
103.4b.
In a multiplayer game, the first time a player takes a mulligan, he or she draws a new hand of seven cards rather than six cards. Subsequent hands decrease by one card as normal.
103.4c.
The Two-Headed Giant variant uses the multiplayer mulligan rule, with a slight modification. First, each player on the starting team declares whether or not he or she will take a mulligan. Then the players on each other team in turn order do the same. Then all mulligans are taken at the same time. A player may take a mulligan even after his or her teammate has decided to keep his or her opening hand.
103.5.
Once all players have kept their opening hands, if any cards in the starting player’s hand allow that player to begin the game with those cards on the battlefield, he or she may put any or all of them onto the battlefield. Then each other player in turn order may do the same.
103.6.
The starting player takes his or her first turn.
103.6a.
In a two-player game, the player who plays first skips the draw step (see rule
504
, “Draw Step”) of his or her first turn.
103.6b.
In a Two-Headed Giant game, the team who plays first skips the draw step of their first turn.
103.6c.
In all other multiplayer games, no player skips the draw step of his or her first turn.
104.
Winning and Losing
104.1.
A game ends immediately when a player wins or when the game is a draw.
Example:
If a 3/4 creature gets -5/-0, it’s a -2/4 creature. It assigns 0 damage in combat. Its total power and toughness is 2. You’d have to give it +3/+0 to raise its power to 1.
Example:
Viridian Joiner is a 1/2 creature that says “
: Add an amount of
to your mana pool equal to Viridian Joiner’s power.” An effect gives it -2/-0, then its ability is activated. The ability adds no mana to your mana pool.
104.2.
There are several ways to win the game.
104.2a.
A player still in the game wins the game if all of that player’s opponents have lost the game.
104.2b.
An effect may state that a player wins the game. (In certain multiplayer games, this may not cause the game to end; see rule
104.3h
.)
104.2c.
In a multiplayer game between teams, a team with at least one player still in the game wins the game if all other teams have lost the game. Each player on the winning team wins the game, even if one or more of those players had previously lost that game.
104.3.
There are several ways to lose the game.
104.3a.
A player can concede the game at any time. A player who concedes leaves the game immediately. He or she loses the game.
104.3b.
If a player’s life total is 0 or less, he or she loses the game the next time a player would receive priority. (This is a state-based action. See
rule 704
.)
104.3c.
If a player is required to draw more cards than are left in his or her library, he or she draws the remaining cards, and then loses the game the next time a player would receive priority. (This is a state-based action. See rule
704
.)
104.3d.
f a player has ten or more poison counters, he or she loses the game the next time a player would receive priority. (This is a state-based action. See rule
704
.)
104.3e.
An effect may state that a player loses the game.
104.3f.
If a player would both win and lose simultaneously, he or she loses.
104.3g.
In a multiplayer game between teams, a team loses the game if all players on that team have lost.
104.3h.
In a multiplayer game using the limited range of influence option, an effect that states that a player wins the game instead causes all of that player’s opponents within his or her range of influence to lose the game.
104.3i.
In a tournament game, a player can be awarded a Game Loss or a Match Loss by a judge. See rule
100.5
.
104.4.
There are several ways to draw the game.
104.4a.
If all the players remaining in a game lose simultaneously, the game is a draw.
104.4b.
If the game somehow enters a “loop” of mandatory actions, repeating a sequence of events with no way to stop, the game is a draw. Loops that contain an optional action don’t result in a draw.
104.4c.
An effect may state that the game is a draw.
104.4d.
In a multiplayer game between teams, the game is a draw if all remaining teams lose at once.
104.5.
If a player loses the game, he or she leaves the game. Likewise, if a player leaves the game, he or she loses the game. The multiplayer rules handle what happens when a player leaves the game; see rule
800.4
.
105.
Colors
105.1.
There are five
colors
in the Magic game: white, blue, black, red, and green.
105.2.
An object can be one or more of the five colors, or it can be no color at all. An object is the color or colors of the mana symbols in its mana cost, regardless of the color of its frame. See rule
202.2
.
105.2a.
A
monocolored
object is exactly one of the five colors.
105.2b.
A
multicolored
object is two or more of the five colors.
105.2c.
A
colorless
object has no color.
105.3.
Effects may change an object’s color or give a color to a colorless object. If an effect gives an object a new color, the new color replaces all previous colors the object had (unless the effect said the object became that color “in addition” to its other colors).
105.4.
If a player is asked to choose a color, he or she must choose one of the five colors. “Multicolored” is not a color. Neither is “colorless.”
106.
Mana
106.1.
Mana
is the primary resource in the game. Players spend mana to pay costs, usually when casting spells and activating abilities.
106.1a.
There are five colors of mana: white, blue, black, red, and green.
106.1b.
There are six types of mana: white, blue, black, red, green, and colorless.
106.2.
Mana is represented by
mana symbols
(see rule
107.4). Mana symbols also represent
mana costs
(see rule
202
).
106.3.
Mana is produced by the effects of
mana abilities
(see rule
605
). It may also be produced by the effects of spells, as well as by the effects of abilities that aren’t mana abilities.
106.4.
When an effect produces mana, that mana goes into a player’s mana pool. From there, it can be used to pay costs immediately, or it can stay in the player’s mana pool. Each player’s mana pool is cleared at the end of each step and phase.
106.4a.
If a player passes priority (see rule
115
) while there is mana in his or her mana pool, that player announces what mana is there. If any mana remains in a player’s mana pool after he or she spends mana to pay a cost, that player announces what mana is still there.
106.5.
If an ability would produce one or more mana of an undefined type, it produces no mana instead.
Example:
Meteor Crater has the ability “
: Choose a color of a permanent you control. Add one mana of that color to your mana pool.” If you control no colored permanents, activating Meteor Crater’s mana ability produces no mana.
106.6.
Some spells or abilities that produce mana restrict how that mana can be spent, or have an additional effect that affects the spell or ability that mana is spent on. This doesn’t affect the mana’s type.
Example:
A player’s mana pool contains
which can be spent only to pay cumulative upkeep costs. That player activates Doubling Cube’s ability, which reads “
,
, Double the amount of each type of mana in your mana pool.” The player’s mana pool now has
in it,
of which can be spent on anything.
106.7.
Some abilities produce mana based on the type of mana another permanent or permanents “could produce.” The type of mana a permanent could produce at any time includes any type of mana that an ability of that permanent would produce if the ability were to resolve at that time, taking into account any applicable replacement effects in any possible order. Ignore whether any costs of the ability could or could not be paid. If that permanent wouldn’t produce any mana under these conditions, or no type of mana can be defined this way, there’s no type of mana it could produce.
Example:
Exotic Orchard has the ability “
: Add to your mana pool one mana of any color that a land an opponent controls could produce.” If your opponent controls no lands, activating Exotic Orchard’s mana ability will produce no mana. The same is true if you and your opponent each control no lands other than Exotic Orchards. However, if you control a Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard, then each Exotic Orchard could produce
.
106.8.
If an effect would add mana represented by a hybrid mana symbol to a player’s mana pool, that player chooses one half of that symbol. If a colored half is chosen, one mana of that color is added to that player’s mana pool. If a colorless half is chosen, an amount of colorless mana represented by that half’s number is added to that player’s mana pool.
106.9.
To “tap a permanent for mana” is to activate a mana ability of that permanent that includes the
symbol in its activation cost. See rule
605
, “Mana Abilities.”
107.
Numbers and Symbols
107.1..
The only numbers the Magic game uses are integers.
107.1a.
You can’t choose a fractional number, deal fractional damage, gain fractional life, and so on. If a spell or ability could generate a fractional number, the spell or ability will tell you whether to round up or down.
107.1b.
Most of the time, the Magic game uses only positive numbers and zero. You can’t choose a negative number, deal negative damage, gain negative life, and so on. However, it’s possible for a game value, such as a creature’s power, to be less than zero. If a calculation or comparison that would determine the result of an effect needs to use a negative value, it does so. If such a calculation yields a negative number, zero is used instead, unless that effect sets a player’s life total to a specific value, sets a creature’s power or toughness to a specific value, or otherwise modifies a creature’s power or toughness.
Example:
f a 3/4 creature gets -5/-0, it’s a -2/4 creature. It assigns 0 damage in combat. Its total power and toughness is 2. You’d have to give it +3/+0 to raise its power to 1.
Example:
Viridian Joiner is a 1/2 creature that says “
: Add an amount of
to your mana pool equal to Viridian Joiner’s power.” An effect gives it -2/-0, then its ability is activated. The ability adds no mana to your mana pool.
107.2..
If anything needs to use a number that can’t be determined, either as a result or in a calculation, it uses 0 instead.
107.3..
Many objects use the letter X as a placeholder for a number that needs to be determined. Some objects have abilities that define the value of X; the rest let their controller choose the value of X.
107.3a.
If a spell or activated ability has a mana cost, alternative cost, additional cost, and/or activation cost with an
or an X in it, and the value of X isn’t defined by the text of that spell or ability, the controller of that spell or ability chooses and announces the value of X as part of casting the spell or activating the ability. (See rule
601
, “Casting Spells.”) While a spell is on the stack, any
in its mana cost equals the announced value. While an activated ability is on the stack, any
in its activation cost equals the announced value.
107.3b.
