Wednesday, March 30, 2011

7. Additional Rules

700. General

700.1. Anything that happens in a game is an event. Multiple events may take place during the
resolution of a spell or ability. The text of triggered abilities and replacement effects defines the
event they’re looking for. One “happening” may be treated as a single event by one ability and as
multiple events by another.


Example: If an attacking creature is blocked by two defending creatures, this is one event
for a triggered ability that reads “Whenever [this creature] becomes blocked” but two
events for a triggered ability that reads “Whenever [this creature] becomes blocked by a
creature.”

700.2. A spell or ability is modal if it has two or more options preceded by “Choose one —,” “Choose
two —,” “Choose one or both —,” or “[a specified player] chooses one —.” Each of those options
is a mode.
700.2a The controller of a modal spell or activated ability chooses the mode(s) as part of casting
that spell or activating that ability. If one of the modes would be illegal (due to an inability to
choose legal targets, for example), that mode can’t be chosen. (See rule 601.2b.)
700.2b The controller of a modal triggered ability chooses the mode(s) as part of putting that ability
on the stack. If one of the modes would be illegal (due to an inability to choose legal targets, for
example), that mode can’t be chosen. If no mode can be chosen, the ability is removed from the
stack. (See rule 603.3c.)
700.2c If a spell or ability targets one or more targets only if a particular mode is chosen for it, its
controller will need to choose those targets only if he or she chose that mode. Otherwise, the
spell or ability is treated as though it did not have those targets. (See rule 601.2c.)
700.2d Some spells and abilities specify that a player other than their controller chooses a mode for
it. In that case, the other player does so when the spell or ability’s controller normally would do
so. If there is more than one other player who could make such a choice, the spell or ability’s
controller decides which of those players will make the choice.
700.2e Modal spells and abilities may have different targeting requirements for each mode.
Changing a spell or ability’s target can’t change its mode.
700.2f A copy of a modal spell or ability copies the mode(s) chosen for it. The controller of the
copy can’t choose a different mode. (See rule 706.9.)
700.3. Sometimes an effect will cause objects to be temporarily grouped into two or more piles.
700.3a Each of the affected objects must be put into exactly one of those piles, unless the effect
specifies otherwise.
700.3b Each object in a pile is still an individual object. The pile is not an object.
700.3c Objects grouped into piles don’t leave the zone they’re currently in. If cards in a graveyard
are split into piles, the order of the graveyard must be maintained.
Example: Fact or Fiction reads, “Reveal the top five cards of your library. An opponent
separates those cards into two piles. Put one pile into your hand and the other into your
graveyard.” While an opponent is separating the revealed cards into piles, they’re still
in their owner’s library. They don’t leave the library until they’re put into their owner’s
hand or graveyard.
700.3d A pile can contain zero or more objects.
700.4. If a permanent is indestructible, rules and effects can’t destroy it. (See rule 701.6, “Destroy.”)
Such permanents are not destroyed by lethal damage, and they ignore the lethal-damage state-based
action (see rule 704.5g). Rules or effects may cause an indestructible permanent to be sacrificed, put
into a graveyard, or exiled.
700.4a Although the text “[This permanent] is indestructible” is an ability, actually being
indestructible is neither an ability nor a characteristic. It’s just something that’s true about a
permanent.
700.5. If an attacking creature is unblockable, no creature can legally block it. (See rule 509, “Declare
Blockers Step.”) Spells or abilities may still cause it to become blocked.
700.5a Although the text “[This permanent] is unblockable” is an ability, actually being
unblockable is neither an ability nor a characteristic. It’s just something that’s true about a
creature.
701. Keyword Actions
701.1. Most actions described in a card’s rules text use the standard English definitions of the verbs
within, but some specialized verbs are used whose meanings may not be clear. These “keywords”
are game terms; sometimes reminder text summarizes their meanings.
701.2. Activate
701.2a To activate an activated ability is to put it onto the stack and pay its costs, so that it will
eventually resolve and have its effect. Only an object’s controller (or its owner, if it doesn’t
have a controller) can activate its activated ability unless the object specifically says otherwise.
A player may activate an ability if he or she has priority. See rule 602, “Activating Activated
Abilities.”
701.3. Attach
701.3a To attach an Aura, Equipment, or Fortification to an object means to take it from where it
currently is and put it onto that object. If something is attached to a permanent on the battlefield,
it’s customary to place it so that it’s physically touching the permanent. An Aura, Equipment, or
Fortification can’t be attached to an object it couldn’t enchant, equip, or fortify, respectively.
701.3b If an effect tries to attach an Aura, Equipment, or Fortification to an object it can’t be
attached to, the Aura, Equipment, or Fortification doesn’t move. If an effect tries to attach an
Aura, Equipment, or Fortification to the object it’s already attached to, the effect does nothing.
701.3c Attaching an Aura, Equipment, or Fortification on the battlefield to a different object causes
the Aura, Equipment, or Fortification to receive a new timestamp.
701.3d To “unattach” an Equipment from a creature means to move it away from that creature so
the Equipment is on the battlefield but is not equipping anything. It should no longer be
physically touching any creature. If an Aura, Equipment, or Fortification that was attached to
something ceases to be attached to it, that counts as “becoming unattached”; this includes if that
object and/or that Aura, Equipment, or Fortification leaves the battlefield.
701.4. Cast
701.4a To cast a spell is to take it from the zone it’s in (usually the hand), put it on the stack, and
pay its costs, so that it will eventually resolve and have its effect. A player may cast a spell if he
or she has priority. See rule 601, “Casting Spells.”
701.4b To cast a card is to cast it as a spell.
701.5. Counter
701.5a To counter a spell or ability means to cancel it, removing it from the stack. It doesn’t resolve
and none of its effects occur. A countered spell is put into its owner’s graveyard.
701.5b The player who cast a countered spell or activated a countered ability doesn’t get a “refund”
of any costs that were paid.
701.6. Destroy
701.6a To destroy a permanent, move it from the battlefield to its owner’s graveyard.
701.6b The only ways a permanent can be destroyed are as a result of an effect that uses the word
“destroy” or as a result of the state-based actions that check for lethal damage (see rule 704.5g)
or damage from a source with deathtouch (see rule 704.5h). If a permanent is put into its
owner’s graveyard for any other reason, it hasn’t been “destroyed.”
701.6c A regeneration effect replaces a destruction event. See rule 701.11, “Regenerate.”
701.7. Discard
701.7a To discard a card, move it from its owner’s hand to that player’s graveyard.
701.7b By default, effects that cause a player to discard a card allow the affected player to choose
which card to discard. Some effects, however, require a random discard or allow another player
to choose which card is discarded.
701.7c If a card is discarded, but an effect causes it to be put into a hidden zone instead of into its
owner’s graveyard without being revealed, all values of that card’s characteristics are
considered to be undefined. If a card is discarded this way to pay a cost that specifies a
characteristic about the discarded card, that cost payment is illegal; the game returns to the
moment before the cost was paid (see rule 715, “Handling Illegal Actions”).
701.8. Exchange
701.8a A spell or ability may instruct players to exchange something (for example, life totals or
control of two permanents) as part of its resolution. When such a spell or ability resolves, if the
entire exchange can’t be completed, no part of the exchange occurs.
Example: If a spell attempts to exchange control of two target creatures but one of those
creatures is destroyed before the spell resolves, the spell does nothing to the other
creature.
701.8b When control of two permanents is exchanged, if those permanents are controlled by
different players, each of those players simultaneously gains control of the permanent that was
controlled by the other player. If, on the other hand, those permanents are controlled by the
same player, the exchange effect does nothing.
701.8c When life totals are exchanged, each player gains or loses the amount of life necessary to
equal the other player’s previous life total. Replacement effects may modify these gains and
losses, and triggered abilities may trigger on them.
701.8d Some spells or abilities may instruct a player to exchange cards in one zone with cards in a
different zone (for example, exiled cards and cards in a player’s hand). These spells and abilities
work the same as other “exchange” spells and abilities, except they can exchange the cards only
if all the cards are owned by the same player.
701.8e If a card in one zone is exchanged with a card in a different zone, and either of them is
attached to an object, that card stops being attached to that object and the other card becomes
attached to that object.
701.8f If a spell or ability instructs a player to simply exchange two zones, and one of the zones is
empty, the cards in the zones are still exchanged.
701.9. Exile
701.9a To exile an object, move it to the exile zone from wherever it is. See rule 406, “Exile.”
701.10. Play
701.10a To play a land means to put it onto the battlefield from the zone it’s in (usually the hand).
A player may play a land if he or she has priority, it’s the main phase of his or her turn, the stack
is empty, and he or she hasn’t yet played a land this turn. Playing a land is a special action (see
rule 115), so it doesn’t use the stack; it simply happens. Putting a land onto the battlefield as the
result of a spell or ability isn’t the same as playing a land. See rule 305, “Lands.”
701.10b To play a card means to play that card as a land or to cast that card as a spell, whichever is
appropriate.
701.10c Some effects instruct a player to “play” with a certain aspect of the game changed, such as
“Play with the top card of your library revealed.” “Play” in this sense means to play the Magic
game.
701.10d Previously, the action of casting a spell, or casting a card as a spell, was referred to on
cards as “playing” that spell or that card. Cards that were printed with that text have received
errata in the Oracle card reference so they now refer to “casting” that spell or that card.
701.10e Previously, the action of using an activated ability was referred to on cards as “playing”
that ability. Cards that were printed with that text have received errata in the Oracle card
reference so they now refer to “activating” that ability.
701.11. Regenerate
701.11a If the effect of a resolving spell or ability regenerates a permanent, it creates a replacement
effect that protects the permanent the next time it would be destroyed this turn. In this case,
“Regenerate [permanent]” means “The next time [permanent] would be destroyed this turn,
instead remove all damage marked on it and tap it. If it’s an attacking or blocking creature,
remove it from combat.”
701.11b If the effect of a static ability regenerates a permanent, it replaces destruction with an
alternate effect each time that permanent would be destroyed. In this case, “Regenerate
[permanent]” means “Instead remove all damage marked on [permanent] and tap it. If it’s an
attacking or blocking creature, remove it from combat.”
701.11c Neither activating an ability that creates a regeneration shield nor casting a spell that
creates a regeneration shield is the same as regenerating a permanent. Effects that say that a
permanent can’t be regenerated don’t prevent such abilities from being activated or such spells
from being cast; rather, they prevent regeneration shields from having any effect.
701.12. Reveal
701.12a To reveal a card, show that card to all players for a brief time. If an effect causes a card to
be revealed, it remains revealed for as long as necessary to complete the parts of the effect that
card is relevant to. If the cost to cast a spell or activate an ability includes revealing a card, the
card remains revealed from the time the spell or ability is announced until it the time it leaves
the stack.
701.12b Revealing a card doesn’t cause it to leave the zone it’s in.
701.13. Sacrifice
701.13a To sacrifice a permanent, its controller moves it from the battlefield directly to its owner’s
graveyard. A player can’t sacrifice something that isn’t a permanent, or something that’s a
permanent he or she doesn’t control. Sacrificing a permanent doesn’t destroy it, so regeneration
or other effects that replace destruction can’t affect this action.
701.14. Search
701.14a To search for a card in a zone, look at all cards in that zone (even if it’s a hidden zone) and
find a card that matches the given description.
701.14b If a player is searching a hidden zone for cards with a stated quality, such as a card with a
certain card type or color, that player isn’t required to find some or all of those cards even if
they’re present in that zone.
Example: Splinter says “Exile target artifact. Search its controller’s graveyard, hand,
and library for all cards with the same name as that artifact and exile them. That player
then shuffles his or her library.” A player casts Splinter targeting Howling Mine (an
artifact). Howling Mine’s controller has another Howling Mine in her graveyard and
two more in her library. Splinter’s controller must find the Howling Mine in the
graveyard, but may choose to find zero, one, or two of the Howling Mines in the library.
701.14c If a player is searching a hidden zone simply for a quantity of cards, such as “a card” or
“three cards,” that player must find that many cards (or as many as possible, if the zone doesn’t
contain enough cards).
701.14d If the effect that contains the search instruction doesn’t also contain instructions to reveal
the found card(s), then they’re not revealed.
701.15. Shuffle
701.15a To shuffle a library or a face-down pile of cards, randomize the cards within it so that no
player knows their order.
701.15b Some effects cause a player to search a library for a card or cards, shuffle that library, then
put the found card or cards in a certain position in that library. Even though the found card or
cards never leave that library, they aren’t included in the shuffle. Rather, all the cards in that
library except those are shuffled. Abilities that trigger when a library is shuffled will still trigger.
701.15c If an effect would cause a player to shuffle one or more specific objects into a library, but
none of those objects are in the zone they’re expected to be in, that library is not shuffled.
Example: Guile says, in part, “When Guile is put into a graveyard from anywhere,
shuffle it into its owner’s library.” It’s put into a graveyard and its ability triggers, then
a player exiles it from that graveyard in response. When the ability resolves, nothing
happens.
701.15d If an effect would cause a player to shuffle a set of objects into a library, that library is
shuffled even if there are no objects in that set.
Example: Loaming Shaman says “When Loaming Shaman enters the battlefield, target
player shuffles any number of target cards from his or her graveyard into his or her
library.” It enters the battlefield, its ability triggers, and no cards are targeted. When
the ability resolves, the targeted player will still have to shuffle his or her library.
701.15e If an effect causes a player to shuffle a library containing zero or one cards, abilities that
trigger when a library is shuffled will still trigger.
701.15f If two or more effects cause a library to be shuffled multiple times simultaneously, abilities
that trigger when that library is shuffled will trigger that many times.
701.16. Tap and Untap
701.16a To tap a permanent, turn it sideways from an upright position. Only untapped permanents
can be tapped.
701.16b To untap a permanent, rotate it back to the upright position from a sideways position. Only
tapped permanents can be untapped.
