Magic: The Gathering comprehensive rules
These rules are current as of November 1, 1999.
Introduction
This book is designed for people whove moved beyond the basic Magic: The Gathering® game. If youre a beginning Magic® player, youll probably find these rules pretty intimidating. Theyre intended to be the ultimate authority to the game, and you wont usually need to refer to them except in specific cases or during a tournament.
For casual play, and nearly every ordinary situation, youll find what you need in the general rulebook included with the Magic: The GatheringClassic game box. Thats also the best place to begin if youre moving up from a starter-level Magic product such as the Magic: The GatheringStarter set. If youre sure this is where you want to be, keep reading.
This document is organized in a series of numbered rules. Many of these rules are in turn subdivided, and each separate rule of the game has its own number. Words or phrases in italics are defined in the glossary, which starts on p. 46.
We at Wizards of the Coast® recognize that no matter how detailed the rules, there will always be situations in which the interactions of specific cards require a precise answer. If you have questions, you can get the answers from us. See inside the front cover for contact information.
1. The Game
100. General
100.1. These Magic rules assume a game between two players. Optional rules allow for more players but arent discussed here. These can be found at the Wizards of the Coast® website at [www.wizards.com].
100.2. In constructed-deck play, each player needs his or her own deck of at least sixty cards with no more than four copies of any card except basic lands; small objects to represent any tokens and counters; and some way to clearly track life totals.
100.3. For sealed-deck or draft play, only forty cards are required in a deck, and a player may use as many copies of a card as he or she has. See the DCI Magic Floor Rules for more information; they can be found at [Chyba! Záloka není definována.].
100.4. There is no maximum deck size.
100.5. Most Magic tournaments have special rules (not included here) and may limit the use of some cards, including barring all cards from older sets. See the DCI Magic Floor Rules for more information.
101. Starting the Game
101.1. At the start of a game, each player shuffles his or her own deck so that the cards are in a random order. Each player may then cut his or her opponents deck.
101.2. After the decks have been shuffled, the players determine who will take the first turn, using any mutually agreeable method (flipping a coin, rolling dice, etc.). In a match of several games, the loser of the previous game decides who will take the first turn. If the previous game was a draw, the person who determined who would take the first turn in the previous game decides.
101.3. Once the starting player has been determined, each player sets his or her life total to 20 and draws a hand of seven cards.
101.4. The player who plays first skips the draw step (see rule 304, Draw Step") of his or her first turn.
101.5. A player who is dissatisfied with his or her initial hand may mulligan. That player shuffles his or her hand back into the deck, then draws a new hand of six cards. He or she may repeat this process as many times as desired, drawing one fewer card each time, until the hand reaches zero cards. Once the first player decides to keep a hand, the second player may mulligan. Once both players are satisfied with their hands, the first player takes his or her turn.
102. Winning and Losing
102.1. If a players life total is 0 or less, he or she loses the game the next time a player receives priority. (This is a state-based effect. See rule 420, State-Based Effects.")
102.2. When a player is required to draw more cards than are left in his or her library, he or she draws the remaining cards, then loses the game the next time a player receives priority. (This is a state-based effect. See rule 420, State-Based Effects.")
102.3. A game immediately ends when either these rules or a card effect states that a player loses or wins.
102.4. If both players lose simultaneously, the game is a draw.
102.5. If a player would both win and lose simultaneously, he or she loses.
102.6. If the game somehow loops," repeating a sequence of events with no way to stop, the game is a draw. Loops that contain an optional action dont result in a draw.
102.7. A player may concede a game at any time.
103. The Golden Rule
103.1. The Magic Golden Rule is: Whenever a cards text directly contradicts these rules, the card takes precedence. The card overrides only the rule that applies to that specific situation. If an instruction requires taking an impossible action, its ignored. (In many cases the card will specify consequences for this; if it doesnt, theres no effect.)
103.2. When two card contradict each other, the card that states something cant happen takes precedence. For example, if a card in play states Players cant gain life" and you play a card that would normally give you life, you dont gain life. Note that adding and removing characteristics (including abilities) from cards doesnt fall under this rule. See rule 407, Adding and Removing Abilities."
2. Cards
200. General
200.1. When a rule or card text refers to a card," it means a Magic card with a Magic card front and the Magic card back. Tokens arent considered cardseven an Unglued card that represents a token isnt considered a card for rules purposes.