If a player is casting a spell that has an
in its mana cost, the value of X isn’t defined by the text of that spell, and an effect lets that player cast that spell while paying neither its mana cost nor an alternative cost that includes X, then the only legal choice for X is 0. This doesn’t apply to effects that only reduce a cost, even if they reduce it to zero. See rule
601
, “Casting Spells.”
107.3c.
If a spell or activated ability has an
or an X in its cost and/or its text, and the value of X is defined by the text of that spell or ability, then that’s the value of X while that spell or ability is on the stack. The controller of that spell or ability doesn’t get to choose the value. Note that the value of X may change while that spell or ability is on the stack.
107.3d.
If a cost associated with a special action, such as a suspend cost or a morph cost, has an
or an X in it, the value of X is chosen by the player taking the special action as he or she pays that cost.
107.3e.
Sometimes X appears in the text of a spell or ability but not in a mana cost, alternative cost, additional cost, or activation cost. If the value of X isn’t defined, the controller of the spell or ability chooses the value of X at the appropriate time (either as it’s put on the stack or as it resolves).
107.3f.
If a card in any zone other than the stack has an
in its mana cost, the value of
is treated as 0, even if the value of X is defined somewhere within its text.
107.3g.
All instances of X on an object have the same value at any given time.
107.3h.
Some objects use the letter Y in addition to the letter X. Y follows the same rules as X.
107.4..
The mana symbols are
,
,
,
,
, and
; the numerals
,
,
,
,
, and so on; the hybrid symbols
/
,
/
,
/
,
/
,
/
,
/
,
/
,
/
,
/
, and
/
; the monocolored hybrid symbols
/
,
/
,
/
,
/
, and
/
; and the snow symbol
S
.
107.4a.
There are five primary colored mana symbols:
is white,
blue,
black,
red, and
green. These symbols are used to represent colored mana, and also to represent colored mana in costs. Colored mana in costs can be paid only with the appropriate color of mana. See rule
202
, “Mana Cost and Color.”
107.4b.
Numeral symbols (such as
) and variable symbols (such as
) represent generic mana in costs. Generic mana in costs can be paid with any type of mana. For more information about
, see rule
107.3
.
107.4c.
Numeral symbols (such as
) and variable symbols (such as
) can also represent colorless mana if they appear in the effect of a spell or ability that reads “add [mana symbol] to your mana pool” or something similar. (See rule
107.3e
.)
107.4d.
The symbol
represents zero mana and is used as a placeholder for a cost that can be paid with no resources. (See rule
116.5
.)
107.4e.
Hybrid mana symbols are also colored mana symbols. Each one represents a cost that can be paid in one of two ways, as represented by the two halves of the symbol. A hybrid symbol such as
/
be paid with either white or blue mana, and a monocolored hybrid symbol such as
/
can be paid with either one black mana or two mana of any type of mana. A hybrid mana symbol is all of its component colors.
Example:
/
/
can be paid by spending
,
, or
.
107.4f.
The snow mana symbol
S
represents one generic mana in a cost. This generic mana can be paid with one mana of any type produced by a snow permanent (see rule
204.4f
). Effects that reduce the amount of generic mana you pay don’t affect
S
costs. (There is no such thing as “snow mana”; “snow” is not a type of mana.)
107.5.
The tap symbol is
. The tap symbol in an activation cost means “Tap this permanent.” A permanent that’s already tapped can’t be tapped again to pay the cost. A creature’s activated ability with the tap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since his or her most recent turn began. See rule
302.6
.
107.6.
The untap symbol is
. The untap symbol in an activation cost means “Untap this permanent.” A permanent that’s already untapped can’t be untapped again to pay the cost. A creature’s activated ability with the untap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since his or her most recent turn began. See rule
302.6
.
107.7.
Each activated ability of a planeswalker has an arrow-shaped loyalty symbol in its cost. Positive loyalty symbols point upward and feature a plus sign followed by a number or an X. Negative loyalty symbols point downward and feature a minus sign followed by a number or an X. [+N] means “Put N loyalty counters on this permanent,” and [-N] means “Remove N loyalty counters from this permanent.”
107.8.
A tombstone icon appears to the left of the name of many Odyssey™ block cards with abilities that are relevant in a player’s graveyard. The purpose of the icon is to make those cards stand out when they’re in a graveyard. This icon has no effect on game play.
107.9.
A type icon appears in the upper left corner of each card from the Future Sight® set printed with an alternate “timeshifted” frame. If the card has a single card type, this icon indicates what it is: claw marks for creature, a flame for sorcery, a lightning bolt for instant, a sunrise for enchantment, a chalice for artifact, and a pair of mountain peaks for land. If the card has multiple card types, that’s indicated by a black and white cross. This icon has no effect on game play.
108.
Cards
108.1.
Use the Oracle™ card reference when determining a card’s wording. A card’s Oracle text can be found using the Gatherer card database at http://gatherer.wizards.com.
108.2.
When a rule or text on a card refers to a “card,” it means a Magic card with a Magic card front and the Magic card back. Tokens aren’t considered cards—even a card that represents a token isn’t considered a card for rules purposes.
108.2a.
In the text of spells or abilities, the term “card” is used only to refer to a card that’s not on the battlefield or on the stack, such as a creature card in a player’s hand. For more information, see section 4, “Zones.”
108.3.
A card’s
owner
is the player who started the game with it in his or her deck or, for cards that didn’t start the game in a player’s deck, the player who brought the card into the game. (Legal ownership of a card is irrelevant to the game rules except for the rules for ante; see rule 407.)
108.4.
A card doesn’t have a controller unless that card represents a permanent or spell; in those cases, its controller is determined by the rules for permanents or spells. See rules
110.2
and
111.2
.
108.4a.
If anything asks for the controller of a card that doesn’t have one (because it’s not a permanent or spell), use its owner instead.
108.5.
For more information about cards, see Section 2, “Parts of a Card.”
109.
Objects
109.1.
An
object
is an ability on the stack, a card, a copy of a card, a token, a spell, or a permanent.
109.2.
If a spell or ability uses a description of an object that includes a card type or subtype, but doesn’t include the word “card,” “spell,” or “source,” it means a permanent of that card type or subtype on the battlefield.
109.2a.
If a spell or ability uses a description of an object that includes the word “card” and the name of a zone, it means a card matching that description in the stated zone.
109.2b.
If a spell or ability uses a description of an object that includes the word “spell,” it means a spell matching that description on the stack.
109.2c.
If a spell or ability uses a description of an object that includes the word “source,” it means a source matching that description—either a source of an ability or a source of damage—in any zone. See rule
608.7
.
109.3.
An object’s
characteristics
are name, mana cost, color, card type, subtype, supertype, expansion symbol, rules text, abilities, power, toughness, and loyalty. Objects can have some or all of these characteristics. Any other information about an object isn’t a characteristic. For example, characteristics don’t include whether a permanent is tapped, a spell’s target, an object’s owner or controller, what an Aura enchants, and so on.
109.4.
Only objects on the stack or on the battlefield have a controller. Objects that are neither on the stack nor on the battlefield aren’t controlled by any player. See rule
108.4
.
109.5.
The words “you” and “your” on an object refer to the object’s controller, its would-be controller (if a player is attempting to cast or activate it), or its owner (if it has no controller). For a static ability, this is the current controller of the object it’s on. For an activated ability, this is the player who activated the ability. For a triggered ability, this is the controller of the object when the ability triggered, unless it’s a delayed triggered ability. For a delayed triggered ability, this is the controller of the spell or ability that created it.
110.
Permanents
110.1.
A
permanent
is a card or token on the battlefield. A permanent remains on the battlefield indefinitely. A card or token becomes a permanent as it enters the battlefield and it stops being a permanent as it’s moved to another zone by an effect or rule.
110.2.
A permanent’s owner is the same as the owner of the card that represents it (unless it’s a token; see rule
110.5a
). A permanent’s controller is, by default, the player under whose control it entered the battlefield. Every permanent has a controller.
110.2a.
If an effect instructs a player to put an object onto the battlefield, that object enters the battlefield under that player’s control unless the effect states otherwise.
110.3.
A nontoken permanent’s characteristics are the same as those printed on its card, as modified by any continuous effects. See rule
612
, “Interaction of Continuous Effects.”
110.4.
There are five permanent types: artifact, creature, enchantment, land, and planeswalker. Instant and sorcery cards can’t enter the battlefield and thus can’t be permanents. Some tribal cards can enter the battlefield and some can’t, depending on their other card types. See section 3, “Card Types.”
110.4a.
The term “permanent card” is used to refer to a card that could be put onto the battlefield. Specifically, it means an artifact, creature, enchantment, land, or planeswalker card.
110.4b.
The term “permanent spell” is used to refer to a spell that will enter the battlefield as a permanent as part of its resolution. Specifically, it means an artifact, creature, enchantment, or planeswalker spell.
110.4c.
If a permanent somehow loses all its permanent types, it remains on the battlefield. It’s still a permanent.
110.5.
Some effects put tokens onto the battlefield. A token is a marker used to represent any permanent that isn’t represented by a card.
110.5a.
A token is both owned and controlled by the player under whose control it entered the battlefield.
110.5b.
The spell or ability that creates a token may define the values of any number of characteristics for the token. This becomes the token’s “text.” The characteristic values defined this way are functionally equivalent to the characteristic values that are printed on a card; for example, they define the token’s copiable values. A token doesn’t have any characteristics not defined by the spell or ability that created it.