701.17. Scry
701.17a To “scry N” means to look at the top N cards of your library, put any number of them on
the bottom of your library in any order, and put the rest on top of your library in any order.
701.18. Fateseal
701.18a To “fateseal N” means to look at the top N cards of an opponent’s library, put any number
of them on the bottom of that library in any order, and put the rest on top of that library in any
order.
701.19. Clash
701.19a To clash, a player reveals the top card of his or her library. That player may then put that
card on the bottom of his or her library.
701.19b “Clash with an opponent” means “Choose an opponent. You and that opponent each
clash.”
701.19c A player wins a clash if that player revealed a card with a higher converted mana cost than
all other cards revealed in that clash.
701.20. Planeswalk
701.20a A player may planeswalk only during a Planar Magic game. Only the planar controller may
planeswalk. See rule 901, “Planar Magic.”
701.20b To planeswalk is to put the face-up plane card on the bottom of its owner’s planar deck
face down, then move the top card of your planar deck off that planar deck and turn it face up.
701.20c A player may planeswalk as the result of the “planeswalking ability” (see rule 309.6) or
because the owner of the face-up plane card leaves the game (see rule 901.9).
701.20d The plane card that’s turned face up is the plane the player planeswalks to. The plane card
that’s turned face down, or that leaves the game, is the plane the player planeswalks away from.
701.21. Set in Motion
701.21a Only a scheme card may be set in motion, and only during an Archenemy game. Only the
archenemy may set a scheme card in motion. See rule 311, “Schemes,” and rule 904,
“Archenemy.”
701.21b To set a scheme in motion, move it off the top of your scheme deck and turn it face up.
701.22. Abandon
701.22a Only a face-up ongoing scheme card may be abandoned, and only during an Archenemy
game. See rule 311, “Schemes,” and rule 904, “Archenemy.”
701.22b To abandon a scheme, turn it face down and put it on the bottom of its owner’s scheme
deck.
701.23. Proliferate
701.23a To proliferate means to choose any number of permanents and/or players that have a
counter, then give each exactly one additional counter of a kind that permanent or player already
has.
701.23b If a permanent or player chosen this way has more than one kind of counter, the player who
is proliferating chooses which kind of counter to add.
702. Keyword Abilities
702.1. Most abilities describe exactly what they do in the card’s rules text. Some, though, are very
common or would require too much space to define on the card. In these cases, the object lists only
the name of the ability as a “keyword”; sometimes reminder text summarizes the game rule.
702.2. Deathtouch
702.2a Deathtouch is a static ability.
702.2b Any nonzero amount of combat damage assigned to a creature by a source with deathtouch
is considered to be lethal damage, regardless of that creature’s toughness. See rules 510.1c–d.
702.2c A creature with toughness greater than 0 that’s been dealt damage by a source with
deathtouch since the last time state-based actions were checked is destroyed as a state-based
action. See rule 704.
702.2d The deathtouch rules function no matter what zone an object with deathtouch deals damage
from.
702.2e If an object changes zones before an effect causes it to deal damage, its last known
information is used to determine whether it had deathtouch.
702.2f Multiple instances of deathtouch on the same object are redundant.
702.3. Defender
702.3a Defender is a static ability.
702.3b A creature with defender can’t attack.
702.3c Multiple instances of defender on the same creature are redundant.
702.4. Double Strike
702.4a Double strike is a static ability that modifies the rules for the combat damage step. (See rule
510, “Combat Damage Step.”)
702.4b If at least one attacking or blocking creature has first strike (see rule 702.7) or double strike
as the combat damage step begins, the only creatures that assign combat damage in that step are
those with first strike or double strike. After that step, instead of proceeding to the end of
combat step, the phase gets a second combat damage step. The only creatures that assign combat
damage in that step are the remaining attackers and blockers that had neither first strike nor
double strike as the first combat damage step began, as well as the remaining attackers and
blockers that currently have double strike. After that step, the phase proceeds to the end of
combat step.
702.4c Removing double strike from a creature during the first combat damage step will stop it
from assigning combat damage in the second combat damage step.
702.4d Giving double strike to a creature with first strike after it has already dealt combat damage
in the first combat damage step will allow the creature to assign combat damage in the second
combat damage step.
702.4e Multiple instances of double strike on the same creature are redundant.
702.5. Enchant
702.5a Enchant is a static ability, written “Enchant [object or player].” The enchant ability restricts
what an Aura spell can target and what an Aura can enchant.
702.5b For more information on Auras, see rule 303, “Enchantments.”
702.5c If an Aura has multiple instances of enchant, all of them apply. The Aura’s target must
follow the restrictions from all the instances of enchant. The Aura can enchant only objects or
players that match all of its enchant abilities.
702.5d Auras that can enchant a player can target and be attached to players. Such Auras can’t
target permanents and can’t be attached to permanents.
702.6. Equip
702.6a Equip is an activated ability of Equipment cards. “Equip [cost]” means “[Cost]: Attach this
Equipment to target creature you control. Activate this ability only any time you could cast a
sorcery.”
702.6b For more information about Equipment, see rule 301, “Artifacts.”
702.6c If an Equipment has multiple instances of equip, any of its equip abilities may be used.
702.7. First Strike
702.7a First strike is a static ability that modifies the rules for the combat damage step. (See rule
510, “Combat Damage Step.”)
702.7b If at least one attacking or blocking creature has first strike or double strike (see rule 702.4)
as the combat damage step begins, the only creatures that assign combat damage in that step are
those with first strike or double strike. After that step, instead of proceeding to the end of
combat step, the phase gets a second combat damage step. The only creatures that assign combat
damage in that step are the remaining attackers and blockers that had neither first strike nor
double strike as the first combat damage step began, as well as the remaining attackers and
blockers that currently have double strike. After that step, the phase proceeds to the end of
combat step.
702.7c Giving first strike to a creature without it after combat damage has already been dealt in the
first combat damage step won’t prevent that creature from assigning combat damage in the
second combat damage step. Removing first strike from a creature after it has already dealt
combat damage in the first combat damage step won’t allow it to also assign combat damage in
the second combat damage step (unless the creature has double strike).
702.7d Multiple instances of first strike on the same creature are redundant.
702.8. Flash
702.8a Flash is a static ability that functions in any zone from which you could play the card it’s on.
“Flash” means “You may play this card any time you could cast an instant.”
702.8b Multiple instances of flash on the same object are redundant.
702.9. Flying
702.9a Flying is an evasion ability.
702.9b A creature with flying can’t be blocked except by creatures with flying and/or reach. A
creature with flying can block a creature with or without flying. (See rule 509, “Declare
Blockers Step,” and rule 702.15, “Reach.”)
702.9c Multiple instances of flying on the same creature are redundant.
702.10. Haste
702.10a Haste is a static ability.
702.10b If a creature has haste, it can attack even if it hasn’t been controlled by its controller
continuously since his or her most recent turn began. (See rule 302.6.)
702.10c If a creature has haste, its controller can activate its activated abilities whose cost includes
the tap symbol or the untap symbol even if that creature hasn’t been controlled by that player
continuously since his or her most recent turn began. (See rule 302.6.)
702.10d Multiple instances of haste on the same creature are redundant.
702.11. Intimidate
702.11a Intimidate is an evasion ability.
702.11b A creature with intimidate can’t be blocked except by artifact creatures and/or creatures
that share a color with it. (See rule 509, “Declare Blockers Step.”)
702.11c Multiple instances of intimidate on the same creature are redundant.
702.12. Landwalk
702.12a Landwalk is a generic term that appears within an object’s rules text as “[type]walk,”
where [type] is usually a subtype, but can be the card type land, any land type, any supertype, or
any combination thereof.
702.12b Landwalk is an evasion ability.
702.12c A creature with landwalk is unblockable as long as the defending player controls at least
one land with the specified subtype (as in “islandwalk”), with the specified supertype (as in
“legendary landwalk”), without the specified supertype (as in “nonbasic landwalk”), or with
both the specified supertype and the specified subtype (as in “snow swampwalk”). (See rule
509, “Declare Blockers Step.”)
702.12d Landwalk abilities don’t “cancel” one another.
Example: If a player controls a snow Forest, that player can’t block an attacking
creature with snow forestwalk even if he or she also controls a creature with snow
forestwalk.
702.12e Multiple instances of the same kind of landwalk on the same creature are redundant.
702.13. Lifelink
702.13a Lifelink is a static ability.
702.13b Damage dealt by a source with lifelink causes that source’s controller, or its owner if it has
no controller, to gain that much life (in addition to any other results that damage causes). See
rule 119.3.
702.13c If a permanent leaves the battlefield before an effect causes it to deal damage, its last
known information is used to determine whether it had lifelink.
702.13d The lifelink rules function no matter what zone an object with lifelink deals damage from.
702.13e Multiple instances of lifelink on the same object are redundant.
702.14. Protection
702.14a Protection is a static ability, written “Protection from [quality].” This quality is usually a
color (as in “protection from black”) but can be any characteristic value. If the quality happens
to be a card name, it is treated as such only if the protection ability specifies that the quality is a
name. If the quality is a card type, subtype, or supertype, the ability applies to sources that are
permanents with that card type, subtype, or supertype and to any sources not on the battlefield
that are of that card type, subtype, or supertype. This is an exception to rule 109.2.
702.14b A permanent or player with protection can’t be targeted by spells with the stated quality
and can’t be targeted by abilities from a source with the stated quality.
702.14c A permanent or player with protection can’t be enchanted by Auras that have the stated
quality. Such Auras attached to the permanent or player with protection will be put into their
owners’ graveyards as a state-based action. (See rule 704, “State-Based Actions.”)
702.14d A permanent with protection can’t be equipped by Equipment that have the stated quality
or fortified by Fortifications that have the stated quality. Such Equipment or Fortifications
become unattached from that permanent as a state-based action, but remain on the battlefield.
(See rule 704, “State-Based Actions.”)
702.14e Any damage that would be dealt by sources that have the stated quality to a permanent or
player with protection is prevented.
702.14f Attacking creatures with protection can’t be blocked by creatures that have the stated
quality.
702.14g “Protection from [quality A] and from [quality B]” is shorthand for “protection from
[quality A]” and “protection from [quality B]”; it behaves as two separate protection abilities. If
an effect causes an object with such an ability to lose protection from [quality A], for example,
that object would still have protection from [quality B].
702.14h “Protection from all [characteristic]” is shorthand for “protection from [quality A],”
“protection from [quality B],” and so on for each possible quality the listed characteristic could
have; it behaves as multiple separate protection abilities. If an effect causes an object with such
an ability to lose protection from [quality A], for example, that object would still have
protection from [quality B], [quality C], and so on.
702.14i “Protection from everything” is a variant of the protection ability. A permanent with
protection from everything has protection from each object regardless of that object’s
characteristic values. Such a permanent can’t be targeted by spells or abilities, enchanted by
Auras, equipped by Equipment, fortified by Fortifications, or blocked by creatures, and all
damage that would be dealt to it is prevented.
702.14j Multiple instances of protection from the same quality on the same permanent or player are
redundant.
702.15. Reach
702.15a Reach is a static ability.
702.15b A creature with flying can’t be blocked except by creatures with flying and/or reach. (See
rule 509, “Declare Blockers Step,” and rule 702.9, “Flying.”)
702.15c Multiple instances of reach on the same creature are redundant.
702.16. Shroud
702.16a Shroud is a static ability. “Shroud” means “This permanent or player can’t be the target of
spells or abilities.”
702.16b Multiple instances of shroud on the same permanent or player are redundant.
702.17. Trample
702.17a Trample is a static ability that modifies the rules for assigning an attacking creature’s
combat damage. The ability has no effect when a creature with trample is blocking or is dealing
noncombat damage. (See rule 510, “Combat Damage Step.”)
702.17b The controller of an attacking creature with trample first assigns damage to the creature(s)
blocking it. Once all those blocking creatures are assigned lethal damage, any remaining
damage is assigned as its controller chooses among those blocking creatures and the player or
planeswalker the creature is attacking. When checking for assigned lethal damage, take into
account damage already marked on the creature and damage from other creatures that’s being
assigned during the same combat damage step, but not any abilities or effects that might change
the amount of damage that’s actually dealt. The attacking creature’s controller need not assign
lethal damage to all those blocking creatures but in that case can’t assign any damage to the
player or planeswalker it’s attacking.
Example: A 2/2 creature with an ability that enables it to block multiple attackers blocks
two attackers: a 1/1 with no abilities a 3/3 with trample. The active player could assign
1 damage from the first attacker and 1 damage from the second to the blocking creature,
and 2 damage to the defending player from the creature with trample.
Example: A 6/6 green creature with trample is blocked by a 2/2 creature with protection
from green. The attacking creature’s controller must assign at least 2 damage to the
blocker, even though that damage will be prevented by the blocker’s protection ability.
The attacking creature’s controller can divide the rest of the damage as he or she
chooses between the blocking creature and the defending player.
702.17c If an attacking creature with trample is blocked, but there are no creatures blocking it when
damage is assigned, all its damage is assigned to the player or planeswalker it’s attacking.
702.17d If a creature with trample is attacking a planeswalker, none of its combat damage can be
assigned to the defending player, even if that planeswalker has been removed from combat or
the damage the attacking creature could assign is greater than the planeswalker’s loyalty.
702.17e Multiple instances of trample on the same creature are redundant.
702.18. Vigilance
702.18a Vigilance is a static ability that modifies the rules for the declare attackers step.
702.18b Attacking doesn’t cause creatures with vigilance to tap. (See rule 508, “Declare Attackers
Step.”)
702.18c Multiple instances of vigilance on the same creature are redundant.
702.19. Banding
702.19a Banding is a static ability that modifies the rules for combat.
702.19b “Bands with other” is a special form of banding. If an effect causes a permanent to lose
banding, the permanent loses all “bands with other” abilities as well.