201. Parts of a Card
201.1. The parts of a card are: name, mana cost, illustration, type, expansion symbol, text box, power/toughness, credit, legal text, and collector number.
202. Name
202.1. The name of a card is printed on its upper-left corner.
202.2. Card text that refers to that card by name means just that particular copy of the card and not any other copies of it, regardless of any name changes due to game effects.
202.3. Two cards are considered to have the same name if the English versions of their names are identical, regardless of anything else printed on the cards.
203. Mana Cost
203.1. The mana cost of a card is indicated by mana symbols printed on its upper-right corner. Tokens and lands have a mana cost of zero. Paying a cards mana cost requires matching the color of any colored mana symbols as well as paying the generic mana indicated.
203.2. A card is the color or colors of the mana symbols in its mana cost, regardless of the color of its border. For example, a card with a mana cost oo2oW is white; one with a mana cost of o2oWoB is both white and black. Cards with no colored mana symbols are colorless.
203.3. The converted mana cost of a card is the total amount of mana in the mana cost, regardless of color (for example, a mana cost of o3oUoU translates to a converted mana cost of 5). The converted mana cost may be paid with any combination of colored and/or colorless mana.
203.4. Any additional cost listed in a cards rules text isnt part of the mana cost. (See rule 409, Playing Spells and Activated Abilities.")
204. Illustration
204.1. The illustration is printed on the upper half of a card and has no game significance. For example, a creature doesnt have the flying ability unless stated in its rules text, even if its depicted as flying.
205. Type
205.1. The type (and subtype, if applicable) of a card is printed directly below the illustration. (See rules 212215.)
206. Expansion Symbol
206.1. The expansion symbol indicates in which Magic set the card was published and is printed below the right edge of the illustration.
206.2. The color of the expansion symbol indicates the rarity of the card within its set. A gold symbol signifies the card is rare; silver, uncommon; and black, common or basic land. (Prior to the Exodus set, all expansion symbols were black.)
206.3. A spell or ability that affects cards from a particular set looks" only for that sets expansion symbol. A card reprinted in the basic set receives the basic sets expansion symbol; the reprinted version of the card no longer counts as part of its original set. The first five editions of the basic set had no expansion symbol.
207. Text Box
207.1. The text box is printed on the lower half of the card. It contains rules text stating what the card does and any special requirements for playing it.
207.2. The text box may also contain italicized reminder text (in parentheses and italics) summarizing a rule that applies to that card, and/or italicized flavor text that has no game function but, like the illustration, adds artistic appeal to the game.
208. Power/Toughness
208.1. A creature card has two numbers separated by a slash printed on its lower-right corner. The first number is the creatures power (the amount of damage it deals in combat); the second is its toughness (the amount of damage needed to destroy it). For example, 2/3 means the creature has power 2 and toughness 3.
209. Credit
209.1. The illustration credit for a card is printed directly below the text box. This has no effect on game play.
210. Legal Text
210.1. Legal text (the fine print at the bottom of the card) lists the copyright information. It has no effect on game play.
211. Collector Number
211.1. Some card sets feature collector numbers. This information is printed in the form [card number/total cards in the set], immediately following the legal text. These numbers have no effect on game play.
212. Card Type
212.1. All cards have one or more types: artifact, creature, enchantment, instant, land, or sorcery. Only one multiple typeartifact creaturecurrently exists. Artifact creature satisfies the criteria for any effect that applies to an artifact card or a creature card.
212.2. Some card types include subtypes, printed on the same line. If more than one word is listed after the ," the card has each of those subtypes.
212.2a Creature subtypes are listed after the Creature," separated by a long dash: Creature Minotaur," Artifact Creature Golem Legend," etc. Creature subtypes are one word each and are also called creature types." Creature cards may have multiple creature types listed.
EXAMPLE: Creature Minotaur" means the card has type creature and creature type Minotaur. (Creature type is a subtype.) Creature Goblin Wizard" means the card has type creature and creature types Goblin and Wizard.
212.2b Enchantment subtypes are listed after the Enchant," separated by a space: Enchant Creature," Enchant Player," etc. (Enchant World" isnt a type or subtype, but a special category of Enchantment" found only in sets.) An Enchantment" card has no enchantment subtype. An enchantment subtype specifies what the enchantment can be attached to legally. Local enchantment" and global enchantment" arent types or subtypes; theyre categories of enchantments.