Example:
Sprout is an instant that says “Put a 1/1 green Saproling creature token onto the battlefield.” The resulting token has no mana cost, supertype, expansion symbol, rules text, or abilities.
110.5c.
A spell or ability that creates a creature token sets both its name and its creature type. If the spell or ability doesn’t specify the name of the creature token, its name is the same as its creature type(s). A “Goblin Scout creature token,” for example, is named “Goblin Scout” and has the creature subtypes Goblin and Scout. Once a token is on the battlefield, changing its name doesn’t change its creature type, and vice versa.
110.5d.
A token is subject to anything that affects permanents in general or that affects the token’s card type or subtype. A token isn’t a card (even if represented by a card that has a Magic back or that came from a Magic booster pack).
110.5e.
A token that’s phased out, or that’s in a zone other than the battlefield, ceases to exist. This is a state-based action; see rule 704. (Note that if a token changes zones, applicable triggered abilities will trigger before the token ceases to exist.)
110.5f.
A token that has left the battlefield can’t come back onto the battlefield. If such a token would return to the battlefield, it remains in its current zone instead. It ceases to exist the next time state-based actions are checked; see rule
704
.
110.6.
A permanent’s
status
is its physical state. There are four status categories, each of which has two possible values: tapped/untapped, flipped/unflipped, face up/face down, and phased in/phased out. Each permanent always has one of these values for each of these categories.
110.6a.
Status is not a characteristic, though it may affect a permanent’s characteristics.
110.6b.
Permanents enter the battlefield untapped, unflipped, face up, and phased in unless a spell or ability says otherwise.
110.6c.
A permanent retains its status until a spell, ability, or turn-based action changes it, even if that status is not relevant to it.
Example:
Dimir Doppelganger says “
: Exile target creature card from a graveyard. Dimir Doppelganger becomes a copy of that card and gains this ability.” It becomes a copy of Jushi Apprentice, a flip card. Through use of Jushi Apprentice’s ability, this creature flips, making it a copy of Tomoya the Revealer with the Dimir Doppelganger ability. If this permanent then becomes a copy of Grizzly Bears, it will retain its flipped status even though that has no relevance to Grizzly Bears. If its copy ability is activated again, this time targeting a Nezumi Shortfang card (another flip card), this permanent’s flipped status means it will have the characteristics of Stabwhisker the Odious (the flipped version of Nezumi Shortfang) with the Dimir Doppelganger ability.
110.6d.
Only permanents have status. Cards not on the battlefield do not. Although an exiled card may be face down, this has no correlation to the face-down status of a permanent. Similarly, cards not on the battlefield are neither tapped nor untapped, regardless of their physical state.
111.
Spells
111.1.
A
spell
is a card on the stack. As the first step of being cast (see rule
601
, “Casting Spells”), the card becomes a spell and is moved to the top of the stack from the zone it was in, which is usually its owner’s hand. (See rule
405
, “Stack.”) A spell remains on the stack as a spell until it resolves (see rule
607
, “Resolving Spells and Abilities”), is countered (see rule
701.5
), or otherwise leaves the stack. For more information, see section 6, “Spells, Abilities, and Effects.”
111.1a.
A
copy
of a spell is also a spell, even if it has no card associated with it. See rule
706.9
.
111.1b.
Some effects allow a player to cast a copy of a card; if the player does, that copy is a spell as well. See rule
706.11
.
111.2.
A spell’s owner is the same as the owner of the card that represents it, unless it’s a copy. In that case, the owner of the spell is the player under whose control it was put on the stack. A spell’s controller is, by default, the player under whose control it was put on the stack. (For noncopy spells, that’s the player who cast it.) Every spell has a controller.
111.3.
A noncopy spell’s characteristics are the same as those printed on its card, as modified by any continuous effects. See rule
612
, “Interaction of Continuous Effects.”
111.4.
If an effect changes any characteristics of a permanent spell, the effect continues to apply to the permanent when the spell resolves. See rule
400.7
.
Example:
If an effect changes a black creature spell to white, the creature is white when it enters the battlefield and remains white for the duration of the effect changing its color.
112.
Abilities
112.1.
An
ability
can be one of two things:
112.1a.
An ability is a characteristic an object has that lets it affect the game. An object’s abilities are defined by its rules text or by the effect that created it. Abilities can also be granted to objects by rules or effects. (Effects that do so use the words “has,” “have,” “gains,” or “gain.”) Abilities generate effects. (See rule
608
, “Effects.”)
112.1b.
An ability can be an activated or triggered ability on the stack. This kind of ability is an object. (See section 6, “Spells, Abilities, and Effects.”)
112.2.
Abilities can affect the objects they’re on. They can also affect other objects and/or players.
112.2a.
Abilities can be beneficial or detrimental.
Example:
“[This creature] can’t block” is an ability.
112.2b.
An additional cost or alternative cost to cast a card is an ability of the card.
112.2c.
An object may have multiple abilities. Aside from certain defined abilities that may be strung together on a single line (see rule
702
, “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.
112.2d.
Abilities can generate one-shot effects or continuous effects. Some continuous effects are replacement effects or prevention effects. See rule
608
, “Effects.”
112.3.
There are four general categories of abilities:
112.3a.
Spell abilities
are abilities that are followed as instructions while an instant or sorcery spell is resolving. Any text on an instant or sorcery spell is a spell ability unless it’s an activated ability, a triggered ability, or a static ability that fits the criteria described in rules
112.5a
–j.
112.3b.
Activated abilities
have a cost and an effect. They are written as “[Cost]: [Effect.] [Activation restriction (if any).]” A player may activate such an ability whenever he or she has priority. Doing so puts it on the stack, where it remains until it’s countered, it resolves, or it otherwise leaves the stack. See rule
602
, “Activating Activated Abilities.”
112.3c.
Triggered abilities
have a trigger condition and an effect. They are written as “[Trigger condition], [effect],” and begin with the word “when,” “whenever,” or “at.” Whenever the trigger event occurs, the ability is put on the stack the next time a player would receive priority and stays there until it’s countered, it resolves, or it otherwise leaves the stack. See rule
603
, “Handling Triggered Abilities.”
112.3d.
Static abilities
are written as statements. They’re simply true. Static abilities create continuous effects which are active while the permanent with the ability is on the battlefield and has the ability, or while the object with the ability is in the appropriate zone. See rule
604
, “Handling Static Abilities.”
112.4.
Some activated abilities and some triggered abilities are mana abilities. Mana abilities follow special rules: They don’t use the stack, and, under certain circumstances, a player can activate mana abilities even if he or she doesn’t have priority. See rule
605
, “Mana Abilities.”
112.5.
Abilities of an instant or sorcery spell usually function only while that object is on the stack. Abilities of all other objects usually function only while that object is on the battlefield. The exceptions are as follows:
112.5a.
Characteristic-defining abilities function everywhere, even outside the game. (See rule
604.3
.)
112.5b.
An ability that states which zones it functions in functions only from those zones.
112.5c.
An object’s ability that modifies what that particular object costs to cast functions on the stack.
112.5d.
An object’s ability that restricts or modifies how that particular object can be played or cast functions in any zone from which it could be played or cast.
112.5e.
An object’s ability that restricts or modifies what zones that particular object can be played or cast from functions in all zones.
112.5f.
An object’s ability that modifies how that particular object enters the battlefield functions as that object is entering the battlefield. See rule
613.12
.
112.5g.
An object’s activated ability that has a cost that can’t be paid while the object is on the battlefield functions from any zone in which its cost can be paid.
112.5h.
A trigger condition that can’t trigger from the battlefield functions in all zones it can trigger from. Other trigger conditions of the same triggered ability may function in different zones.
Example:
Absolver Thrull has the ability “When Absolver Thrull enters the battlefield or the creature it haunts is put into a graveyard, destroy target enchantment.” The first trigger condition triggers from the battlefield and the second trigger condition functions from the exile zone. (See rule
702.52
, “Haunt.”)
112.5i.
n ability whose cost or effect specifies that it moves the object it’s on out of a particular zone functions only in that zone, unless that ability’s trigger condition, or a previous part of that ability’s cost or effect, specifies that the object is put into that zone.
Example:
Necrosavant says “
, Sacrifice a creature: Return Necrosavant from your graveyard to the battlefield. Activate this ability only during your upkeep.” A player may activate this ability only if Necrosavant is in his or her graveyard.
112.5j.
An ability that modifies the rules for deck construction functions before the game begins. Such an ability modifies not just the Comprehensive Rules, but also the Magic: The Gathering Tournament Rules and any other documents that set the deck construction rules for a specific Constructed format. However, such an ability can’t affect the format legality of a card, including whether it’s banned or restricted. The current Magic: The Gathering Tournament Rules can be found at http://www.wizards.com/Magic/TCG/Events.aspx?x=dci/doccenter/home.
112.6.
The
source
of an ability on the stack is the object that generated that ability. For an activated ability, it’s the object whose ability was activated. For a triggered ability, it’s the object whose ability triggered.
112.6a.
Once activated or triggered, an ability exists on the stack independently of its source. Destruction or removal of the source after that time won’t affect the ability. Note that some abilities cause a source to do something (for example, “Prodigal Sorcerer deals 1 damage to target creature or player”) rather than the ability doing anything directly. In these cases, any activated or triggered ability that references information about the source because the effect needs to be divided checks that information when the ability is put onto the stack. Otherwise, it will check that information when it resolves. In both instances, if the source is no longer in the zone it’s expected to be in at that time, its last known information is used. The source can still perform the action even though it no longer exists.