702.19c As a player declares attackers, he or she may declare that one or more attacking creatures
with banding and up to one attacking creature without banding (even if it has “bands with
other”) are all in a “band.” He or she may also declare that one or more attacking [quality]
creatures with “bands with other [quality]” and any number of other attacking [quality] creatures
are all in a band. A player may declare as many attacking bands as he or she wants, but each
creature may be a member of only one of them. (Defending players can’t declare bands but may
use banding in a different way; see rule 702.19j.)
702.19d All creatures in an attacking band must attack the same player or planeswalker.
702.19e Once an attacking band has been announced, it lasts for the rest of combat, even if
something later removes banding or “bands with other” from one or more of the creatures in the
band.
702.19f An attacking creature that’s removed from combat is also removed from the band it was in.
702.19g Banding doesn’t cause attacking creatures to share abilities, nor does it remove any
abilities. The attacking creatures in a band are separate permanents.
702.19h If an attacking creature becomes blocked by a creature, each other creature in the same
band as the attacking creature becomes blocked by that same blocking creature.
Example: A player attacks with a band consisting of a creature with flying and a
creature with swampwalk. The defending player, who controls a Swamp, can block the
flying creature if able. If he or she does, then the creature with swampwalk will also
become blocked by the blocking creature(s).
702.19i If one member of a band would become blocked due to an effect, the entire band becomes
blocked.
702.19j During the combat damage step, if an attacking creature is being blocked by a creature with
banding, or by both a [quality] creature with “bands with other [quality]” and another [quality]
creature, the defending player (rather than the active player) chooses how the attacking
creature’s damage is assigned. That player can divide that creature’s combat damage as he or
she chooses among any number of creatures blocking it. This is an exception to the procedure
described in rule 510.1c.
702.19k During the combat damage step, if a blocking creature is blocking a creature with banding,
or both a [quality] creature with “bands with other [quality]” and another [quality] creature, the
active player (rather than the defending player) chooses how the blocking creature’s damage is
assigned. That player can divide that creature’s combat damage as he or she chooses among any
number of creatures it’s blocking. This is an exception to the procedure described in rule
510.1d.
702.19m Multiple instances of banding on the same creature are redundant. Multiple instances of
“bands with other” of the same kind on the same creature are redundant.
702.20. Rampage
702.20a Rampage is a triggered ability. “Rampage N” means “Whenever this creature becomes
blocked, it gets +N/+N until end of turn for each creature blocking it beyond the first.” (See rule
509, “Declare Blockers Step.”)
702.20b The rampage bonus is calculated only once per combat, when the triggered ability resolves.
Adding or removing blockers later in combat won’t change the bonus.
702.20c If a creature has multiple instances of rampage, each triggers separately.
702.21. Cumulative Upkeep
702.21a Cumulative upkeep is a triggered ability that imposes an increasing cost on a permanent.
“Cumulative upkeep [cost]” means “At the beginning of your upkeep, if this permanent is on the
battlefield, put an age counter on this permanent. Then you may pay [cost] for each age counter
on it. If you don’t, sacrifice it.” If [cost] has choices associated with it, each choice is made
separately for each age counter, then either the entire set of costs is paid, or none of them is
paid. Partial payments aren’t allowed.
Example: A creature has “Cumulative upkeep {W} or {U}” and two age counters on it.
When its ability next triggers and resolves, the creature’s controller puts an age counter
on it and then may pay {W}{W}{W}, {W}{W}{U}, {W}{U}{U}, or {U}{U}{U} to keep the
creature on the battlefield.
Example: A creature has “Cumulative upkeep—Sacrifice a creature” and one age
counter on it. When its ability next triggers and resolves, its controller can’t choose the
same creature to sacrifice twice. Either two different creatures must be sacrificed, or the
creature with cumulative upkeep must be sacrificed.
702.21b If a permanent has multiple instances of cumulative upkeep, each triggers separately.
However, the age counters are not connected to any particular ability; each cumulative upkeep
ability will count the total number of age counters on the permanent at the time that ability
resolves.
Example: A creature has two instances of “Cumulative upkeep—Pay 1 life.” The
creature currently has no counters but both cumulative upkeep abilities trigger. When
the first ability resolves, the controller adds a counter and then chooses to pay 1 life.
When the second ability resolves, the controller adds another counter and then chooses
to pay an additional 2 life.
702.22. Flanking
702.22a Flanking is a triggered ability that triggers during the declare blockers step. (See rule 509,
“Declare Blockers Step.”) “Flanking” means “Whenever this creature becomes blocked by a
creature without flanking, the blocking creature gets -1/-1 until end of turn.”
702.22b If a creature has multiple instances of flanking, each triggers separately.
702.23. Phasing
702.23a Phasing is a static ability that modifies the rules of the untap step. During each player’s
untap step, before the active player untaps his or her permanents, all phased-in permanents with
phasing that player controls “phase out.” Simultaneously, all phased-out permanents that had
phased out under that player’s control “phase in.”
702.23b If a permanent phases out, its status changes to “phased out.” Except for rules and effects
that specifically mention phased-out permanents, a phased-out permanent is treated as though it
does not exist. It can’t affect or be affected by anything else in the game.
Example: You control three creatures, one of which is phased out. You cast a spell that
says “Draw a card for each creature you control.” You draw two cards.
Example: You control a phased-out creature. You cast Wrath of God, which says
“Destroy all creatures. They can’t be regenerated.” The phased-out creature is not
destroyed.
702.23c If a permanent phases in, its status changes to “phased in.” The game once again treats it as
though it exists.
702.23d The phasing event doesn’t actually cause a permanent to change zones or control, even
though it’s treated as though it’s not on the battlefield and not under its controller’s control
while it’s phased out. Zone-change triggers don’t trigger when a permanent phases in or out.
Counters remain on a permanent while it’s phased out. Effects that check a phased-in
permanent’s history won’t treat the phasing event as having caused the permanent to leave or
enter the battlefield or its controller’s control.
702.23e Continuous effects that affect a phased-out permanent may expire while that permanent is
phased out. If so, they will no longer affect that permanent once it’s phased in. In particular,
effects with “for as long as” durations that track that permanent (see rule 611.2b) end when that
permanent phases out because they can no longer see it.
702.23f When a permanent phases out, any Auras, Equipment, or Fortifications attached to that
permanent phase out at the same time. This alternate way of phasing out is known as phasing
out “indirectly.” An Aura, Equipment, or Fortification that phased out indirectly won’t phase in
by itself, but instead phases in along with the permanent it’s attached to.
702.23g If an object would simultaneously phase out directly and indirectly, it just phases out
indirectly.
702.23h An Aura, Equipment, or Fortification that phased out directly will phase in attached to the
object or player it was attached to when it phased out, if that object is still in the same zone or
that player is still in the game. If not, that Aura, Equipment, or Fortification phases in
unattached. State-based actions apply as appropriate. (See rules 704.5n and 704.5p.)
702.23i Abilities that trigger when a permanent becomes attached or unattached from an object or
player don’t trigger when that permanent phases in or out.
702.23j Phased-out permanents owned by a player who leaves the game also leave the game. This
doesn’t trigger zone-change triggers. See rule 800.4.
702.23k Phased-out tokens cease to exist as a state-based action. See rule 704.5d.
702.23m If an effect causes a player to skip his or her untap step, the phasing event simply doesn’t
occur that turn.
702.23n Multiple instances of phasing on the same permanent are redundant.
702.24. Buyback
702.24a Buyback appears on some instants and sorceries. It represents two static abilities that
function while the spell is on the stack. “Buyback [cost]” means “You may pay an additional
[cost] as you cast this spell” and “If the buyback cost was paid, put this spell into its owner’s
hand instead of into that player’s graveyard as it resolves.” Paying a spell’s buyback cost
follows the rules for paying additional costs in rules 601.2b and 601.2e–g.
702.25. Shadow
702.25a Shadow is an evasion ability.
702.25b A creature with shadow can’t be blocked by creatures without shadow, and a creature
without shadow can’t be blocked by creatures with shadow. (See rule 509, “Declare Blockers
Step.”)
702.25c Multiple instances of shadow on the same creature are redundant.
702.26. Cycling
702.26a Cycling is an activated ability that functions only while the card with cycling is in a
player’s hand. “Cycling [cost]” means “[Cost], Discard this card: Draw a card.”
702.26b Although the cycling ability can be activated only if the card is in a player’s hand, it
continues to exist while the object is on the battlefield and in all other zones. Therefore objects
with cycling will be affected by effects that depend on objects having one or more activated
abilities.
702.26c Some cards with cycling have abilities that trigger when they’re cycled. “When you cycle
[this card]” means “When you discard [this card] to pay a cycling cost.” These abilities trigger
from whatever zone the card winds up in after it’s cycled.
702.26d Typecycling is a variant of the cycling ability. “[Type]cycling [cost]” means “[Cost],
Discard this card: Search your library for a [type] card, reveal it, and put it into your hand. Then
shuffle your library.” This type is usually a subtype (as in “mountaincycling”) but can be any
card type, subtype, supertype, or combination thereof (as in “basic landcycling”).
702.26e Typecycling abilities are cycling abilities, and typecycling costs are cycling costs. Any
cards that trigger when a player cycles a card will trigger when a card is discarded to pay a
typecycling cost. Any effect that stops players from cycling cards will stop players from
activating cards’ typecycling abilities. Any effect that increases or reduces a cycling cost will
increase or reduce a typecycling cost.
702.27. Echo
702.27a Echo is a triggered ability. “Echo [cost]” means “At the beginning of your upkeep, if this
permanent came under your control since the beginning of your last upkeep, sacrifice it unless
you pay [cost].”
702.27b Urza block cards with the echo ability were printed without an echo cost. These cards have
been given errata in the Oracle card reference; each one now has an echo cost equal to its mana
cost.
702.28. Horsemanship
702.28a Horsemanship is an evasion ability.
702.28b A creature with horsemanship can’t be blocked by creatures without horsemanship. A
creature with horsemanship can block a creature with or without horsemanship. (See rule 509,
“Declare Blockers Step.”)
702.28c Multiple instances of horsemanship on the same creature are redundant.
702.29. Fading
702.29a Fading is a keyword that represents two abilities. “Fading N” means “This permanent
enters the battlefield with N fade counters on it” and “At the beginning of your upkeep, remove
a fade counter from this permanent. If you can’t, sacrifice the permanent.”
702.30. Kicker
702.30a Kicker is a static ability that functions while the spell with kicker is on the stack. “Kicker
[cost]” means “You may pay an additional [cost] as you cast this spell.” Paying a spell’s kicker
cost(s) follows the rules for paying additional costs in rules 601.2b and 601.2e–g.
702.30b The phrase “Kicker [cost 1] and/or [cost 2]” means the same thing as “Kicker [cost 1],
kicker [cost 2].”
702.30c Multikicker is a variant of the kicker ability. “Multikicker [cost]” means “You may pay an
additional [cost] any number of times as you cast this spell.” A multikicker cost is a kicker cost.
702.30d If a spell’s controller declares the intention to pay any of that spell’s kicker costs, that spell
has been “kicked.” If a spell has two kicker costs or has multikicker, it may be kicked multiple
times. See rule 601.2b.
702.30e Objects with kicker or multikicker have additional abilities that specify what happens if
they are kicked. These abilities are linked to the kicker or multikicker abilities printed on that
object: they can refer only to those specific kicker or multikicker abilities. See rule 607, “Linked
Abilities.”
702.30f Objects with more than one kicker cost have abilities that each correspond to a specific
kicker cost. They contain the phrases “if it was kicked with its [A] kicker” and “if it was kicked
with its [B] kicker,” where A and B are the first and second kicker costs listed on the card,
respectively. Each of those abilities is linked to the appropriate kicker ability.
702.30g If part of a spell’s ability has its effect only if that spell was kicked, and that part of the
ability includes any targets, the spell’s controller chooses those targets only if that spell was
kicked. Otherwise, the spell is cast as if it did not have those targets. See rule 601.2c.
702.31. Flashback
702.31a Flashback appears on some instants and sorceries. It represents two static abilities: one that
functions while the card is in a player’s graveyard and the other that functions while the card is
on the stack. “Flashback [cost]” means “You may cast this card from your graveyard by paying
[cost] rather than paying its mana cost” and “If the flashback cost was paid, exile this card
instead of putting it anywhere else any time it would leave the stack.” Casting a spell using its
flashback ability follows the rules for paying alternative costs in rules 601.2b and 601.2e–g.
702.32. Madness
702.32a Madness is a keyword that represents two abilities. The first is a static ability that functions
while the card with madness is in a player’s hand. The second is a triggered ability that
functions when the first ability is applied. “Madness [cost]” means “If a player would discard
this card, that player discards it, but may exile it instead of putting it into his or her graveyard”
and “When this card is exiled this way, its owner may cast it by paying [cost] rather than paying
its mana cost. If that player doesn’t, he or she puts this card into his or her graveyard.”
702.32b Casting a spell using its madness ability follows the rules for paying alternative costs in
rules 601.2b and 601.2e–g.
702.33. Fear
702.33a Fear is an evasion ability.
702.33b A creature with fear can’t be blocked except by artifact creatures and/or black creatures.
(See rule 509, “Declare Blockers Step.”)
702.33c Multiple instances of fear on the same creature are redundant.
702.34. Morph
702.34a Morph is a static ability that functions in any zone from which you could play the card it’s
on, and the morph effect works any time the card is face down. “Morph [cost]” means “You
may cast this card as a 2/2 face-down creature, with no text, no name, no subtypes, no expansion
symbol, and no mana cost by paying {3} rather than paying its mana cost.” (See rule 707,
“Face-Down Spells and Permanents.”)