212.2c Land subtypes are also called land type" and are always the same as the name of the land card; they arent listed on the type line. A card named Island" has land type island"; a card named Henge of Ramos" has land type Henge of Ramos." Only basic lands get special abilities just for being a given land type. (See rule 214.9e.) Every land card has one land type listed. Basic land" and nonbasic land" arent types or subtypes; theyre categories of land.
212.2d There are no subtypes for artifact cards, instant cards, or sorcery cards.
213. Spell Type
213.1. Every card, except land cards, is a spell as its being played and stops being a spell when it resolves or is countered. For more information, see rule 401, Spells."
213.2. A spells type is the same as its card type.
214. Permanent Type
214.1. A permanent is a card or token that remains in play. There are four types of permanents: artifacts, creatures, enchantments, and lands.
214.2. A nontoken permanents type(s) and subtype(s) are the same as those printed on its card. A tokens type(s) and subtype(s) are set by the spell or ability that created it.
214.3. A card becomes a permanent when it comes into play and stops being a permanent when it leaves play. The term card" or spell" is often used to refer to a card thats not in play, such as a creature card in a players hand. For more information, see rule 217, Zones."
214.4. When a permanents type or subtype changes, the new type replaces any existing type(s). This changes only the permanent typethe card type doesnt change. Counters, effects, and damage affecting the permanent remain with it, even if they are meaningless to the new type.
214.5. The initial value of a permanents characteristic is the value printed on the card or specified by the spell or ability that create the token or changed the type of the permanent. Using a type-changing ability that says it changes a characteristic changes the initial values of characteristics stated in the abilitys text, not the current values. Continuous effects that dont change the type of a permanent affect current values of characteristics and can override characteristics set by type-changing abilities.
EXAMPLE: A player plays an artifacts ability that reads 2: This permanent is a 3/2 artifact creature." Later in the turn, the artifact creature is affected by an ability that reads Target creature is 0/2." At this point, playing the ability of the artifact again wont do anything; because the type-changing ability changes characteristics at the initial level, it cant override the effect. The artifact creature remains 0/2.
214.6. Artifacts
214.6a Artifacts have no special characteristics. Artifact spells are colorless, although other spells or abilities might confer a color.
214.6b Artifact creatures combine the characteristics of both the creature and artifact subtypes and are subject to spells and abilities that affect both.
214.7. Creatures
214.7a If a card instruction requires choosing a creature subtype, this may be any noun (even if the creature doesnt exist in Magic), but only one. A word that has some other Magic meaning isnt a valid choice, because that would cause confusion.
EXAMPLE: Merfolk or Wizard is acceptable, but not Merfolk Wizard. Words like opponent" or swamp" cant be chosen because they have other meanings in the game.
214.7b Plurality and gender are ignored when determining creature types.
EXAMPLE: Ogre, Ogres, Ogress, and Ogresses all count as the same creature typeOgre.
214.8. Enchantments
214.8a A global enchantment simply reads Enchantment" as its type. Local enchantments comprise various subtypes: enchant artifact, enchant creature, enchant enchantment, enchant land, and enchant permanent.
214.8b A global enchantment is put into play like any other spell that creates a permanent.
214.8c A local enchantment spell requires a target, whose type is indicated by the enchantment subtype. The local enchantment permanent the spell puts into play must enchant that type of permanent and comes into play attached to the permanent the spell targeted. Additional restrictions are indicated by the phrase Play [card] only on [permanent type]." These restrictions apply to both playing the spell and to the permanent created by the spell.
EXAMPLE: An enchant creature spell requires a target creature; a creature enchantment in play must enchant a creature. (See rules 420.5d and 214.8g.)
214.8d As part of playing a local enchantment spell, the player announces the spells target. The local enchantment comes into play attached to the target permanent. If a local enchantment is coming into play through any other means, the player putting it into play chooses a permanent for it to enchant before it can enter play. If no legal permanent is available, the enchantment remains in the zone that it attempted to move from.
214.8e If a local enchantment ends up enchanting an illegal permanent or the permanent it was attached to no longer exists, the enchantment card is put into its owners graveyard. This is a state-based effect. (See rule 420, State-Based Effects.")
214.8f A local enchantment cant be attached to itself.
214.8g The permanent a local enchantment is attached to is called enchanted." The enchantment enchants" that permanent.
214.8h The abilities of local enchantments dont target the enchanted permanent unless theyre activated abilities that can target something.