112.7.
The controller of an activated ability on the stack is the player who activated it. The controller of a triggered ability on the stack (other than a delayed triggered ability) is the player who controlled the ability’s source when it triggered, or, if it had no controller, the player who owned the ability’s source when it triggered. The controller of a delayed triggered ability on the stack is the player who controlled the spell or ability that created it.
112.8.
Activated and triggered abilities on the stack aren’t spells, and therefore can’t be countered by anything that counters only spells. Activated and triggered abilities on the stack 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). Static abilities don’t use the stack and thus can’t be countered at all.
112.9.
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. Effects that remove an ability remove all instances of it. If two or more effects add and remove the same ability, in general the most recent one prevails. (See rule
612
, “Interaction of Continuous Effects.”)
112.10.
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
604.3
.)
Example:
Muraganda Petroglyphs reads, “Creatures with no abilities get +2/+2.” A Runeclaw Bear (a creature with no abilities) enchanted by an Aura that says “Enchanted creature has flying” would not get +2/+2. A Runeclaw Bear enchanted by an Aura that says “Enchanted creature is red” or “Enchanted creature is indestructible” would get +2/+2.
113.
Targets
113.1.
Some spells and abilities require their controller to choose one or more targets for them. The targets are object(s), player(s), and/or zone(s) the spell or ability will affect. These targets are declared as part of the process of putting the spell or ability on the stack. The targets can’t be changed except by another spell or ability that explicitly says it can do so.
113.1d.
A triggered ability is targeted if it identifies something it will affect by using the phrase “target [something],” where the “something” is a phrase that describes an object, player, or zone. The target(s) are chosen as the ability is put on the stack; see rule 603.3d.
113.1a.
An instant or sorcery spell is targeted if its spell ability identifies something it will affect by using the phrase “target [something],” where the “something” is a phrase that describes an object, player, or zone. The target(s) are chosen as the spell is cast; see rule
601.2c
. (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.
113.1b.
Aura spells are always targeted. These are the only permanent spells with targets. An Aura’s target is specified by its enchant keyword ability (see rule
702.5
, “Enchant”). The target(s) are chosen as the spell is cast; see rule
601.2c
. An Aura permanent doesn’t target anything; only the spell is targeted. (An activated or triggered ability of an Aura permanent can also be targeted.)
113.1c.
An activated ability is targeted if it identifies something it will affect by using the phrase “target [something],” where the “something” is a phrase that describes an object, player, or zone. The target(s) are chosen as the ability is activated; see rule
602.2b
.
113.1e.
Some keyword abilities, such as equip and provoke, represent targeted activated or triggered abilities. In those cases, the phrase “target [something]” appears in the rule for that keyword ability rather than in the ability itself. (The keyword’s reminder text will often contain the word “target.”) See rule
702
, “Keyword Abilities.”
113.2.
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 on the battlefield, such as a spell or ability.
113.3.
The same target can’t be chosen multiple times for any one instance of the word “target” on a spell or ability. If the spell or ability uses the word “target” in multiple places, the same object, player, or zone can be chosen once for each instance of the word “target” (as long as it fits the targeting criteria).
113.4.
A spell or ability on the stack is an illegal target for itself.
113.5.
Spells and abilities that can have zero or more targets are targeted only if one or more targets have been chosen for them.
113.6.
Some effects allow a player to change the target of a spell or ability. If so, the target can be changed only to another legal target. If the target can’t be changed to another legal target, the original target is unchanged, even if the original target is itself illegal by then.
113.6a.
Modal spells and abilities may have different targeting requirements for each mode. An effect that allows a player to change the target of a modal spell or ability doesn’t allow that player to change its mode. (See rule
700.2
.)
113.7.
Some objects check what another spell or ability is targeting. Depending on the wording, these may check the current state of the targets, the state of the targets at the time they were selected, or both.
113.7a.
An object that looks for a “[spell or ability] that targets [something]” checks the current state of that spell or ability’s targets. If an object it targets is still in the zone it’s expected to be in or a player it targets is still in the game, that target’s current information is used, even if it’s not currently legal for that spell or ability. If an object it targets is no longer in the zone it’s expected to be in or a player it targets is no longer in the game, that target is ignored; its last known information is not used.
113.7b.
An object that looks for a “[spell or ability] with a single target” checks the number of times any objects, players, or zones became the target of that spell or ability when it was put on the stack, not the number of its targets that are currently legal. If the same object, player, or zone became a target more than once, each of those instances is counted separately.
113.7c.
An object that looks for a “[spell or ability] that targets only [something]” checks the number of different objects or players that became the target of that spell or ability when it was put on the stack (as modified by effects that changed those targets), not the number of those objects or players that are currently legal targets. If that number is one (even if the spell or ability targets that object or player multiple times), the current state of that spell or ability’s target is checked as described in rule
113.7a
.
113.9.
Spells and abilities can affect objects and players they don’t target. In general, those objects and players aren’t chosen until the spell or ability resolves. See rule
607
, “Resolving Spells and Abilities.”
113.9a.
Just because an object or player is being affected by a spell or ability doesn’t make that object or player a target of that spell or ability. Unless that object or player is identified by the word “target” in the text of that spell or ability, or the rule for that keyword ability, it is not a target.
113.9b.
In particular, the word “you” in an object’s text doesn’t indicate a target.
114.
Special Actions
114.1.
Special actions are actions a player may take when he or she has priority that don’t use the stack. These are not to be confused with turn-based actions and state-based actions, which the game generates automatically. (See rule
703
, “Turn-Based Actions,” and rule 704, “State-Based Actions.”)
114.2.
There are five special actions:
114.2a.
Playing a land is a special action. To play a land, a player puts that land onto the battlefield from the zone it was in (usually that player’s hand). A player can take this action any time he or she has priority and the stack is empty during a main phase of his or her turn, but only if he or she hasn’t yet played a land that turn. See rule
305
, “Lands.”
114.2b.
Turning a face-down creature face up is a special action. A player can take this action any time he or she has priority. See rule
707
, “Face-Down Spells and Permanents.”
114.2c.
Some effects allow a player to take an action at a later time, usually to end a continuous effect or to stop a delayed triggered ability from triggering. Doing so is a special action. A player can take such an action any time he or she has priority, but only if the ability or effect allows it.
114.2d.
Some effects from static abilities allow a player to take an action to ignore the effect from that ability for a duration. Doing so is a special action. A player can take such an action any time he or she has priority.
114.2e.
A player who has a card with suspend in his or her hand may exile that card. This is a special action. A player can take this action any time he or she has priority, but only if he or she could begin to cast that card by putting it onto the stack. See rule
702.59
, “Suspend.”
114.3.
If a player takes a special action, that player receives priority afterward.
115.
Timing and Priority
115.1.
Which player can take actions at any given time is determined by a system of priority. The player with priority may cast spells, activate abilities, and take special actions.
115.1a.
A player may cast an instant spell any time he or she has priority. A player may cast a noninstant spell during his or her main phase any time he or she has priority and the stack is empty.
115.1b.
A player may activate an activated ability any time he or she has priority.
115.1c.
A player may take some special actions any time he or she has priority. A player may take other special actions during his or her main phase any time he or she has priority and the stack is empty. See rule
114
, “Special Actions.”
115.1d.
A player may activate a mana ability whenever he or she has priority, whenever he or she is casting a spell or activating an ability that requires a mana payment, or whenever a rule or effect asks for a mana payment (even in the middle of casting or resolving a spell or activating or resolving an ability).
115.2.
Other kinds of abilities and actions are automatically generated or performed by the game rules.
115.2a.
Triggered abilities can trigger at any time, including while a spell is being cast, an ability is being activated, or a spell or ability is resolving. (See rule
603
, “Handling Triggered Abilities.”) However, nothing actually happens at the time an ability triggers. Each time a player would receive priority, each ability that has triggered but hasn’t yet been put on the stack is put on the stack. See rule
115.5
.
115.2b.
Static abilities continuously affect the game. Priority doesn’t apply to them. (See rule
604
, “Handling Static Abilities,” and rule
610
, “Continuous Effects.”)
115.2c.
Turn-based actions happen automatically when certain steps or phases begin. They’re dealt with before a player would receive priority. See rule
115.3a
. Turn-based actions also happen automatically when each step and phase ends; no player receives priority afterward. See rule
703
, “Turn-Based Actions.”
115.2d.
State-based actions happen automatically when certain conditions are met. See rule
704
. They’re dealt with before a player would receive priority. See rule
115.5
.
115.3.
Which player has priority is determined by the following rules:
115.3a.
The active player receives priority at the beginning of most steps and phases, after any turn-based actions (such as drawing a card during the draw step; see rule
703
) have been dealt with and abilities that trigger at the beginning of that phase or step have been put on the stack. No player receives priority during the untap step. Players usually don’t get priority during the cleanup step (see rule
514.3
).
115.3b.
The active player receives priority after a spell or ability (other than a mana ability) resolves.
115.3c.
If a player has priority when he or she casts a spell, activates an ability, or takes a special action, that player receives priority afterward.
115.3d.
If a player has priority and chooses not to take any actions, that player passes. If any mana is in that player’s mana pool, he or she announces what mana is there. Then the next player in turn order receives priority.
115.4.
If all players pass in succession (that is, if all players pass without taking any actions in between passing), the spell or ability on top of the stack resolves or, if the stack is empty, the phase or step ends.