702.34b To cast a card using its morph ability, turn it face down. It becomes a 2/2 face-down
creature card, with no text, no name, no subtypes, no expansion symbol, and no mana cost. Any
effects or prohibitions that would apply to casting a card with these characteristics (and not the
face-up card’s characteristics) are applied to casting this card. These values are the copiable
values of that object’s characteristics. (See rule 613, “Interaction of Continuous Effects,” and
rule 706, “Copying Objects.”) Put it onto the stack (as a face-down spell with the same
characteristics), and pay {3} rather than pay its mana cost. This follows the rules for paying
alternative costs. You can use morph to cast a card from any zone from which you could
normally play it. When the spell resolves, it enters the battlefield with the same characteristics
the spell had. The morph effect applies to the face-down object wherever it is, and it ends when
the permanent is turned face up.
702.34c You can’t cast a card face down if it doesn’t have morph.
702.34d If you have priority, you may turn a face-down permanent you control face up. This is a
special action; it doesn’t use the stack (see rule 115). To do this, show all players what the
permanent’s morph cost would be if it were face up, pay that cost, then turn the permanent face
up. (If the permanent wouldn’t have a morph cost if it were face up, it can’t be turned face up
this way.) The morph effect on it ends, and it regains its normal characteristics. Any abilities
relating to the permanent entering the battlefield don’t trigger when it’s turned face up and don’t
have any effect, because the permanent has already entered the battlefield.
702.34e See rule 707, “Face-Down Spells and Permanents,” for more information on how to cast
cards with morph.
702.35. Amplify
702.35a Amplify is a static ability. “Amplify N” means “As this object enters the battlefield, reveal
any number of cards from your hand that share a creature type with it. This permanent enters the
battlefield with N +1/+1 counters on it for each card revealed this way. You can’t reveal this
card or any other cards that are entering the battlefield at the same time as this card.”
702.35b If a creature has multiple instances of amplify, each one works separately.
702.36. Provoke
702.36a Provoke is a triggered ability. “Provoke” means “Whenever this creature attacks, you may
choose to have target creature defending player controls block this creature this combat if able.
If you do, untap that creature.”
702.36b If a creature has multiple instances of provoke, each triggers separately.
702.37. Storm
702.37a Storm is a triggered ability that functions on the stack. “Storm” means “When you cast this
spell, put a copy of it onto the stack for each other spell that was cast before it this turn. If the
spell has any targets, you may choose new targets for any of the copies.”
702.37b If a spell has multiple instances of storm, each triggers separately.
702.38. Affinity
702.38a Affinity is a static ability that functions while the spell is on the stack. “Affinity for [text]”
means “This spell costs you {1} less to cast for each [text] you control.”
702.38b The affinity ability reduces only the amount of generic mana a spell’s controller has to pay;
it doesn’t reduce how much colored mana that player has to pay.
702.38c If a spell has multiple instances of affinity, each of them applies.
702.39. Entwine
702.39a Entwine is a static ability of modal spells (see rule 700.2) that functions while the spell is
on the stack. “Entwine [cost]” means “You may choose all modes of this spell instead of just
one. If you do, you pay an additional [cost].” Using the entwine ability follows the rules for
choosing modes and paying additional costs in rules 601.2b and 601.2e–g.
702.39b If the entwine cost was paid, follow the text of each of the modes in the order written on
the card when the spell resolves.
702.40. Modular
702.40a Modular represents both a static ability and a triggered ability. “Modular N” means “This
permanent enters the battlefield with N +1/+1 counters on it” and “When this permanent is put
into a graveyard from the battlefield, you may put a +1/+1 counter on target artifact creature for
each +1/+1 counter on this permanent.”
702.40b If a creature has multiple instances of modular, each one works separately.
702.41. Sunburst
702.41a Sunburst is a static ability that functions as an object is entering the battlefield from the
stack. “Sunburst” means “If this object is entering the battlefield from the stack as a creature, it
enters the battlefield with a +1/+1 counter on it for each color of mana spent to cast it. If this
object is entering the battlefield from the stack and isn’t entering the battlefield as a creature, it
enters the battlefield with a charge counter on it for each color of mana spent to cast it.”
702.41b Sunburst applies only as the spell is resolving and only if one or more colored mana was
spent on its costs. Mana paid for additional or alternative costs applies.
702.41c Sunburst can also be used to set a variable number for another ability. If the keyword is
used in this way, it doesn’t matter whether the ability is on a creature spell or on a noncreature
spell.
Example: The ability “Modular—Sunburst” means “This permanent enters the
battlefield with a +1/+1 counter on it for each color of mana spent to cast it” and
“When this permanent is put into a graveyard from the battlefield, you may put a +1/+1
counter on target artifact creature for each +1/+1 counter on this permanent.”
702.41d If an object has multiple instances of sunburst, each one works separately.
702.42. Bushido
702.42a Bushido is a triggered ability. “Bushido N” means “Whenever this creature blocks or
becomes blocked, it gets +N/+N until end of turn.” (See rule 509, “Declare Blockers Step.”)
702.42b If a creature has multiple instances of bushido, each triggers separately.
702.43. Soulshift
702.43a Soulshift is a triggered ability. “Soulshift N” means “When this permanent is put into a
graveyard from the battlefield, you may return target Spirit card with converted mana cost N or
less from your graveyard to your hand.”
702.43b If a permanent has multiple instances of soulshift, each triggers separately.
702.44. Splice
702.44a Splice is a static ability that functions while a card is in your hand. “Splice onto [subtype]
[cost]” means “You may reveal this card from your hand as you cast a [subtype] spell. If you do,
copy this card’s text box onto that spell and pay [cost] as an additional cost to cast that spell.”
Paying a card’s splice cost follows the rules for paying additional costs in rules 601.2b and
601.2e–g.
Example: Since the card with splice remains in the player’s hand, it can later be cast
normally or spliced onto another spell. It can even be discarded to pay a “discard a
card” cost of the spell it’s spliced onto.
702.44b You can’t choose to use a splice ability if you can’t make the required choices (targets,
etc.) for that card’s instructions. You can’t splice any one card onto the same spell more than
once. If you’re splicing more than one card onto a spell, reveal them all at once and choose the
order in which their instructions will be followed. The instructions on the main spell have to be
followed first.
702.44c The spell has the characteristics of the main spell, plus the text boxes of each of the spliced
cards. The spell doesn’t gain any other characteristics (name, mana cost, color, supertypes, card
types, subtypes, etc.) of the spliced cards. Text copied onto the spell that refers to a card by
name refers to the spell on the stack, not the card from which the text was copied.
Example: Glacial Ray is a red card with splice onto Arcane that reads, “Glacial Ray
deals 2 damage to target creature or player.” Suppose Glacial Ray is spliced onto
Reach Through Mists, a blue spell. The spell is still blue, and Reach Through Mists
deals the damage. This means that the ability can target a creature with protection from
red and deal 2 damage to that creature.
702.44d Choose targets for the added text normally (see rule 601.2c). Note that a spell with one or
more targets will be countered if all of its targets are illegal on resolution.
702.44e The spell loses any splice changes once it leaves the stack (for example, when it’s
countered, it’s exiled, or it resolves).
702.45. Offering
702.45a Offering is a static ability of a card that functions in any zone from which the card can be
cast. “[Subtype] offering” means “You may cast this card any time you could cast an instant by
sacrificing a [subtype] permanent. If you do, the total cost to cast this card is reduced by the
sacrificed permanent’s mana cost.”
702.45b The permanent is sacrificed at the same time the spell is announced (see rule 601.2a). The
total cost of the spell is reduced by the sacrificed permanent’s mana cost (see rule 601.2e).
702.45c Generic mana in the sacrificed permanent’s mana cost reduces generic mana in the total
cost to cast the card with offering. Colored mana in the sacrificed permanent’s mana cost
reduces mana of the same color in the total cost to cast the card with offering. Colored mana in
the sacrificed permanent’s mana cost that doesn’t match colored mana in the colored mana cost
of the card with offering, or is in excess of the card’s colored mana cost, reduces that much
generic mana in the total cost.
702.46. Ninjutsu
702.46a Ninjutsu is an activated ability that functions only while the card with ninjutsu is in a
player’s hand. “Ninjutsu [cost]” means “[Cost], Reveal this card from your hand, Return an
unblocked attacking creature you control to its owner’s hand: Put this card onto the battlefield
from your hand tapped and attacking.”
702.46b The card with ninjutsu remains revealed from the time the ability is announced until the
ability leaves the stack.
702.46c A ninjutsu ability may be activated only while a creature on the battlefield is unblocked
(see rule 509.1h). The creature with ninjutsu is put onto the battlefield unblocked. It will be
attacking the same player or planeswalker as the creature that was returned to its owner’s hand.
702.47. Epic
702.47a Epic represents two spell abilities, one of which creates a delayed triggered ability. “Epic”
means “For the rest of the game, you can’t cast spells,” and “At the beginning of each of your
upkeeps for the rest of the game, copy this spell except for its epic ability. If the spell has any
targets, you may choose new targets for the copy.” See rule 706.9.
702.47b A player can’t cast spells once a spell with epic he or she controls resolves, but effects
(such as the epic ability itself) can still put copies of spells onto the stack.
702.48. Convoke
702.48a Convoke is a static ability that functions while the spell with convoke is on the stack.
“Convoke” means “As an additional cost to cast this spell, you may tap any number of untapped
creatures you control. Each creature tapped this way reduces the cost to cast this spell by {1} or
by one mana of any of that creature’s colors.” Using the convoke ability follows the rules for
paying additional costs in rules 601.2b and 601.2e–g.
Example: You cast Guardian of Vitu-Ghazi, a spell with convoke that costs {6}{G}{W}.
You announce that you’re going to tap a colorless creature, a red creature, and a greenand-
white creature to help pay for it. The colorless creature and the red creature each
reduce the spell’s cost by {1}. You choose whether the green-white creature reduces the
spell’s cost by {1}, {G}, or {W}. Then the creatures become tapped as you pay Guardian
of Vitu-Ghazi’s cost.
702.48b Multiple instances of convoke on the same spell are redundant.
702.49. Dredge
702.49a Dredge is a static ability that functions only while the card with dredge is in a player’s
graveyard. “Dredge N” means “As long as you have at least N cards in your library, if you
would draw a card, you may instead put N cards from the top of your library into your
graveyard and return this card from your graveyard to your hand.”
702.49b A player with fewer cards in his or her library than the number required by a dredge ability
can’t put any of them into his or her graveyard this way.
702.50. Transmute
702.50a Transmute is an activated ability that functions only while the card with transmute is in a
player’s hand. “Transmute [cost]” means “[Cost], Discard this card: Search your library for a
card with the same converted mana cost as the discarded card, reveal that card, and put it into
your hand. Then shuffle your library. Activate this ability only any time you could cast a
sorcery.”
702.50b Although the transmute ability can be activated only if the card is in a player’s hand, it
continues to exist while the object is on the battlefield and in all other zones. Therefore objects
with transmute will be affected by effects that depend on objects having one or more activated
abilities.
702.51. Bloodthirst
702.51a Bloodthirst is a static ability. “Bloodthirst N” means “If an opponent was dealt damage this
turn, this permanent enters the battlefield with N +1/+1 counters on it.”
702.51b “Bloodthirst X” is a special form of bloodthirst. “Bloodthirst X” means “This permanent
enters the battlefield with X +1/+1 counters on it, where X is the total damage your opponents
have been dealt this turn.”
702.51c If an object has multiple instances of bloodthirst, each applies separately.
702.52. Haunt
702.52a Haunt is a triggered ability. “Haunt” on a permanent means “When this permanent is put
into a graveyard from the battlefield, exile it haunting target creature.” “Haunt” on an instant or
sorcery spell means “When this spell is put into a graveyard during its resolution, exile it
haunting target creature.”
702.52b Cards that are in the exile zone as the result of a haunt ability “haunt” the creature targeted
by that ability. The phrase “creature it haunts” refers to the object targeted by the haunt ability,
regardless of whether or not that object is still a creature.
702.52c Triggered abilities of cards with haunt that refer to the haunted creature can trigger in the
exile zone.
702.53. Replicate
702.53a Replicate is a keyword that represents two abilities. The first is a static ability that
functions while the spell with replicate is on the stack. The second is a triggered ability that
functions while the spell with replicate is on the stack. “Replicate [cost]” means “As an
additional cost to cast this spell, you may pay [cost] any number of times” and “When you cast
this spell, if a replicate cost was paid for it, copy it for each time its replicate cost was paid. If
the spell has any targets, you may choose new targets for any of the copies.” Paying a spell’s
replicate cost follows the rules for paying additional costs in rules 601.2b and 601.2e–g.
702.53b If a spell has multiple instances of replicate, each is paid separately and triggers based on
the payments made for it, not any other instance of replicate.
702.54. Forecast
702.54a A forecast ability is a special kind of activated ability that can be activated only from a
player’s hand. It’s written “Forecast — [Activated ability].”
702.54b A forecast ability may be activated only during the upkeep step of the card’s owner and
only once each turn. The controller of the forecast ability reveals the card with that ability from
his or her hand as the ability is activated. That player plays with that card revealed in his or her
hand until it leaves the player’s hand or until a step or phase that isn’t an upkeep step begins,
whichever comes first.
702.55. Graft
702.55a Graft represents both a static ability and a triggered ability. “Graft N” means “This
permanent enters the battlefield with N +1/+1 counters on it” and “Whenever another creature
enters the battlefield, if this permanent has a +1/+1 counter on it, you may move a +1/+1
counter from this permanent onto that creature.”
702.55b If a creature has multiple instances of graft, each one works separately.
702.56. Recover
702.56a Recover is a triggered ability that functions only while the card with recover is in a player’s
graveyard. “Recover [cost]” means “When a creature is put into your graveyard from the
battlefield, you may pay [cost]. If you do, return this card from your graveyard to your hand.
Otherwise, exile this card.”
702.57. Ripple
702.57a Ripple is a triggered ability that functions only while the card with ripple is on the stack.