115.5.
Each time a player would get priority, the game first performs all applicable state-based actions as a single event (see rule 704, “State-Based Actions”), then repeats this process until no state-based actions are performed. Then triggered abilities are put on the stack (see rule
603
, “Handling Triggered Abilities”). These steps repeat in order until no further state-based actions are performed and no abilities trigger. Then the player who would have received priority does so.
115.6.
In the Two-Headed Giant multiplayer variant, teams rather than individual players have priority. See rule
806
, “Two-Headed Giant Variant.”
115.7.
If a player with priority casts an instant spell or activates an activated ability while another spell or ability is already on the stack, the new spell or ability has been cast or activated “in response to” the earlier spell or ability. The new spell or ability will resolve first. See rule
607
, “Resolving Spells and Abilities.”
116.
Costs
116.1.
A cost is an action or payment necessary to take another action or to stop another action from taking place. To pay a cost, a player carries out the instructions specified by the spell, ability, or effect that contains that cost.
116.2.
If a cost includes a mana payment, the player paying the cost has a chance to activate mana abilities. Paying the cost to cast a spell or activate an activated ability follows the steps in rules 601.2e–g.
116.3.
A player can’t pay a cost unless he or she has the necessary resources to pay it fully. For example, a player with only 1 life can’t pay a cost of 2 life, and a permanent that’s already tapped can’t be tapped to pay a cost. See rule
202
, “Mana Cost and Color,” and rule
602
, “Activating Activated Abilities.”
116.3a.
Paying mana is done by removing the indicated mana from a player’s mana pool. (Players can always pay 0 mana.) If excess mana remains in that player’s mana pool after making that payment, the player announces what mana is still there.
116.3b.
Paying life is done by subtracting the indicated amount of life from a player’s life total. (Players can always pay 0 life.)
116.4.
Some costs include an
or an X. See rule
107.3
.
116.5.
Some costs are represented by
, or are reduced to
. The action necessary for a player to pay such a cost is the player’s acknowledgment that he or she is paying it. Even though such a cost requires no resources, it is not automatically paid.
116.5a.
A spell whose mana cost is
must still be cast the same way as one with a cost greater than zero; it won’t cast itself automatically. The same is true for an activated ability whose cost is
.
116.6.
Some mana costs contain no mana symbols. This represents an unpayable cost. An ability can also have an unpayable cost if its cost is based on the mana cost of a spell with no mana cost. Attempting to cast a spell or activate an ability that has an unpayable cost is a legal action. However, attempting to pay an unpayable cost is an illegal action.
116.6a.
If an unpayable cost is increased by an effect or an additional cost is imposed, the cost is still unpayable. If an alternative cost is applied to an unpayable cost, including an effect that allows a player to cast a spell without paying its mana cost, the alternative cost may be paid.
116.7.
What a player actually needs to do to pay a cost may be changed or reduced by effects. If the mana component of a cost is reduced to nothing by cost reduction effects, it is considered to be
. Paying a cost changed or reduced by an effect counts as paying the original cost.
116.7a.
If a cost would be reduced by an amount of mana represented by a hybrid mana symbol, the player paying that cost chooses one half of that symbol at the time the cost reduction is applied (see rule
601.2e
). If a colored half is chosen, the cost is reduced by one mana of that color (or, if the cost can’t be reduced by one mana of that color, the cost is reduced by one generic mana). If a colorless half is chosen, the cost is reduced by an amount of generic mana equal to that half’s number.
116.8.
Some spells and abilities have additional costs. An additional cost is a cost listed in a spell’s rules text, or applied to a spell or ability from another effect, that its controller must pay at the same time that player pays the spell’s mana cost or the ability’s activation cost. A cost is an additional cost only if it is phrased using the word “additional.” Note that some additional costs are listed in keywords; see rule
702
.
116.8a.
Any number of additional costs may be applied to a spell as it’s being cast or to an ability as it’s being activated. The controller of the spell or ability announces his or her intentions to pay any or all of those costs as described in rule
601.2b
.
116.8b.
Some additional costs are optional.
116.8c.
Additional costs don’t change a spell’s mana cost, only what its controller has to pay to cast it. Spells and abilities that ask for that spell’s mana cost still see the original value.
116.8d.
Some effects increase the cost to cast a spell or activate an ability without using the word “additional.” Those are not additional costs, and are not considered until determining the total cost of a spell or ability as described in rule
601.2e
.
116.9.
Some spells have alternative costs. An alternative cost is a cost listed in a spell’s text, or applied to it from another effect, that its controller may pay rather than paying the spell’s mana cost. Alternative costs are usually phrased, “You may [action] rather than pay [this object’s] mana cost,” or “You may cast [this object] without paying its mana cost.” Note that some alternative costs are listed in keywords; see rule
702
.
116.9a.
Only one alternative cost can be applied to any one spell as it’s being cast. The controller of the spell announces his or her intentions to pay that cost as described in rule
601.2b
.
116.9b.
Alternative costs are always optional.
116.9c.
An alternative cost doesn’t change a spell’s mana cost, only what its controller has to pay to cast it. Spells and abilities that ask for that spell’s mana cost still see the original value.
116.9d.
If an alternative cost is being paid to cast a spell, any additional costs, cost increases, and cost reductions that affect that spell are applied to that alternative cost. (See rule
601.2e
.)
116.10.
Each payment of a cost applies to only one spell, ability, or effect. For example, a player can’t sacrifice just one creature to activate the activated abilities of two permanents that each require sacrificing a creature as a cost. Also, the resolution of a spell or ability doesn’t pay another spell or ability’s cost, even if part of its effect is doing the same thing the other cost asks for.
116.11.
The actions performed when paying a cost may be modified by effects. Even if they are, meaning the actions that are performed don’t match the actions that are called for, the cost has still been paid.
Example:
A player controls Psychic Vortex, an enchantment with a cumulative upkeep cost of “Draw a card,” and Obstinate Familiar, a creature that says “If you would draw a card, you may skip that draw instead.” The player may decide to pay Psychic Vortex’s cumulative upkeep cost and then draw no cards instead of drawing the appropriate amount. The cumulative upkeep cost has still been paid.
116.12.
Some spells, activated abilities, and triggered abilities read, “[Do something]. If [a player] [does or doesn’t], [effect].” or “[A player] may [do something]. If [that player] [does or doesn’t], [effect].” The action [do something] is a cost, paid when the spell or ability resolves. The “If [a player] [does or doesn’t]” clause checks whether the player chose to pay an optional cost or started to pay a mandatory cost, regardless of what events actually occurred.
Example:
You control Hesitation, an enchantment that says “When a player casts a spell, sacrifice Hesitation. If you do, counter that spell.” A spell is cast, causing Hesitation’s ability to trigger. Then an ability is activated that exiles Hesitation. When Hesitation’s ability resolves, you’re unable to pay the “sacrifice Hesitation” cost. The spell is not countered.
Example:
Your opponent has cast Gather Specimens, a spell that says “If a creature would enter the battlefield under an opponent’s control this turn, it enters the battlefield under your control instead.” You control a face-down Dermoplasm, a creature with morph that says “When Dermoplasm is turned face up, you may put a creature card with morph from your hand onto the battlefield face up. If you do, return Dermoplasm to its owner’s hand.” You turn Dermoplasm face up, and you choose to put a creature card with morph from your hand onto the battlefield. Due to Gather Specimens, it enters the battlefield under your opponent’s control instead of yours. However, since you chose to pay the cost, Dermoplasm is still returned to its owner’s hand.
116.12a.
Some spells, activated abilities, and triggered abilities read, “[Do something] unless you [do something else].” This means the same thing as “You may [do something else]. If you don’t, [do something].”
117.
Life
117.1.
Each player begins the game with a life total of 20.
117.1a.
In a Two-Headed Giant game, each team begins the game with a shared life total of 30 instead; see rule
806
, “Two-Headed Giant Variant.”
117.1b.
In a Vanguard game, each player begins the game with a starting life total of 20, as modified by his or her vanguard card’s life modifier. See rule
902
, “Vanguard.”
117.1c.
In an EDH game, each player begins the game with a starting life total of 40 instead; see rule
903
, “EDH.”
117.2.
Damage dealt to a player causes that player to lose that much life.
117.3.
If an effect causes a player to gain life or lose life, that player’s life total is adjusted accordingly.
117.4.
If a cost or effect allows a player to pay an amount of life greater than 0, the player may do so only if his or her life total is greater than or equal to the amount of the payment. If a player pays life, the payment is subtracted from his or her life total. (Players can always pay 0 life.)
117.4a.
If a cost or effect allows a player to pay an amount of life greater than 0 in a Two-Headed Giant game, the player may do so only if his or her team’s life total is greater than or equal to the total amount of life both team members are paying for that cost or effect. If a player pays life, the payment is subtracted from his or her team’s life total. (Players can always pay 0 life.)
117.5.
If an effect sets a player’s life total to a specific number, the player gains or loses the necessary amount of life to end up with the new total.
117.6.
If a player has 0 or less life, that player loses the game as a state-based action. See rule
704
.
117.7.
If an effect says that a player can’t gain life, that player can’t exchange life totals with a player who has a higher life total; in that case, the exchange won’t happen. In addition, a cost that involves having that player gain life can’t be paid, and a replacement effect that would replace a life gain event affecting that player won’t do anything.
118.
Damage
118.1.