“Ripple N” means “When you cast this spell, you may reveal the top N cards of your library, or,
if there are fewer than N cards in your library, you may reveal all the cards in your library. If
you reveal cards from your library this way, you may cast any of those cards with the same
name as this spell without paying their mana costs, then put all revealed cards not cast this way
on the bottom of your library in any order.”
702.57b If a spell has multiple instances of ripple, each triggers separately.
702.58. Split Second
702.58a Split second is a static ability that functions only while the spell with split second is on the
stack. “Split second” means “As long as this spell is on the stack, players can’t cast other spells
or activate abilities that aren’t mana abilities.”
702.58b Players may activate mana abilities and take special actions while a spell with split second
is on the stack. Triggered abilities trigger and are put on the stack as normal while a spell with
split second is on the stack.
702.58c Multiple instances of split second on the same spell are redundant.
702.59. Suspend
702.59a Suspend is a keyword that represents three abilities. The first is a static ability that
functions while the card with suspend is in a player’s hand. The second and third are triggered
abilities that function in the exile zone. “Suspend N—[cost]” means “If you could begin to cast
this card by putting it onto the stack from your hand, you may pay [cost] and exile it with N
time counters on it. This action doesn’t use the stack,” and “At the beginning of your upkeep, if
this card is suspended, remove a time counter from it,” and “When the last time counter is
removed from this card, if it’s exiled, play it without paying its mana cost if able. If you can’t, it
remains exiled. If you cast a creature spell this way, it gains haste until you lose control of the
spell or the permanent it becomes.”
702.59b A card is “suspended” if it’s in the exile zone, has suspend, and has a time counter on it.
702.59c Casting a spell as an effect of its suspend ability follows the rules for paying alternative
costs in rules 601.2b and 601.2e–g.
702.60. Vanishing
702.60a Vanishing is a keyword that represents three abilities. “Vanishing N” means “This
permanent enters the battlefield with N time counters on it,” “At the beginning of your upkeep,
if this permanent has a time counter on it, remove a time counter from it,” and “When the last
time counter is removed from this permanent, sacrifice it.”
702.60b Vanishing without a number means “At the beginning of your upkeep, if this permanent
has a time counter on it, remove a time counter from it” and “When the last time counter is
removed from this permanent, sacrifice it.”
702.60c If a permanent has multiple instances of vanishing, each works separately.
702.61. Absorb
702.61a Absorb is a static ability. “Absorb N” means “If a source would deal damage to this
creature, prevent N of that damage.”
702.61b Each absorb ability can prevent only N damage from any one source at any one time. It
will apply separately to damage from other sources, or to damage dealt by the same source at a
different time.
702.61c If an object has multiple instances of absorb, each applies separately.
702.62. Aura Swap
702.62a Aura swap is an activated ability of some Aura cards. “Aura swap [cost]” means “[Cost]:
You may exchange this permanent with an Aura card in your hand.”
702.62b If either half of the exchange can’t be completed, the ability has no effect.
Example: You activate the aura swap ability of an Aura. The only Aura card in your
hand can’t enchant the permanent that’s enchanted by the Aura with aura swap. The
ability has no effect.
Example: You activate the aura swap ability of an Aura that you control but you don’t
own. The ability has no effect.
702.63. Delve
702.63a Delve is a static ability that functions while the spell that has delve is on the stack. “Delve”
means “As an additional cost to cast this spell, you may exile any number of cards from your
graveyard. Each card exiled this way reduces the cost to cast this spell by {1}.” Using the delve
ability follows the rules for paying additional costs in rules 601.2b and 601.2e–g.
702.63b Multiple instances of delve on the same spell are redundant.
702.64. Fortify
702.64a Fortify is an activated ability of Fortification cards. “Fortify [cost]” means “[Cost]: Attach
this Fortification to target land you control. Activate this ability only any time you could cast a
sorcery.”
702.64b For more information about Fortifications, see rule 301, “Artifacts.”
702.64c If a Fortification has multiple instances of fortify, any of its fortify abilities may be used.
702.65. Frenzy
702.65a Frenzy is a triggered ability. “Frenzy N” means “Whenever this creature attacks and isn’t
blocked, it gets +N/+0 until end of turn.”
702.65b If a creature has multiple instances of frenzy, each triggers separately.
702.66. Gravestorm
702.66a Gravestorm is a triggered ability that functions on the stack. “Gravestorm” means “When
you cast this spell, put a copy of it onto the stack for each permanent that was put into a
graveyard from the battlefield this turn. If the spell has any targets, you may choose new targets
for any of the copies.”
702.66b If a spell has multiple instances of gravestorm, each triggers separately.
702.67. Poisonous
702.67a Poisonous is a triggered ability. “Poisonous N” means “Whenever this creature deals
combat damage to a player, that player gets N poison counters.” (For information about poison
counters, see rule 104.3d.)
702.67b If a creature has multiple instances of poisonous, each triggers separately.
702.68. Transfigure
702.68a Transfigure is an activated ability. “Transfigure [cost]” means “[Cost], Sacrifice this
permanent: Search your library for a creature card with the same converted mana cost as this
permanent and put it onto the battlefield. Then shuffle your library. Activate this ability only
any time you could cast a sorcery.”
702.69. Champion
702.69a Champion represents two triggered abilities. “Champion an [object]” means “When this
permanent enters the battlefield, sacrifice it unless you exile another [object] you control” and
“When this permanent leaves the battlefield, return the exiled card to the battlefield under its
owner’s control.”
702.69b The two abilities represented by champion are linked. See rule 607, “Linked Abilities.”
702.69c A permanent is “championed” by another permanent if the latter exiles the former as the
direct result of a champion ability.
702.70. Changeling
702.70a Changeling is a characteristic-defining ability. “Changeling” means “This object is every
creature type.” This ability works everywhere, even outside the game. See rule 604.3.
702.70b Multiple instances of changeling on the same object are redundant.
702.71. Evoke
702.71a Evoke represents two abilities: a static ability that functions in any zone from which the
card with evoke can be cast and a triggered ability that functions on the battlefield. “Evoke
[cost]” means “You may cast this card by paying [cost] rather than paying its mana cost” and
“When this permanent enters the battlefield, if its evoke cost was paid, its controller sacrifices
it.” Paying a card’s evoke cost follows the rules for paying alternative costs in rules 601.2b and
601.2e–g.
702.72. Hideaway
702.72a Hideaway represents a static ability and a triggered ability. “Hideaway” means “This
permanent enters the battlefield tapped” and “When this permanent enters the battlefield, look at
the top four cards of your library. Exile one of them face down and put the rest on the bottom of
your library in any order. The exiled card gains ‘Any player who has controlled the permanent
that exiled this card may look at this card in the exile zone.’”
702.73. Prowl
702.73a Prowl is a static ability that functions on the stack. “Prowl [cost]” means “You may pay
[cost] rather than pay this spell’s mana cost if a player was dealt combat damage this turn by a
source that, at the time it dealt that damage, was under your control and had any of this spell’s
creature types.” Paying a spell’s prowl cost follows the rules for paying alternative costs in rules
601.2b and 601.2e–g.
702.74. Reinforce
702.74a Reinforce is an activated ability that functions only while the card with reinforce is in a
player’s hand. “Reinforce N—[cost]” means “[Cost], Discard this card: Put N +1/+1 counters on
target creature.”
702.74b Although the reinforce ability can be activated only if the card is in a player’s hand, it
continues to exist while the object is on the battlefield and in all other zones. Therefore objects
with reinforce will be affected by effects that depend on objects having one or more activated
abilities.
702.75. Conspire
702.75a Conspire is a keyword that represents two abilities. The first is a static ability that functions
while the spell with conspire is on the stack. The second is a triggered ability that functions
while the spell with conspire is on the stack. “Conspire” means “As an additional cost to cast
this spell, you may tap two untapped creatures you control that each share a color with it” and
“When you cast this spell, if its conspire cost was paid, copy it. If the spell has any targets, you
may choose new targets for the copy.” Paying a spell’s conspire cost follows the rules for
paying additional costs in rules 601.2b and 601.2e–g.
702.75b If a spell has multiple instances of conspire, each is paid separately and triggers based on
its own payment, not any other instance of conspire.
702.76. Persist
702.76a Persist is a triggered ability. “Persist” means “When this permanent is put into a graveyard
from the battlefield, if it had no -1/-1 counters on it, return it to the battlefield under its owner’s
control with a -1/-1 counter on it.”
702.77. Wither
702.77a Wither is a static ability. Damage dealt to a creature by a source with wither isn’t marked
on that creature. Rather, it causes that many -1/-1 counters to be put on that creature. See rule
119.3.
702.77b If a permanent leaves the battlefield before an effect causes it to deal damage, its last
known information is used to determine whether it had wither.
702.77c The wither rules function no matter what zone an object with wither deals damage from.
702.77d Multiple instances of wither on the same object are redundant.
702.78. Retrace
702.78a Retrace appears on some instants and sorceries. It represents a static ability that functions
while the card with retrace is in a player’s graveyard. “Retrace” means “You may cast this card
from your graveyard by discarding a land card as an additional cost to cast it.” Casting a spell
using its retrace ability follows the rules for paying additional costs in rules 601.2b and 601.2e–
g.
702.79. Devour
702.79a Devour is a static ability. “Devour N” means “As this object enters the battlefield, you may
sacrifice any number of creatures. This permanent enters the battlefield with N +1/+1 counters
on it for each creature sacrificed this way.”
702.79b Some objects have abilities that refer to the number of creatures the permanent devoured.
“It devoured” means “sacrificed as a result of its devour ability as it entered the battlefield.”
702.80. Exalted
702.80a Exalted is a triggered ability. “Exalted” means “Whenever a creature you control attacks
alone, that creature gets +1/+1 until end of turn.”
702.80b A creature “attacks alone” if it’s the only creature declared as an attacker in a given combat
phase. See rule 506.5.
702.81. Unearth
702.81a Unearth is an activated ability that functions while the card with unearth is in a graveyard.
“Unearth [cost]” means “[Cost]: Return this card from your graveyard to the battlefield. It gains
haste. Exile it at the beginning of the next end step. If it would leave the battlefield, exile it
instead of putting it anywhere else. Activate this ability only any time you could cast a sorcery.”
702.82. Cascade
702.82a Cascade is a triggered ability that functions only while the spell with cascade is on the
stack. “Cascade” means “When you cast this spell, exile cards from the top of your library until
you exile a nonland card whose converted mana cost is less than this spell’s converted mana
cost. You may cast that card without paying its mana cost. Then put all cards exiled this way
that weren’t cast on the bottom of your library in a random order.”
702.82b If a spell has multiple instances of cascade, each triggers separately.
702.83. Annihilator
702.83a Annihilator is a triggered ability. “Annihilator N” means “Whenever this creature attacks,
defending player sacrifices N permanents.”
702.83b If a creature has multiple instances of annihilator, each triggers separately.
702.84. Level Up
702.84a Level up is an activated ability. “Level up [cost]” means “[Cost]: Put a level counter on this
permanent. Activate this ability only any time you could cast a sorcery.”
702.84b Each card printed with a level up ability is known as a leveler card. It has a nonstandard
layout and includes two level symbols that are themselves keyword abilities. See rule 710,
“Leveler Cards.”
702.85. Rebound
702.85a Rebound appears on some instants and sorceries. It represents a static ability that functions
while the spell is on the stack and may create a delayed triggered ability. “Rebound” means “If
this spell was cast from your hand, instead of putting it into your graveyard as it resolves, exile
it and, at the beginning of your next upkeep, you may cast this card from exile without paying
its mana cost.”
702.85b Casting a card without paying its mana cost as the result of a rebound ability follows the
rules for paying alternative costs in rules 601.2b and 601.2e–g.
702.85c Multiple instances of rebound on the same spell are redundant.
702.86. Totem Armor
702.86a Totem armor is a static ability that appears on some Auras. “Totem armor” means “If
enchanted permanent would be destroyed, instead remove all damage marked on it and destroy
this Aura.”
702.87. Infect
702.87a Infect is a static ability.
702.87b Damage dealt to a player by a source with infect doesn’t cause that player to lose life.
Rather, it causes the player to get that many poison counters. See rule 119.3.
702.87c Damage dealt to a creature by a source with infect isn’t marked on that creature. Rather, it
causes that many -1/-1 counters to be put on that creature. See rule 119.3.
702.87d If a permanent leaves the battlefield before an effect causes it to deal damage, its last
known information is used to determine whether it had infect.
702.87e The infect rules function no matter what zone an object with infect deals damage from.
702.87f Multiple instances of infect on the same object are redundant.
703. Turn-Based Actions
703.1. Turn-based actions are game actions that happen automatically when certain steps or phases
begin, or when each step and phase ends. Turn-based actions don’t use the stack.
703.1a Abilities that watch for a specified step or phase to begin are triggered abilities, not turnbased
actions. (See rule 603, “Handling Triggered Abilities.”)
703.2. Turn-based actions are not controlled by any player.
703.3. Whenever a step or phase begins, if it’s a step or phase that has any turn-based action associated
with it, those turn-based actions are automatically dealt with first. This happens before state-based
actions are checked, before triggered abilities are put on the stack, and before players receive
priority.
703.4. The turn-based actions are as follows:
703.4a Immediately after the untap step begins, all phased-in permanents with phasing that the
active player controls phase out, and all phased-out permanents that the active player controlled
when they phased out phase in. This all happens simultaneously. See rule 502.1.
703.4b Immediately after the phasing action has been completed during the untap step, the active
player determines which permanents he or she controls will untap. Then he or she untaps them
all simultaneously. See rule 502.2.
703.4c Immediately after the draw step begins, the active player draws a card. See rule 504.1.
703.4d In an Archenemy game (see rule 904), immediately after the archenemy’s precombat main
phase begins, that player sets the top card of his or her scheme deck in motion. See rule 701.21.
703.4e Immediately after the beginning of combat step begins, if the game being played is a
multiplayer game in which the active player’s opponent’s don’t all automatically become
defending players, the active player chooses one of his or her opponents. That player becomes
the defending player. See rule 507.1.
703.4f Immediately after the declare attackers step begins, the active player declares attackers. See
rule 508.1.
703.4g Immediately after the declare blockers step begins, the defending player declares blockers.
See rule 509.1.
703.4h Immediately after blockers have been declared during the declare blockers step, for each
attacking creature that’s become blocked by multiple creatures, the active player announces the
damage assignment order among the blocking creatures. See rule 509.2.
703.4i Immediately after the active player has announced damage assignment orders (if necessary)
during the declare blockers step, for each creature that’s blocking multiple creatures, the
defending player announces the damage assignment order among the attacking creatures. See
rule 509.3.
703.4j Immediately after the combat damage step begins, each player in APNAP order announces
how each attacking or blocking creature he or she controls assigns its combat damage. See rule
510.1.
703.4k Immediately after combat damage has been assigned during the combat damage step, all
combat damage is dealt simultaneously. See rule 510.2.
703.4m Immediately after the cleanup step begins, if the active player’s hand contains more cards
than his or her maximum hand size (normally seven), he or she discards enough cards to reduce
his or her hand size to that number. See rule 514.1.
703.4n Immediately after the active player has discarded cards (if necessary) during the cleanup
step, all damage is removed from permanents and all “until end of turn” and “this turn” effects
end. These actions happen simultaneously. See rule 514.2.
703.4p When each step or phase ends, any unused mana left in a player’s mana pool empties. See
rule 500.4.
704. State-Based Actions
704.1. State-based actions are game actions that happen automatically whenever certain conditions
(listed below) are met. State-based actions don’t use the stack.
704.1a Abilities that watch for a specified game state are triggered abilities, not state-based actions.
(See rule 603, “Handling Triggered Abilities.”)
704.2. State-based actions are checked throughout the game and are not controlled by any player.
704.3. Whenever a player would get priority (see rule 116, “Timing and Priority”), the game checks for
any of the listed conditions for state-based actions, then performs all applicable state-based actions
simultaneously as a single event. If any state-based actions are performed as a result of a check, the
check is repeated; otherwise all triggered abilities that are waiting to be put on the stack are put on
the stack, then the check is repeated. Once no more state-based actions have been performed as the
result of a check and no triggered abilities are waiting to be put on the stack, the appropriate player
gets priority. This process also occurs during the cleanup step (see rule 514), except that if no statebased
actions are performed as the result of the step’s first check and no triggered abilities are
waiting to be put on the stack, then no player gets priority and the step ends.
704.4. Unlike triggered abilities, state-based actions pay no attention to what happens during the
resolution of a spell or ability.
Example: A player controls a creature with the ability “This creature’s power and
toughness are each equal to the number of cards in your hand” and casts a spell whose
effect is “Discard your hand, then draw seven cards.” The creature will temporarily have
toughness 0 in the middle of the spell’s resolution but will be back up to toughness 7 when
the spell finishes resolving. Thus the creature will survive when state-based actions are
checked. In contrast, an ability that triggers when the player has no cards in hand goes on
the stack after the spell resolves, because its trigger event happened during resolution.
704.5. The state-based actions are as follows:
704.5a If a player has 0 or less life, he or she loses the game.
704.5b If a player attempted to draw a card from an empty library since the last time state-based
actions were checked, he or she loses the game.
704.5c If a player has ten or more poison counters, he or she loses the game.
704.5d If a token is phased out, or is in a zone other than the battlefield, it ceases to exist.
704.5e If a copy of a spell is in a zone other than the stack, it ceases to exist. If a copy of a card is in
any zone other than the stack or the battlefield, it ceases to exist.
704.5f If a creature has toughness 0 or less, it’s put into its owner’s graveyard. Regeneration can’t
replace this event.
704.5g If a creature has toughness greater than 0, and the total damage marked on it is greater than
or equal to its toughness, that creature has been dealt lethal damage and is destroyed.
Regeneration can replace this event.
704.5h If a creature has toughness greater than 0, and it’s been dealt damage by a source with
deathtouch since the last time state-based actions were checked, that creature is destroyed.
Regeneration can replace this event.
704.5i If a planeswalker has loyalty 0, it’s put into its owner’s graveyard.
704.5j If two or more planeswalkers that share a planeswalker type are on the battlefield, all are put
into their owners’ graveyards. This is called the “planeswalker uniqueness rule.”
704.5k If two or more legendary permanents with the same name are on the battlefield, all are put
into their owners’ graveyards. This is called the “legend rule.” If only one of those permanents
is legendary, this rule doesn’t apply.
704.5m If two or more permanents have the supertype world, all except the one that has been a
permanent with the world supertype on the battlefield for the shortest amount of time are put
into their owners’ graveyards. In the event of a tie for the shortest amount of time, all are put
into their owners’ graveyards. This is called the “world rule.”
704.5n If an Aura is attached to an illegal object or player, or is not attached to an object or player,
that Aura is put into its owner’s graveyard.
704.5p If an Equipment or Fortification is attached to an illegal permanent, it becomes unattached
from that permanent. It remains on the battlefield.
704.5q If a creature is attached to an object or player, it becomes unattached and remains on the
battlefield. Similarly, if a permanent that’s neither an Aura, an Equipment, nor a Fortification is
attached to an object or player, it becomes unattached and remains on the battlefield.
704.5r If a permanent has both a +1/+1 counter and a -1/-1 counter on it, N +1/+1 and N -1/-1
counters are removed from it, where N is the smaller of the number of +1/+1 and -1/-1 counters
on it.
704.5s If a permanent with an ability that says it can’t have more than N counters of a certain kind
on it has more than N counters of that kind on it, all but N of those counters are removed from
it.
704.5t In a Two-Headed Giant game, if a team has 0 or less life, that team loses the game. See rule
810, “Two-Headed Giant Variant.”
704.5u In an EDH game, a player that’s been dealt 21 or more combat damage by the same general
over the course of the game loses the game. See rule 903, “EDH.”
704.5v In an Archenemy game, if a non-ongoing scheme card is face up in the command zone, and
it isn’t the source of a triggered ability that has triggered but not yet left the stack, that scheme
card is turned face down and put on the bottom of its owner’s scheme deck. See rule 904,
“Archenemy.”
704.6. If multiple state-based actions would have the same result at the same time, a single replacement
effect will replace all of them.
Example: You control Lich’s Mirror, which says “If you would lose the game, instead
shuffle your hand, your graveyard, and all permanents you own into your library, then draw
seven cards and your life total becomes 20.” There’s one card in your library and your life
total is 1. A spell causes you to draw two cards and lose 2 life. The next time state-based
actions are checked, you’d lose the game due to rule 704.5a and rule 704.5b. Instead, Lich’s
Mirror replaces that game loss and you keep playing.
705. Flipping a Coin
705.1. To flip a coin for an object that cares whether a player wins or loses the flip, the affected player
flips the coin and calls “heads” or “tails.” If the call matches the result, that player wins the flip.
Otherwise, the player loses the flip. Only the player who flips the coin wins or loses the flip; no
other players are involved.
705.2. To flip a coin for an object that cares whether the coin comes up heads or tails, each affected
player flips a coin without making a call. No player wins or loses this kind of flip.
705.3. A coin used in a flip must be a two-sided object with easily distinguished sides and equal
likelihood that either side lands face up. If the coin that’s being flipped doesn’t have an obvious
“heads” or “tails,” designate one side to be “heads,” and the other side to be “tails.” Other methods
of randomization may be substituted for flipping a coin as long as there are two possible outcomes
of equal likelihood and all players agree to the substitution. For example, the player may roll an
even-sided die and call “odds” or “evens,” or roll an even-sided die and designate that “odds”
means “heads” and “evens” means “tails.”
706. Copying Objects
706.1. Some objects become or turn another object into a “copy” of a spell, permanent, or card. Some
effects put a token onto the battlefield that’s a copy of another object. (Certain older cards were
printed with the phrase “search for a copy.” This section doesn’t cover those cards, which have
received new text in the Oracle card reference.)
706.2. When copying an object, the copy acquires the copiable values of the original object’s
characteristics and, for an object on the stack, choices made when casting or activating it (mode,
targets, the value of X, whether it was kicked, how it will affect multiple targets, and so on). The
“copiable values” are the values derived from the text printed on the object (that text being name,
mana cost, card type, subtype, supertype, expansion symbol, rules text, power, toughness, and/or
loyalty), as modified by other copy effects, by “as . . . enters the battlefield” and “as . . . is turned
face up” abilities that set characteristics, and by abilities that caused the object to be face down.
Other effects (including type-changing and text-changing effects), status, and counters are not
copied.
Example: Chimeric Staff is an artifact that reads “{X}: Chimeric Staff becomes an X/X
artifact creature until end of turn.” Clone is a creature that reads, “You may have Clone
enter the battlefield as a copy of any creature on the battlefield.” After a Staff has become a
5/5 artifact creature, a Clone enters the battlefield as a copy of it. The Clone is an artifact,
not a 5/5 artifact creature. (The copy has the Staff’s ability, however, and will become a
creature if that ability is activated.)
Example: Clone enters the battlefield as a copy of a face-down Grinning Demon (a creature
with morph {2}{B}{B}). The Clone is a colorless 2/2 creature with no name, no types, no
abilities, and no mana cost. It will still be face up. Its controller can’t pay {2}{B}{B} to turn
it face up.
706.2a A copy acquires the color of the object it’s copying because that value is derived from its
mana cost. A copy acquires the abilities of the object it’s copying because those values are
derived from its rules text. A copy doesn’t wind up with two values of each ability (that is, it
doesn’t copy the object’s abilities and its rules text, then have that rules text define a new set of
abilities).
706.3. The copy’s copiable values become the copied information, as modified by the copy’s status (see
rule 110.6). Objects that copy the object will use the new copiable values.
Example: Vesuvan Doppelganger reads, “You may have Vesuvan Doppelganger enter the
battlefield as a copy of any creature on the battlefield except it doesn’t copy that creature’s
color and it gains ‘At the beginning of your upkeep, you may have this creature become a
copy of target creature except it doesn’t copy that creature’s color. If you do, this creature
gains this ability.’” A Vesuvan Doppelganger enters the battlefield as a copy of Runeclaw
Bear (a 2/2 green Bear creature with no abilities). Then a Clone enters the battlefield as a
copy of the Doppelganger. The Clone is a 2/2 blue Bear named Runeclaw Bear that has the
Doppelganger’s upkeep-triggered ability.
Example: Tomoya the Revealer (a flipped flip card) becomes a copy of Nezumi Shortfang
(an unflipped flip card). Tomoya’s characteristics become the characteristics of Stabwhisker
the Odious, which is the flipped version of Nezumi Shortfang.
Example: A face-down Grinning Demon (a creature with morph) becomes a copy of a faceup
Branchsnap Lorian (a 4/1 green creature with trample and morph {G}). The Demon’s
characteristics become the characteristics of Branchsnap Lorian. However, since the
creature is face down, it remains a 2/2 colorless creature with no name, types, or abilities,
and no mana cost. It can be turned face up for {G}. If it’s turned face up, it will have the
characteristics of Branchsnap Lorian.
Example: A face-down Grinning Demon (a creature with morph) becomes a copy of
Wandering Ones (a 1/1 blue Spirit creature that doesn’t have morph). It will be a face-down
Wandering Ones. It remains a 2/2 colorless creature with no name, types, or abilities, and
no mana cost. Its controller can’t turn it face up as a special action. If an effect turns it face
up, it will have the characteristics of Wandering Ones.
706.4. Some effects cause a permanent that’s copying a permanent to copy a different object while
remaining on the battlefield. The change doesn’t trigger enters-the-battlefield or leaves-thebattlefield
abilities. This also doesn’t change any noncopy effects presently affecting the permanent.
Example: Unstable Shapeshifter reads, “Whenever a creature enters the battlefield,
Unstable Shapeshifter becomes a copy of that creature and gains this ability.” It’s affected
by Giant Growth, which reads “Target creature gets +3/+3 until end of turn.” If a creature
enters the battlefield later this turn, Unstable Shapeshifter will become a copy of that
creature, but it will still get +3/+3 from the Giant Growth.
706.5. An object that enters the battlefield “as a copy” or “that’s a copy” of another object becomes a
copy as it enters the battlefield. It doesn’t enter the battlefield, and then become a copy of that
permanent. If the text that’s being copied includes any abilities that replace the enters-the-battlefield
event (such as “enters the battlefield with” or “as [this] enters the battlefield” abilities), those
abilities will take effect. Also, any enters-the-battlefield triggered abilities of the copy will have a
chance to trigger.
Example: Skyshroud Behemoth reads, “Fading 2 (This creature enters the battlefield with
two fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If
you can’t, sacrifice it.)” and “Skyshroud Behemoth enters the battlefield tapped.” A Clone
that enters the battlefield as a copy of a Skyshroud Behemoth will also enter the battlefield
tapped with two fade counters on it.
Example: Striped Bears reads, “When Striped Bears enters the battlefield, draw a card.” A
Clone enters the battlefield as a copy of Striped Bears. The Clone has the Bears’ enters-thebattlefield
triggered ability, so the Clone’s controller draws a card.
706.6. When copying a permanent, any choices that have been made for that permanent aren’t copied.
Instead, if an object enters the battlefield as a copy of another permanent, the object’s controller will
get to make any “as [this] enters the battlefield” choices for it.
Example: A Clone enters the battlefield as a copy of Chameleon Spirit. Chameleon Spirit
reads, in part, “As Chameleon Spirit enters the battlefield, choose a color.” The Clone
won’t copy the color choice of the Spirit; rather, the controller of the Clone will get to make
a new choice.