Objects can deal damage to creatures, planeswalkers, and players. This is generally detrimental to the object or player that receives that damage. An object that deals damage is the source of that damage.
118.1a.
Damage can’t be dealt to an object that’s neither a creature nor a planeswalker.
118.2.
Any object can deal damage.
118.2a.
Damage may be dealt as a result of combat. Each attacking and blocking creature deals combat damage equal to its power during the combat damage step.
118.2b.
Damage may be dealt as an effect of a spell or ability. The spell or ability will specify which object deals that damage.
118.3.
Damage may have one or more of the following results, depending on whether the recipient of the damage is a player or permanent, the characteristics of the damage’s source, and the characteristics of the damage’s recipient (if it’s a permanent).
118.3a.
Damage dealt to a player causes that player to lose that much life.
118.3b.
Damage dealt to a planeswalker causes that many loyalty counters to be removed from that planeswalker.
118.3c.
Damage dealt to a creature by a source with wither causes that many -1/-1 counters to be put on that creature.
118.3d.
Damage dealt to a creature by a source without wither causes that much damage to be marked on that creature.
118.3e.
Damage dealt to an object or player by a source with lifelink causes that source’s controller to gain that much life, in addition to the damage’s other results.
118.4.
Damage is processed in a three-part sequence.
118.4a.
First, damage is dealt, as modified by replacement and prevention effects that interact with damage. (See rule
614
, “Replacement Effects,” and rule
615
, “Prevention Effects.”) Abilities that trigger when damage is dealt trigger now and wait to be put on the stack.
118.4b.
Next, damage that’s been dealt is transformed into its results, as modified by replacement effects that interact with those results (such as life loss or counters).
118.4c.
Finally, the damage event occurs.
Example:
A player who controls Boon Reflection, an enchantment that says “If you would gain life, you gain twice that much life instead,” attacks with a 3/3 creature with wither and lifelink. It’s blocked by a 2/2 creature, and the defending player casts a spell that prevents the next 2 damage that would be dealt to the blocking creature. The damage event starts out as [3 damage is dealt to the 2/2 creature, 2 damage is dealt to the 3/3 creature]. The prevention effect is applied, so the damage event becomes [1 damage is dealt to the 2/2 creature, 2 damage is dealt to the 3/3 creature]. That’s transformed into its results, so the damage event is now [one -1/-1 counter is put on the 2/2 creature, the active player gains 1 life, 2 damage is marked on the 3/3 creature]. Boon Reflection’s effect is applied, so the damage event becomes [one -1/-1 counter is put on the 2/2 creature, the active player gains 2 life, 2 damage is marked on the 3/3 creature]. Then the damage event occurs.
Example:
The defending player controls a creature and Worship, an enchantment that says “If you control a creature, damage that would reduce your life total to less than 1 reduces it to 1 instead.” That player is at 2 life, and is being attacked by two unblocked 5/5 creatures. The player casts Awe Strike, which says “The next time target creature would deal damage this turn, prevent that damage. You gain life equal to the damage prevented this way,” targeting one of the attackers. The damage event starts out as [10 damage is dealt to the defending player]. Awe Strike’s effect is applied, so the damage event becomes [5 damage is dealt to the defending player, the defending player gains 5 life]. That’s transformed into its results, so the damage event is now [the defending player loses 5 life, the defending player gains 5 life]. Worship’s effect sees that the damage event would not reduce the player’s life total to less than 1, so it is not applied. Then the damage event occurs.
118.5.
Damage dealt to a creature or planeswalker doesn’t destroy it. Likewise, the source of that damage doesn’t destroy it. Rather, state-based actions may destroy a creature or planeswalker, or otherwise put it into its owner’s graveyard, due to the results of the damage dealt to that permanent. See rule
704
.
Example:
A player casts Lightning Bolt, an instant that says “Lightning Bolt deals 3 damage to target creature or player,” targeting a 2/2 creature. After Lightning Bolt deals 3 damage to that creature, the creature is destroyed as a state-based action. Neither Lightning Bolt nor the damage dealt by Lightning Bolt destroyed that creature.
118.6.
Damage marked on a creature remains until the cleanup step, even if that permanent stops being a creature. If the total damage marked on a creature is greater than or equal to its toughness, that creature has been dealt lethal damage and is destroyed as a state-based action (see rule
704
). All damage marked on a permanent is removed when it regenerates (see rule
701.11
, “Regenerate”) and during the cleanup step (see rule
514.2
).
118.7.
The source of damage is the object that dealt it. If an effect requires a player to choose a source of damage, he or she may choose a permanent; a spell on the stack (including a permanent spell); any object referred to by an object on the stack, by a prevention or replacement effect that’s waiting to apply, or by a delayed triggered ability that’s waiting to trigger (even if that object is no longer in the zone it used to be in); or, in certain casual variant games, a face-up card in the command zone. A source doesn’t need to be capable of dealing damage to be a legal choice. See rule
609.7
, “Sources of Damage.”
118.8.
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 would increase the damage dealt by that source, or would have that source deal that damage to a different object or player, have no event to replace, so they have no effect.
119.
Drawing a Card
119.1.
A player draws a card by putting the top card of his or her library into his or her hand. This is done as a turn-based action during each player’s draw step. It may also be done as part of a cost or effect of a spell or ability.
119.2.
Cards may only be drawn one at a time. If a player is instructed to draw multiple cards, that player performs that many individual card draws.
119.2a.
If an effect instructs more than one player to draw cards, the active player performs all of his or her draws first, then each other player in turn order does the same.
119.2b.
If an effect instructs more than one player to draw cards in a Two-Headed Giant game, first the primary player (seated on the right) on the active team performs all of his or her draws, then the secondary player on that team performs all of his or her draws, then the nonactive team does the same.
119.3.
If there are no cards in a player’s library and an effect offers that player the choice to draw a card, that player can choose to do so. However, if an effect says that a player can’t draw cards and another effect offers that player the choice to draw a card, that player can’t choose to do so.
119.4.
A player who attempts to draw a card from an empty library loses the game the next time a player would receive priority. (This is a state-based action. See rule
704
.)
119.5.
If an effect moves cards from a player’s library to that player’s hand without using the word “draw,” the player has not drawn those cards. This makes a difference for abilities that trigger on drawing cards and effects that replace card draws, as well as if the player’s library is empty.
119.6.
Some effects replace card draws.
119.6a.
An effect that replaces a card draw is applied even if no cards could be drawn because there are no cards in the affected player’s library.
119.6b.
If an effect replaces a draw within a sequence of card draws, the replacement effect is completed before resuming the sequence.
119.7.
Some replacement effects result in multiple card draws. In such a case, any parts of the original event that haven’t been replaced by the effect occur first, then the card draws happen one at a time.
120.
Counters
120.1.
A
counter
is a marker placed on an object or player that modifies its characteristics and/or interacts with a rule, ability, or effect. Counters are not objects and have no characteristics. Notably, a counter is not a token, and a token is not a counter. Counters with the same name or description are interchangeable.
120.1a.
A +X/+Y counter on a permanent, where X and Y are numbers, adds X to that permanent’s power and Y to that permanent’s toughness. Similarly, -X/-Y counters subtract from power and toughness. See rule
613.3
.
120.1b.
The number of loyalty counters on a planeswalker on the battlefield indicates how much loyalty it has. A planeswalker with 0 loyalty is put into its owner’s graveyard as a state-based action. See rule
704
.
120.1c.
If a player has ten or more poison counters, he or she loses the game as a state-based action. See rule
704
.
120.2.
If a permanent has both a +1/+1 counter and a -1/-1 counter on it, N +1/+1 and N -1/-1 counters are removed from it as a state-based action, where N is the smaller of the number of +1/+1 and -1/-1 counters on it. See rule
704
.
120.4.
If an effect says to “move” a counter, it means to take that counter from the object it’s currently on and put it onto a second object. If the first and second objects are the same object, nothing happens. If the first object has no counters, nothing happens; the second object doesn’t get a counter put on it. If the second object (or any possible second objects) are no longer in the correct zone when the effect would move the counter, nothing happens; a counter isn’t removed from the first object.
120.5.
If a spell or ability refers to a counter being “placed” on a permanent, it means putting a counter on that permanent while it’s on the battlefield, or that permanent entering the battlefield with a counter on it.
2.
Parts of a Card
200.
General
200.1.
The parts of a card are name, mana cost, illustration, type line, expansion symbol, text box, power and toughness, loyalty, hand modifier, life modifier, illustration credit, legal text, and collector number. Some cards may have more than one of any or all of these parts.
200.2.
Some parts of a card are also characteristics of the object that has them. See rule
109.3
.
200.3.
Objects that aren’t cards (tokens, copies of cards, and copies of spells) may have some of the parts of a card, but only the ones that are also characteristics. See rule
110.5
and rule
706
.
201.
Name
201.1.
The name of a card is printed on its upper left corner.
201.2a.
If an ability of an object uses a phrase such as “this [something]” to identify an object, where [something] is a characteristic, it is referring to that particular object, even if it isn’t the appropriate characteristic at the time.
Example:
An ability reads “Target creature gets +2/+2 until end of turn. Destroy that creature at the beginning of the next end step.” The ability will destroy the object it gave +2/+2 even if that object isn’t a creature at the beginning of the next end step.
201.2b.
If an ability of an object grants to an object an ability that refers to the first object by name, the name refers only to the object whose ability grants that ability, not to any other object with the same name.
Example:
Saproling Burst has an ability that reads “Remove a fade counter from Saproling Burst: Put a green Saproling creature token onto the battlefield. It has ‘This creature’s power and toughness are each equal to the number of fade counters on Saproling Burst.’” The ability granted to the token only looks at the Saproling Burst that created the token, not at any other Saproling Burst on the battlefield.
201.3.
Two cards have the same name if the English versions of their names are identical, regardless of anything else printed on the cards.
202.
Mana Cost and Color
202.1.
A card’s mana cost is indicated by mana symbols near the top of the card. (See rule
107.4
.) On most cards, these symbols are printed in the upper right corner. Some cards from the Future Sight set have alternate frames in which the mana symbols appear to the left of the art.<
202.1a.
The mana cost of an object represents what a player must spend from his or her mana pool to cast that card. Paying an object’s mana cost requires matching the color of any colored mana symbols as well as paying the generic mana indicated in the cost.
202.1b.
Some objects have no mana cost. This normally includes all land cards, any other cards that have no mana symbols where their mana cost would appear, tokens (unless the effect that creates them specifies otherwise), and nontraditional Magic cards. Having no mana cost represents an unpayable cost (see rule
116.6
). Note that lands are played without paying any costs (see rule
305
, “Lands”).
202.2.
An object is the color or colors of the mana symbols in its mana cost, regardless of the color of its frame.
202.2a.
The five colors are white, blue, black, red, and green. The white mana symbol is represented by
, blue by
, black by
, red by
, and green by
.
Example:
An ability reads “Target creature gets +2/+2 until end of turn. Destroy that creature at end of turn.” The ability will destroy the object it gave +2/+2 at the end of the turn, even if that object isn’t a creature anymore.
Example:
Saproling Burst has an ability that reads “Remove a fade counter from Saproling Burst: Put a green Saproling creature token into play. It has ‘This creature’s power and toughness are each equal to the number of fade counters on Saproling Burst.’” The ability granted to the token only looks at the Saproling Burst that created the token, not at any other Saproling Burst in play.
202.2b.
Objects with no colored mana symbols in their mana costs are colorless.
202.2c.
An object with two or more different colored mana symbols in its mana cost is each of the colors of those mana symbols. Most multicolored cards are printed with a gold frame, but this is not a requirement for a card to be multicolored.
202.2d.
An object with one or more hybrid mana symbols in its mana cost is all of the colors of those mana symbols, in addition to any other colors the object might be. Most cards with hybrid mana symbols in their mana costs are printed in a two-tone frame. See rule
107.4e
.
202.2e.
Effects may change an object’s color or give a color to a colorless object; see rule
105.3
.
202.3.
The converted mana cost of an object is a number equal to the total amount of mana in its mana cost, regardless of color.
Example:
A mana cost of
translates to a converted mana cost of 5.
202.3a.
The converted mana cost of an object with no mana cost is 0.
202.3b.
When calculating the converted mana cost of an object with an
in its mana cost, X is treated as 0 while the object is not on the stack, and X is treated as the number chosen for it while the object is on the stack.
202.3c.
When calculating the converted mana cost of an object with a hybrid mana symbol in its mana cost, use the largest component of each hybrid symbol.
Example:
The converted mana cost of a card with mana cost
/
/
is 3.
Example:
The converted mana cost of a card with mana cost
/
/
/
is 6.
202.4.
Any additional cost listed in an object’s rules text or imposed by an effect isn’t part of the mana cost. (See rule
601
, “Casting Spells.”) Such costs are paid at the same time as the spell’s other costs.
203.
Illustration
203.1.
The illustration is printed on the upper half of a card and has no effect on game play. For example, a creature doesn’t have the flying ability unless stated in its rules text, even if it’s depicted as flying.
Example:
An object with a mana cost of
is white, an object with a mana cost of
is colorless, and one with a mana cost of
is both white and black.
Example:
A mana cost of
translates to a converted mana cost of 5.
Example:
The converted mana cost of a card with mana cost
/
/
is 3.
Example:
The converted mana cost of a card with mana cost
/
/
/
is 6.
204.
Type Line
204.1.
The type line is printed directly below the illustration. It contains the card’s card type(s). It also contains the card’s subtype(s) and supertype(s), if applicable.
204.1a.
When an object’s card type changes, the new card type(s) replaces any existing card types. Counters, effects, and damage marked on the object remain with it, even if they are meaningless to the new card type. Similarly, when one or more of an object’s subtypes changes, the new subtype(s) replaces any existing subtypes from the appropriate set (creature types, land types, artifact types, enchantment types, planeswalker types, or spell types). If an object’s card type is removed, the subtypes correlated with that card type will remain if they are also the subtypes of a card type the object currently has; otherwise, they are also removed for the entire time the object’s card type is removed. Removing an object’s subtype doesn’t affect its card types at all.
204.1b.
Some effects change an object’s card type, supertype, or subtype but specify that the object retains a prior card type, supertype, or subtype. In such cases, all the object’s prior card types, supertypes, and subtypes are retained. This rule applies to effects that use the phrase “in addition to its types” or that state that something is “still a [card type].” Some effects state that an object becomes an “artifact creature”; these effects also allow the object to retain all of its prior card types and subtypes.
Example:
An ability reads, “All lands are 1/1 creatures that are still lands.” The affected lands now have two card types: creature and land. If there were any lands that were also artifacts before the ability’s effect applied to them, those lands would become “artifact land creatures,” not just “creatures,” or “land creatures.” The effect allows them to retain both the card type “artifact” and the card type “land.”
Example:
An ability reads, “All artifacts are 1/1 artifact creatures.” If a permanent is both an artifact and an enchantment, it will become an “artifact enchantment creature.”
204.2.
Card Types
204.2a.
The card types are artifact, creature, enchantment, instant, land, plane, planeswalker, sorcery, tribal, and vanguard. See section
3
, “Card Types.”
204.2b.
Some objects have more than one card type (for example, an artifact creature). Such objects satisfy the criteria for any effect that applies to any of their card types.
204.2c.
Tokens have card types even though they aren’t cards. The same is true of copies of spells and copies of cards.
204.3.
Subtypes
204.3a.
A card can have one or more subtypes printed on its type line.
204.3b.
Subtypes of each card type except plane are always single words and are listed after a long dash. Each word after the dash is a separate subtype; such objects may have multiple types. Subtypes of planes are also listed after a long dash, but may be multiple words. Each word after the dash is, collectively, a single subtype.
Example:
“Basic Land — Mountain” means the card is a land with the subtype Mountain. “Creature — Goblin Wizard” means the card is a creature with the subtypes Goblin and Wizard. “Artifact — Equipment” means the card is an artifact with the subtype Equipment.
204.3c.
If a card with multiple card types has one or more subtypes, each subtype is correlated to its appropriate card type.
Example:
Dryad Arbor’s type line says “Land Creature — Forest Dryad.” Forest is a land type, and Dryad is a creature type.
205.
Type Line
205.1.
The card type (and subtype and supertype, if applicable) of a card is printed directly below the illustration. (See
rule 212
, “Card Type, Supertype, and Subtype.”)
205.2.
Card Types
205.2a.
The card types are artifact, creature, enchantment, instant, land, planeswalker, sorcery, and tribal.
205.2b.
Some objects have more than one card type (for example, an artifact creature). Such objects satisfy the criteria for any effect that applies to any of their card types.
205.3.
Subtypes
205.3a.
A card can have one or more subtypes printed on its type line.
205.3b.
Subtypes are always single words and are listed after a long dash. Each word after the dash is a separate subtype.
205.3c.
Subtypes of a [card type] object are also called [card type] types. For example, creature subtypes are also called creature types. Objects may have multiple subtypes.
Example:
“Basic Land — Mountain” means the card is a land with the Mountain subtype. “Creature — Goblin Wizard” means the card is a creature with the subtypes Goblin and Wizard. “Artifact — Equipment” means the card is an artifact with the subtype Equipment.
205.3d.
Artifact, enchantment, land, and planeswalker each have their own unique set of possible subtypes. Instant and sorcery share their lists of subtypes; these subtypes are called spell types. Creature and tribal also share their lists of subtypes; these subtypes are called creature types. (You can find complete lists of subtypes in the glossary at the end of this document under “Creature Types,” “Land Types,” and so on.)
205.3e.
If a card with multiple card types has one or more subtypes, each subtype is correlated to its appropriate card type.
Example:
Dryad Arbor’s type line says “Land Creature — Forest Dryad.” Forest is a land type, and Dryad is a creature type.
205.4.
Supertypes
205.4a.
A card can also have one or more supertypes. These are printed directly before its card types. If an object’s card types or subtypes change, any supertypes it has are kept, although they may not be relevant to the new card type.
205.4b.
Any land with the supertype “basic” is a basic land. Any land that doesn’t have this supertype is a nonbasic land.
Example:
Note that cards printed in sets prior to the Eighth Edition core set didn’t use the word “basic” to indicate a basic land. Cards from those sets with the following names are basic lands: Forest, Island, Mountain, Plains, Swamp, Snow-Covered Forest, Snow-Covered Island, Snow-Covered Mountain, Snow-Covered Plains, and Snow-Covered Swamp.
205.4c.
Any permanent with the supertype “legendary” is subject to the state-based effect for legendary permanents, also called the “legend rule” (see rule
420.5e
).
205.4d.