706.7. If a pair of linked abilities are copied, those abilities will be similarly linked to one another on
the object that copied them. One ability refers only to actions that were taken or objects that were
affected by the other. They can’t be linked to any other ability, regardless of what other abilities the
copy may currently have or may have had in the past. See rule 607, “Linked Abilities.”
706.7a If an ability causes a player to “choose a [value]” or “name a card,” and a second, linked
ability refers to that choice, the second ability is the only ability that can refer to that choice. An
object doesn’t “remember” that choice and use it for other abilities it may copy later. If an
object copies an ability that refers to a choice, but either (a) doesn’t copy that ability’s linked
ability or (b) does copy the linked ability but no choice is made for it, then the choice is
considered to be “undefined.” If an ability refers to an undefined choice, that part of the ability
won’t do anything.
Example: Voice of All enters the battlefield and Unstable Shapeshifter copies it. Voice
of All reads, in part, “As Voice of All enters the battlefield, choose a color.” and “Voice
of All has protection from the chosen color.” Unstable Shapeshifter never had a chance
for a color to be chosen for it, because it didn’t enter the battlefield as a Voice of All
card, so the protection ability doesn’t protect it from anything at all.
Example: A Vesuvan Doppelganger enters the battlefield as a copy of Chameleon Spirit,
and the Doppelganger’s controller chooses blue. Later, the Doppelganger copies
Quirion Elves. The Elves has the ability, “{T}: Add one mana of the chosen color to your
mana pool.” Even though a color was chosen for the Doppelganger, it wasn’t chosen for
the ability linked to the mana ability copied from the Elves. If that mana ability of the
Doppelganger is activated, it will not produce mana.
706.8. Copy effects may include modifications or exceptions to the copying process.
706.8a Some copy effects cause the copy to gain an ability as part of the copying process. This
ability becomes part of the copiable values for the copy, along with any other abilities that were
copied.
Example: Quirion Elves enters the battlefield and an Unstable Shapeshifter copies it.
The copiable values of the Shapeshifter now match those of the Elves, except that the
Shapeshifter also has the ability “Whenever a creature enters the battlefield, Unstable
Shapeshifter becomes a copy of that creature and gains this ability.” Then a Clone
enters the battlefield as a copy of the Unstable Shapeshifter. The Clone copies the new
copiable values of the Shapeshifter, including the ability that the Shapeshifter gave itself
when it copied the Elves.
706.8b Some copy effects specifically state that they don’t copy certain characteristics and instead
retain their original values. These effects use the phrase “except its [characteristic] is still
[value]” or “except it’s still [value(s)].” They may also simply state that certain characteristics
are not copied.
706.8c Some copy effects modify a characteristic as part of the copying process. The final value(s)
for that characteristic becomes part of the copiable values for the copy.
Example: Copy Artifact is an enchantment that reads, “You may have Copy Artifact
enter the battlefield as a copy of any artifact on the battlefield, except it’s an
enchantment in addition to its other types.” It enters the battlefield as a copy of
Juggernaut. The copiable values of the Copy Artifact now match those of Juggernaut
with one modification: its types are now artifact, creature, and enchantment.
706.9. To copy a spell or activated ability means to put a copy of it onto the stack; a copy of a spell isn’t
cast and a copy of an activated ability isn’t activated. A copy of a spell or ability copies both the
characteristics of the spell or ability and all decisions made for it, including modes, targets, the
value of X, and additional or alternative costs. (See rule 601, “Casting Spells.”) Choices that are
normally made on resolution are not copied. If an effect of the copy refers to objects used to pay its
costs, it uses the objects used to pay the costs of the original spell or ability. A copy of a spell is
owned by the player under whose control it was put on the stack. A copy of a spell or ability is
controlled by the player under whose control it was put on the stack. A copy of a spell is itself a
spell, even though it has no spell card associated with it. A copy of an ability is itself an ability.
Example: A player casts Fork, targeting an Emerald Charm. Fork reads, “Copy target
instant or sorcery spell, except that the copy is red. You may choose new targets for the
copy.” Emerald Charm is a green instant that reads, “Choose one — Untap target
permanent; or destroy target non-Aura enchantment; or target creature loses flying until
end of turn.” When the Fork resolves, it puts a copy of the Emerald Charm on the stack
except the copy is red, not green. The copy has the same mode that was chosen for the
original Emerald Charm. It does not necessarily have the same target, but only because
Fork allows choosing of new targets.
Example: Fling is an instant that reads, “As an additional cost to cast Fling, sacrifice a
creature” and “Fling deals damage equal to the sacrificed creature’s power to target
creature or player.” When determining how much damage a copy of Fling deals, it checks
the power of the creature sacrificed to pay for the original Fling.
706.9a If a copy of a spell is in a zone other than the stack, it ceases to exist. If a copy of a card is in
any zone other than the stack or the battlefield, it ceases to exist. These are state-based actions.
See rule 704.
706.9b A copy of an ability has the same source as the original ability. If the ability refers to its
source by name, the copy refers to that same object and not to any other object with the same
name. The copy is considered to be the same ability by effects that count how many times that
ability has resolved during the turn.
706.9c Some effects copy a spell or ability and state that its controller may choose new targets for
the copy. The player may leave any number of the targets unchanged, even if those targets
would be illegal. If the player chooses to change some or all of the targets, the new targets must
be legal. Once the player has decided what the copy’s targets will be, the copy is put onto the
stack with those targets.
706.10. If an effect refers to a permanent by name, the effect still tracks that permanent even if it
changes names or becomes a copy of something else.
Example: An Unstable Shapeshifter copies a Crazed Armodon. Crazed Armodon reads,
“{G}: Crazed Armodon gets +3/+0 and gains trample until end of turn. Destroy Crazed
Armodon at the beginning of the next end step. Activate this ability only once each turn.” If
this ability of the Shapeshifter is activated, the Shapeshifter will be destroyed at the
beginning of the next end step, even if it’s no longer a copy of Crazed Armodon at that time.
706.11. An effect that instructs a player to “cast a copy” of an object follows the rules for casting spells,
except that the copy is cast while another spell or ability is resolving. Casting a copy of an object
follows steps 601.2a–g of rule 601, “Casting Spells,” and then the copy becomes cast. The cast copy
is a spell on the stack, and just like any other spell it can resolve or be countered.
707. Face-Down Spells and Permanents
707.1. Two cards (Illusionary Mask and Ixidron) and the morph ability (see rule 702.34) allow spells
and permanents to be face down.
707.2. Face-down spells and face-down permanents have no characteristics other than those listed by
the ability or rules that allowed the spell or permanent to be face down. Any listed characteristics
are the copiable values of that object’s characteristics. (See rule 613, “Interaction of Continuous
Effects,” and rule 706, “Copying Objects.”)
707.2a If a face-up permanent is turned face down by a spell or ability, it becomes a 2/2 face-down
creature with no text, no name, no subtypes, no expansion symbol, and no mana cost. These
values are the copiable values of that object’s characteristics.
707.3. Objects that are put onto the battlefield face down are turned face down before they enter the
battlefield, so the permanent’s enters-the-battlefield abilities won’t trigger (if triggered) or have any
effect (if static).
707.4. Objects that are cast face down are turned face down before they are put onto the stack, so
effects that care about the characteristics of a spell will see only the face-down spell’s
characteristics. Any effects or prohibitions that would apply to casting an object with these
characteristics (and not the face-up object’s characteristics) are applied to casting this object.
707.5. At any time, you may look at a face-down spell you control on the stack or a face-down
permanent you control (even if it’s phased out). You can’t look at face-down cards in any other
zone or face-down spells or permanents controlled by another player.
707.6. If you control multiple face-down spells or face-down permanents, you must ensure at all times
that your face-down spells and permanents can be easily differentiated from each other. This
includes, but is not limited to, knowing the order spells were cast, the order that face-down
permanents entered the battlefield, which creature attacked last turn, and any other differences
between face-down spells or permanents. Common methods for distinguishing between face-down
objects include using counters or dice to mark the different objects, or clearly placing those objects
in order on the table.
707.7. The ability or rules that allow a permanent to be face down may also allow the permanent’s
controller to turn it face up. Spells normally can’t be turned face up.
707.8. As a face-down permanent is turned face up, its copiable values revert to its normal copiable
values. Any effects that have been applied to the face-down permanent still apply to the face-up
permanent. Any abilities relating to the permanent entering the battlefield don’t trigger and don’t
have any effect, because the permanent has already entered the battlefield.
707.9. If a face-down permanent moves from the battlefield to any other zone, its owner must reveal it
to all players as he or she moves it. If a face-down spell moves from the stack to any zone other
than the battlefield, its owner must reveal it to all players as he or she moves it. At the end of each
game, all face-down permanents and spells must be revealed to all players.
707.10. If a face-down permanent becomes a copy of another permanent, its copiable values become
the copiable values of that permanent, as modified by its face-down status. Its characteristics
therefore remain the same: the characteristics listed by the ability or rules that allowed it to be
turned face down. However, if it is turned face up, its copiable values become the values it copied
from the other permanent. See rule 706.3.
707.11. If a face-down permanent would have an “As [this permanent] is turned face up . . .” ability
after it’s turned face up, that ability is applied while that permanent is being turned face up, not
afterward.
708. Split Cards
708.1. Split cards have two card faces on a single card. The back of a split card is the normal Magic
card back.
708.2. In every zone except the stack, split cards have two sets of characteristics and two converted
mana costs. As long as a split card is a spell on the stack, only the characteristics of the half being
cast exist. The other half’s characteristics are treated as though they didn’t exist.
708.2a If a player casts a split card, that player chooses which half of that split card he or she is
casting before putting it onto the stack. Only the half that is being cast is considered to be put
onto the stack.
708.3. Each split card that consists of two halves with different colored mana symbols in their mana
costs is a multicolored card while it’s not a spell on the stack. While it’s a spell on the stack, it’s
only the color or colors of the half being cast.
708.4. Although split cards have two castable halves, each split card is only one card. For example, a
player who has drawn or discarded a split card has drawn or discarded one card, not two.
708.5. An effect that asks for a particular characteristic of a split card while it’s in a zone other than the
stack gets two answers (one for each of the split card’s two halves).
Example: Infernal Genesis has an ability that reads, “At the beginning of each player’s
upkeep, that player puts the top card from his or her library into his or her graveyard. He or
she then puts X 1/1 black Minion creature tokens onto the battlefield, where X is that card’s
converted mana cost.” If the top card of your library is Assault/Battery when this ability
resolves, the game sees its converted mana cost as “1, and 4.” You get five creature tokens.
708.6. Some effects perform comparisons involving characteristics of one or more split cards in a zone
other than the stack.
708.6a An effect that performs a positive comparison (such as asking if a card is red) or a relative
comparison (such as asking if a card’s converted mana cost is less than 2) involving
characteristics of one or more split cards in any zone other than the stack gets only one answer.
This answer is “yes” if either side of each split card in the comparison would return a “yes”
answer if compared individually.
708.6b An effect that performs a negative comparison (such as asking if cards have different names)
involving characteristics of one or more split cards in any zone other than the stack also gets
only one answer. This answer is “yes” if performing the analogous positive comparison would
return a “no” answer.
708.6c If an effect performs a comparison involving multiple characteristics of one or more split
cards in any zone other than the stack, each characteristic is compared separately. If each of the
individual comparisons would return a “yes” answer, the whole comparison returns a “yes”
answer.
Example: Void reads, “Choose a number. Destroy all artifacts and creatures with
converted mana cost equal to that number. Then target player reveals his or her hand
and discards all nonland cards with converted mana cost equal to the number.” If a
player casts Void and chooses 1, his or her opponent would discard Assault/Battery
because the game sees its converted mana cost as “1, and 4.” The same is true if the
player chooses 4. If the player chooses 5, however, Assault/Battery would be unaffected.
708.7. If an effect instructs a player to name a card and the player wants to name a split card, the player
must name both halves of the split card. An object has the chosen name if it has at least one of the
two names chosen this way.
709. Flip Cards
709.1. Flip cards have a two-part card frame on a single card. The text that appears right side up on the
card defines the card’s normal characteristics. Additional alternative characteristics appear upside
down on the card. The back of a flip card is the normal Magic card back.
709.1a The top half of a flip card contains the card’s normal name, text box, type line, power, and
toughness. The text box usually contains an ability that causes the permanent to “flip” if certain
conditions are met.
709.1b The bottom half of a flip card contains an alternative name, text box, type line, power, and
toughness. These characteristics are used only if the permanent is on the battlefield and only if
the permanent is flipped.
709.1c A flip card’s color, mana cost, expansion symbol, illustration credit, and legal text don’t
change if the permanent is flipped. Also, any changes to it by external effects will still apply.
709.2. In every zone other than the battlefield, and also on the battlefield before the permanent flips, a
flip card has only the normal characteristics of the card. Once a permanent is flipped, its normal
name, text box, type line, power, and toughness don’t apply and the alternative versions of those
characteristics apply instead.
Example: Akki Lavarunner is a nonlegendary creature that flips into a legendary creature
named Tok-Tok, Volcano Born. An effect that says “search your library for a legendary
card” can’t find this flip card. An effect that says “legendary creatures get +2/+2” doesn’t
affect Akki Lavarunner, but it does affect Tok-Tok.
709.3. You must ensure that it’s clear at all times whether a permanent you control is flipped or not,
both when it’s untapped and when it’s tapped. Common methods for distinguishing between flipped
and unflipped permanents include using coins or dice to mark flipped objects.
709.4. Flipping a permanent is a one-way process. Once a permanent is flipped, it’s impossible for it to
become unflipped. However, if a flipped permanent leaves the battlefield, it retains no memory of
its status. See rule 110.6.
709.5. If an effect instructs a player to name a card and the player wants to name a flip card’s
alternative name, the player may do so.
710. Leveler Cards
710.1. Each leveler card has a striated text box and three power/toughness boxes. The text box of a
leveler card contains two level symbols.
710.2. A level symbol is a keyword ability that represents a static ability. The level symbol includes
either a range of numbers, indicated here as “N1-N2,” or a single number followed by a plus sign,
indicated here as “N3+.” Any abilities printed within the same text box striation as a level symbol
are part of its static ability. The same is true of the power/toughness box printed within that
striation, indicated here as “[P/T].”
710.2a “{LEVEL N1-N2} [Abilities] [P/T]” means “As long as this creature has at least N1 level
counters on it, but no more than N2 level counters on it, it’s [P/T] and has [abilities].”
710.2b “{LEVEL N3+} [Abilities] [P/T]” means “As long as this creature has N3 or more level
counters on it, it’s [P/T] and has [abilities].”
710.3. The text box striations have no game significance other than clearly demarcating which abilities
and which power/toughness box are associated with which level symbol. Leveler cards each contain
only one text box.
710.4. Any ability a leveler card has that isn’t preceded by a level symbol is treated normally. In
particular, each leveler permanent has its level up ability (see rule 702.84) at all times; it may be
activated regardless of how many level counters are on that permanent.
710.5. If the number of level counters on a leveler creature is less than N1 (the first number printed in
its {LEVEL N1-N2} symbol), it has the power and toughness denoted by its uppermost
power/toughness box.
710.6. In every zone other than the battlefield, a leveler card has the power and toughness denoted by
its uppermost power/toughness box.
711. Controlling Another Player
711.1. Two cards (Mindslaver and Sorin Markov) allow a player to control another player during that
player’s next turn. This effect applies to the next turn that the affected player actually takes. The
affected player is controlled during the entire turn; the effect doesn’t end until the beginning of the
next turn.
711.1a Multiple player-controlling effects that affect the same player overwrite each other. The last
one to be created is the one that works.
711.1b If a turn is skipped, any pending player-controlling effects wait until the player who would
be affected actually takes a turn.
711.2. One card (Word of Command) allows a player to control another player for a limited duration.
711.3. Only control of the player changes. All objects are controlled by their normal controllers. A
player who’s being controlled during his or her turn is still the active player.
711.4. If information about an object would be visible to the player being controlled, it’s visible to both
that player and the controller of the player.
Example: The controller of a player can see that player’s hand and the identity of any facedown
creatures he or she controls.
711.5. While controlling another player, a player makes all choices and decisions the controlled player
is allowed to make or is told to make by the rules or by any objects. This includes choices and
decisions about what to play, and choices and decisions called for by spells and abilities.
Example: The controller of another player decides which spells that player casts and what
those spells target, and makes any required decisions when those spells resolve.
Example: The controller of another player during his or her turn decides which of that
player’s creatures attack, which player or planeswalker each one attacks, what the damage
assignment order of the creatures that block them is (if any of the attacking creatures are
blocked by multiple creatures), and how those attacking creatures assign their combat
damage.
711.5a The controller of another player can use only that player’s resources (cards, mana, and so
on) to pay costs for that player.
Example: If the controller of a player decides that the controlled player will cast a spell
with an additional cost of discarding cards, the cards are discarded from the controlled
player’s hand.
711.5b The controller of another player can’t make choices or decisions for that player that aren’t
called for by the rules or by any objects. The controller also can’t make any choices or decisions
for the player that would be called for by the tournament rules.
Example: The player who’s being controlled still chooses whether he or she leaves to
visit the restroom, trades a card to someone else, takes an intentional draw, or calls a
judge about an error or infraction.
711.6. The controller of another player can’t make that player concede. A player may concede the game
at any time, even if he or she is controlled by another player. See rule 104.3a.
711.7. The effect that gives control of a player to another player may restrict the actions the controlled
player is allowed to take or specify actions that the controlled player must take.
711.8. A player who controls another player also continues to make his or her own choices and
decisions.
711.9. A player may gain control of himself or herself. That player will make his or her own decisions
and choices as normal.
712. Ending the Turn
712.1. One card (Time Stop) ends the turn. When an effect ends the turn, follow these steps in order, as
they differ from the normal process for resolving spells and abilities (see rule 608, “Resolving
Spells and Abilities”).
712.1a Exile every object on the stack, including the object that’s resolving. Remove all creatures
and planeswalkers (including those that are phased out) from combat. All objects not on the
battlefield that aren’t represented by cards will cease to exist the next time state-based actions
are checked (see rule 704, “State-Based Actions”).
712.1b Check state-based actions. No player gets priority, and no triggered abilities are put onto the
stack.
712.1c The current phase and/or step ends. The game skips straight to the cleanup step. Skip any
phases or steps between this phase or step and the cleanup step.
712.2. No player gets priority during this process, so triggered abilities are not put onto the stack. If any
triggered abilities have triggered between the spell or ability resolving and the cleanup step ending,
those abilities are put onto the stack during the cleanup step, then the active player gets priority and
players can cast spells and activate abilities. Then there will be another cleanup step before the turn
finally ends. If no triggered abilities have triggered during this process, no player gets priority
during the cleanup step. See rule 514, “Cleanup Step.”
712.3. Even though the turn ends, “at the beginning of the end step” triggered abilities don’t trigger
because the end step is skipped.
713. Subgames
713.1. One card (Shahrazad) allows players to play a Magic subgame.
713.1a A “subgame” is a completely separate Magic game created by an effect. Essentially, it’s a
game within a game. The “main game” is the game in which the spell or ability that created the
subgame was cast or activated. The main game is temporarily discontinued while the subgame is
in progress. It resumes when the subgame ends.
713.1b No effects or definitions created in either the main game or the subgame have any meaning
in the other, except as defined by the effect that created the subgame. For example, the effect
may say that something happens in the main game to the winner or loser of the subgame.
713.2. As the subgame starts, an entirely new set of game zones is created. Each player takes all the
cards in his or her main-game library, moves them to his or her subgame library, and shuffles them.
No other cards in a main-game zone are moved to their corresponding subgame zone, except as
specified in rules 713.2a–c. Randomly determine which player goes first. The subgame proceeds
like a normal game, following all other rules in rule 103, “Starting the Game.”
713.2a As a subgame of a Planar Magic game starts, each player moves his or her planar deck from
the main-game command zone to the subgame command zone and shuffles it. (Face-up plane
cards remain in the main-game command zone.)
713.2b As a subgame of a Vanguard game starts, each player moves his or her vanguard card from
the main-game command zone to the subgame command zone.
713.2c As a subgame of an EDH game starts, each player moves his or her general from the maingame
command zone (if it’s there) to the subgame command zone.
713.2d As a subgame of an Archenemy game starts, the archenemy moves his or her scheme deck
from the main-game command zone to the subgame command zone and shuffles it. (Face-up
scheme cards remain in the main-game command zone.)
713.3. Any rules regarding the size of a player’s deck are ignored for the subgame. However, because
each player draws seven cards when a game begins, any player with fewer than seven cards in his or
her deck will lose the subgame when state-based actions are checked during the upkeep step of the
first turn, regardless of any mulligans that player takes. (See rule 704, “State-Based Actions.”)
713.4. All objects in the main game and all cards outside the main game are considered outside the
subgame (except those specifically brought into the subgame). All players not currently in the
subgame are considered outside the subgame.
713.4a Some effects can bring cards into a game from outside of it. If a card is brought into a
subgame from a main game, abilities in the main game that trigger on objects leaving a maingame
zone will trigger, but they won’t be put onto the stack until the main game resumes.
713.5. At the end of a subgame, each player takes all cards he or she owns that are in the subgame other
than those in the subgame command zone, puts them into his or her main-game library, then
shuffles them. This includes cards in the subgame’s exile zone. Except as specified in rules 713.5a–
c, all other objects in the subgame cease to exist, as do the zones created for the subgame. The main
game continues from the point at which it was discontinued: First, the spell or ability that created
the subgame finishes resolving, even if it was created by a spell card that’s no longer on the stack.
Then, if any main-game abilities triggered while the subgame was in progress due to cards being
removed from the main game, those abilities are put onto the stack.
Example: If a card was brought into the subgame either from the main game or from
outside the main game, that card will be put into its owner’s main-game library when the
subgame ends.
713.5a At the end of a subgame of a Planar Magic game, the face-up plane card is turned face down
and put on the bottom of its owner’s planar deck. Then each player moves his or her planar deck
from the subgame command zone to the main-game command zone and shuffles it.
713.5b At the end of a subgame of a Vanguard game, each player moves his or her vanguard card
from the subgame command zone to the main-game command zone.
713.5c At the end of a subgame of an EDH game, each player moves his or her general from the
subgame command zone (if it’s there) to the main-game command zone.
713.6. A subgame can be created within a subgame. The existing subgame becomes the main game in
relation to the new subgame.
714. Taking Shortcuts
714.1. When playing a game, players typically make use of mutually understood shortcuts rather than
explicitly identifying each game choice (either taking an action or passing priority) a player makes.
714.1a The rules for taking shortcuts are largely unformalized. As long as each player in the game
understands the intent of each other player, any shortcut system they use is acceptable.
714.1b Occasionally the game gets into a state in which a set of actions could be repeated
indefinitely (thus creating a “loop”). In that case, the shortcut rules can be used to determine
how many times those actions are repeated without having to actually perform them, and how
the loop is broken.
714.2. Taking a shortcut follows the following procedure.
714.2a At any point in the game, the player with priority may suggest a shortcut by describing a
sequence of game choices, for all players, that may be legally taken based on the current game
state and the predictable results of the sequence of choices. This sequence may be a nonrepetitive
series of choices, a loop that repeats a specified number of times, multiple loops, or
nested loops, and may even cross multiple turns. It can’t include conditional actions, where the
outcome of a game event determines the next action a player takes. The ending point of this
sequence must be a place where a player has priority, though it need not be the player proposing
the shortcut.
Example: A player controls a creature enchanted by Presence of Gond, which grants
the creature the ability “{T}: Put a 1/1 green Elf Warrior creature token onto the
battlefield,” and another player controls Intruder Alarm, which reads, in part,
“Whenever a creature enters the battlefield, untap all creatures.” When the player has
priority, he may suggest “I’ll create a million tokens,” indicating the sequence of
activating the creature’s ability, all players passing priority, letting the creature’s ability
resolve and put a token onto the battlefield (which causes Intruder Alarm’s ability to
trigger), Intruder Alarm’s controller putting that triggered ability on the stack, all
players passing priority, Intruder Alarm’s triggered ability resolving, all players passing
priority until the player proposing the shortcut has priority, and repeating that sequence
999,999 more times, ending just after the last token-creating ability resolves.
714.2b Each other player, in turn order starting after the player who suggested the shortcut, may
either accept the proposed sequence, or shorten it by naming a place where he or she will make
a game choice that’s different than what’s been proposed. (The player doesn’t need to specify at
this time what the new choice will be.) This place becomes the new ending point of the
proposed sequence.
Example: The active player draws a card during her draw step, then says, “Go.” The
nonactive player is holding Into the Fray (an instant that says “Target creature attacks
this turn if able”) and says, “I’d like to cast a spell during your beginning of combat
step.” The current proposed shortcut is that all players pass priority at all opportunities
during the turn until the nonactive player has priority during the beginning of combat
step.
714.2c Once the last player has either accepted or shortened the shortcut proposal, the shortcut is
taken. The game advances to the last proposed ending point, with all game choices contained in
the shortcut proposal having been taken. If the shortcut was shortened from the original
proposal, the player who now has priority must make a different game choice than what was
originally proposed for that player.
714.3. Sometimes a loop can be fragmented, meaning that each player involved in the loop performs an
independent action that results in the same game state being reached multiple times. If that happens,
the active player (or, if the active player is not involved in the loop, the first player in turn order
who is involved) must then make a different game choice so the loop does not continue.
Example: In a two-player game, the active player controls a creature with the ability “{0}:
[This creature] gains flying,” the nonactive player controls a permanent with the ability
“{0}: Target creature loses flying,” and nothing in the game cares how many times an
ability has been activated. Say the active player activates his creature’s ability, it resolves,
then the nonactive player activates her permanent’s ability targeting that creature, and it
resolves. This returns the game to a game state it was at before. The active player must
make a different game choice (in other words, anything other than activating that creature’s
ability again). The creature doesn’t have flying. Note that the nonactive player could have
prevented the fragmented loop simply by not activating her permanent’s ability, in which
case the creature would have had flying. The nonactive player always has the final choice
and is therefore able to determine whether the creature has flying.
714.4. If a loop contains only mandatory actions, the game is a draw. (See rules 104.4b and 104.4f.)
714.5. No player can be forced to perform an action that would end a loop other than actions called for
by objects involved in the loop.
Example: A player controls Seal of Cleansing, an enchantment that reads, “Sacrifice Seal
of Cleansing: Destroy target artifact or enchantment.” A mandatory loop that involves an
artifact begins. The player is not forced to sacrifice Seal of Cleansing to destroy the artifact
and end the loop.
714.6. If a loop contains an effect that says “[A] unless [B],” where [A] and [B] are each actions, no
player can be forced to perform [B] to break the loop. If no player chooses to perform [B], the loop
will continue as though [A] were mandatory.
715. Handling Illegal Actions
715.1. If a player realizes that he or she can’t legally take an action after starting to do so, the entire
action is reversed and any payments already made are canceled. No abilities trigger and no effects
apply as a result of an undone action. If the action was casting a spell, the spell returns to the zone it
came from. The player may also reverse any legal mana abilities activated while making the illegal
play, unless mana from them or from any triggered mana abilities they triggered was spent on
another mana ability that wasn’t reversed. Players may not reverse actions that moved cards to a
library, moved cards from a library to any zone other than the stack, or caused a library to be
shuffled.
715.2. When reversing illegal spells and abilities, the player who had priority retains it and may take
another action or pass. The player may redo the reversed action in a legal way or take any other
action allowed by the rules.

No comments:

Post a Comment