Any permanent with the supertype “world” is subject to the state-based effect for world permanents, also called the “world rule” (see rule
420.5i
).
205.4e.
Any permanent with the supertype "snow" is a snow permanent. Any permanent that doesn't have this supertype is a nonsnow permanent, regardless of its name.
206.
Expansion Symbol
206.1.
The expansion symbol indicates which
Magic
set a card is from. It’s normally printed below the right edge of the illustration.
206.2.
The color of the expansion symbol indicates the rarity of the card within its set. A red-orange symbol indicates the card is mythic rare. A gold symbol indicates the card is rare. A silver symbol indicates the card is uncommon. A black or white symbol indicates the card is common or is a basic land. A purple symbol signifies a special rarity; to date, only the
Time Spiral
® “timeshifted” cards, which were rarer than that set’s rare cards, have had purple expansion symbols. (Prior to the
Exodus
™ set, all expansion symbols were black, regardless of rarity. Also, prior to the
Sixth Edition
core set,
Magic
core sets didn’t have expansion symbols at all.)
206.3.
A spell or ability that affects cards from a particular set “looks” only for that set’s expansion symbol. A card reprinted in the core set receives the core set’s expansion symbol. Any reprinted version of the card no longer counts as part of its original set unless it was reprinted with that set’s expansion symbol. The first five editions of the core set had no expansion symbol.
207.
Text Box
207.1.
The text box is printed on the lower half of the card. It usually contains rules text defining the card’s abilities.
207.2.
The text box may also contain italicized reminder text (in parentheses), which summarizes a rule that applies to that card, and italicized flavor text, which has no game function, but like the illustration, adds artistic appeal to the game.
207.3.
A guild icon appears in the text box of many
Ravnica
® block cards. These cards either have the specified guild’s exclusive mechanic or somehow relate to the two colors associated with that guild. Guild icons have no effect on game play.
208.
Power/Toughness
208.1.
A creature card has two numbers separated by a slash printed in its lower right corner. The first number is its power (the amount of damage it deals in combat); the second is its toughness (the amount of damage needed to destroy it). For example, 2/3 means the object has power 2 and toughness 3. Power and toughness can be modified or set to particular values by effects.
208.2.
Some creature cards have power and/or toughness represented by a * instead of a number. The object has a characteristic-defining ability that sets its power and/or toughness according to some stated condition. This ability functions everywhere, even outside the game. If the ability needs to use a number that can’t be determined, use 0 instead of that number.
Example:
Lost Order of Jarkeld has power and toughness each equal to 1+*. It says “As Lost Order of Jarkeld comes into play, choose an opponent” and “Lost Order of Jarkeld’s power and toughness are each equal to 1 plus the number of creatures that opponent controls.” While Lost Order of Jarkeld isn’t in play, there won’t be a chosen opponent. Its power and toughness will each be equal to 1 plus 0, so it’s a 1/1.
208.3.
A noncreature permanent has no power or toughness, even if it’s a card with a power and toughness printed on it (such as a Licid that’s become an Aura).
209.
Loyalty
209.1.
Each planeswalker card has a loyalty number printed in its lower right corner. This indicates its loyalty while it’s not in play, and it also indicates that the planeswalker comes into play with that many loyalty counters on it.
210.
Information Below the Text Box
210.1.
Each card features text printed below the text box that has no effect on game play.
210.1a.
The illustration credit for a card is printed on the first line below the text box. It follows the abbreviation “Illus.” or, in more recent years, a paintbrush icon.
210.1b.
Legal text (the fine print at the bottom of the card) lists the trademark and copyright information.
210.1c.
Some card sets feature collector numbers. This information is printed in the form [card number]/[total cards in the set], immediately following the legal text.
211.
[This section has been intentionally left blank to preserve the ordering of other rules.]
212.
Card Type, Supertype, and Subtype
212.1.
General
212.1a.
Cards, tokens, permanents, and spells can all have card types, supertypes, and subtypes. Abilities don’t have card types, supertypes, or subtypes. Instead, there are various categories of abilities. (See rule
402
, “Abilities.”)
212.1b.
When an object’s card type changes, the new card type(s) replaces any existing card types. Counters, effects, and damage affecting the object remain with it, even if they are meaningless to the new card type. Similarly, when one or more of an object’s subtypes changes, the new subtype(s) replaces any existing subtypes from the appropriate set (creature types, land types, artifact types, enchantment types, planeswalker types, or spell types). If an object’s card type is removed, the subtypes correlated with that card type will remain if they are also the subtypes of a card type the object currently has; otherwise, they are also removed for the entire time the object’s card type is removed. Removing an object’s subtype doesn’t affect its card types at all.
212.1c.
Some effects change an object’s card type, supertype, or subtype but specify that the object retains a prior card type, supertype, or subtype. In such cases, all the object’s prior card types, supertypes, and subtypes are retained. This rule applies to effects that use the phrase “in addition to its types” or that state that something is “still a [card type].” Some effects state that an object becomes an “artifact creature”; these effects also allow the object to retain all of its prior card types and subtypes.
Example:
An ability reads, “All lands are 1/1 creatures that are still lands.” The affected lands now have two card types: creature and land. If there were any lands that were also artifacts before the ability’s effect applied to them, those lands would become “artifact land creatures,” not just “creatures,” or “land creatures.” The effect allows them to retain both the card type “artifact” and the card type “land.”
Example:
An ability reads, “All artifacts are 1/1 artifact creatures.” If a permanent is both an artifact and an enchantment, it will become an “artifact enchantment creature.”
212.1d.
An object’s supertype is independent of its card type and subtype. Changing an object’s card type or subtype won’t change its supertype. Changing an object’s supertype won’t change its card type or subtype. When an object gains or loses a supertype, it retains any other supertypes it had.
Example:
An ability reads, “All lands are 1/1 creatures that are still lands.” If any of the affected lands were legendary, they are still legendary.
212.1e.
If an instruction requires choosing a subtype, you must choose one, and only one, existing subtype, and the subtype you choose must be for the appropriate card type. For example, you can’t choose a land type if an instruction requires choosing a creature type. (Use the Oracle card reference to determine whether a creature type exists; see rule
200.2
. You can also find complete lists of subtypes in the glossary at the end of this document under “Creature Types,” “Land Types,” etc.)
Example:
When choosing a creature type, “Merfolk” or “Wizard” is acceptable, but “Merfolk Wizard” is not. Words like “artifact,” “opponent,” “Swamp,” or “truck” can’t be chosen because they aren’t creature types.
212.2.
Artifacts
212.2a.
A player who has priority may play an artifact card from his or her hand during a main phase of his or her turn when the stack is empty. Playing an artifact as a spell uses the stack. (See rule
409
, “Playing Spells and Activated Abilities.”)
212.2b.
When an artifact spell resolves, its controller puts it into play under his or her control.
212.2c.
Artifact subtypes are always a single word and are listed after a long dash: “Artifact — Equipment.” Artifact subtypes are also called
artifact types
. Artifacts may have multiple subtypes. (You can find the complete list of artifact subtypes under “Artifact Types” in the glossary at the end of this document.)
212.2d.
Artifacts have no characteristics specific to their type. Most artifacts have no colored mana symbols in their mana costs, and are therefore colorless. However, there is no correlation between being colorless and being an artifact: artifacts may be colored, and colorless objects may be types other than artifact.
212.2e.
Artifact creatures combine the characteristics of both creatures and artifacts, and are subject to spells and abilities that affect either or both card types.
212.2f.
Artifact lands combine the characteristics of both lands and artifacts, and are subject to spells and abilities that affect either or both card types. Artifact lands can only be played as lands. They can’t be played as spells.
212.2g.
Some artifacts have the subtype “Equipment.” An Equipment can be attached to a creature. It can’t legally be attached to an object that isn’t a creature.
212.2h.
An Equipment is played and comes into play just like any other artifact. An Equipment doesn’t come into play attached to a creature. The equip keyword ability moves the Equipment onto a creature you control (see rule
502.33
, “Equip”). Control of the creature matters only when the equip ability is played and when it resolves. The creature to which the Equipment is to be moved must be able to be equipped by it. If it can’t, the Equipment doesn’t move.
212.2i.
An Equipment that’s also a creature can’t equip a creature. Equipment that loses the subtype “Equipment” can’t equip a creature. An Equipment can’t equip itself. An Equipment that equips an illegal or nonexistent permanent becomes unattached from that permanent but remains in play. (This is a state-based effect. See rule
420
.)
212.2j.
The creature an Equipment is attached to is called the “equipped creature.” The Equipment is attached to, or “equips,” that creature.
212.2k.
An Equipment’s controller is separate from the equipped creature’s controller; the two need not be the same. Changing control of the creature doesn’t change control of the Equipment, and vice versa. Only the Equipment’s controller can play its abilities. However, if the Equipment adds an ability to the equipped creature (with “gains” or “has”), the equipped creature’s controller is the only one who can play that ability.
212.2m.
Some artifacts have the subtype “Fortification.” A Fortification can be attached to a land. It can’t legally be attached to an object that isn’t a land. Rules
212.2h
–k apply to Fortifications in relation to lands just as they apply to Equipment in relation to creatures. Fortification’s analog to the equip keyword ability is the fortify keyword ability. (See rule
502.65
, “Fortify.”)
212.3.
Creatures
212.3a.
A player who has priority may play a creature card from his or her hand during a main phase of his or her turn when the stack is empty. Playing a creature as a spell uses the stack. (See ru