214.8i The controller of a local enchantment is separate from the controller of the enchanted permanent. Changing control of the permanent doesnt change control of the enchantment, and vice versa. Only the enchantments controller can play its abilities. However, if the enchantment adds an ability to the enchanted permanent, that enchanted permanents controller is the only one who can play that ability.
214.9. Lands
214.9a A land card isnt a spell card. Its put directly into play.
214.9b A player may normally play only one land card during each of his or her own turns. Spells and abilities may allow playing additional lands; doing so doesnt prevent a player from taking the normal action of playing a land. As a player plays a land, he or she announces if he or she is playing his or her normal land or using an ability. Spells and abilities may also allow you to put lands into play. This isnt the same as playing a land" and doesnt count toward the players one land played during his or her turn.
214.9c A land card is one of two categories: basic and nonbasic. Basic and nonbasic are not types or subtypes.
214.9d The basic lands are plains, island, swamp, mountain, and forest.
214.9e A basic land has an intrinsic ability to produce colored mana. (See rule 406.1, Mana Abilities.") The card is treated as if its text box read, ocT: Add [mana symbol] to your mana pool" even if the text box doesnt actually contain text. Plains produce white mana; islands, blue; swamps, black; mountains, red; and forests, green. If a card becomes a basic land, this text replaces all other text on the card.
214.9f If an effect changes a permanent into a basic land, the permanent is no longer its old land type and has only the mana ability of that basic land. It now counts as a basic land. If that land was Legendary," it is no longer.
214.9g Any land that isnt a basic land is a nonbasic land. Even if its rules text or a game effect states that it counts as" a basic land type, it is still nonbasic. Basic and nonbasic are not types; theyre categories.
214.9h Nonbasic lands dont necessarily have mana abilities.
215. Legends and Legendary Types
215.1. The word Legend" or Legendary" may be added to a card type or subtype. This means that the permanent created when that card enters play is subject to the Legend rule (see rule 420, State-Based Effects") as well as the rules for its type and subtype.
215.2. Legend" is a creature type; Legendary" is not. If a Legendary" noncreature permanent becomes a creature, it gets the creature type Legend" for as long as its a creature. If a creature of type Legend" becomes a noncreature permanent, its a Legendary" permanent of the new type. In other words, they mean the same thing, except that one refers to creatures and the other to noncreatures.
216. Tokens
216.1. Some spells and abilities put a token creature into play. The token is controlled by whoever put it into play and owned by the controller of the spell or ability that created it. The rules text of the spell or ability defines the initial characteristics of the token it creates. A tokens name is its creature type unless otherwise specified; for example, the creature type of a Goblin token is Goblin. Once a token is in play, changing its name doesnt change its creature type, and vice versa.
216.2. A token is subject to anything that affects permanents in general or the tokens type or subtype. A token isnt considered a card (even if represented by cards from other games or Unglued token cards) and isnt subject to any effect that specifically uses the word card."
216.3. A token in a zone other than the in-play zone ceases to exist. This is a state-based effect. (Note that a token changing zones will set off triggered abilities before the token ceases to exist.)
217. Zones
217.1. A zone is a place that Magic cards can be during a game. There are six basic zones: library, hand, graveyard, in play, stack, and removed from the game. Each player has his or her own copy of each zone, except for the in-play and stack zones, which are shared.
217.2. Library
217.2a When a game begins, each players deck becomes his or her library.
217.2b Each library must be kept in a single face-down pile. Players cant look at or change the order of cards in a library.
217.2c A player may count the number of cards remaining in either players library at any time.
217.2d If an effect puts two or more cards into the same library at the same time, the owner of those cards may arrange them in any order.
217.3. Hand
217.3a The hand is where a player holds cards that have been drawn but not yet played.
217.3b Each player has a maximum hand size, which is normally seven cards. A player may have any number of cards in his or her hand but as part of his or her clean-up step must discard excess cards down to the maximum hand size.
217.3c A player may arrange his or her hand in any convenient fashion and look at it as much as he or she wishes. A player cant look at the cards in the other players hand but may count the number of cards in either players hand at any time.
217.4. Graveyard
217.4a A graveyard is a discard pile. Any card thats countered, discarded, destroyed, or sacrificed is put on top of its owners graveyard. Each players graveyard starts out empty.
217.4b Each graveyard is kept in a single face-up pile. A can examine the cards in any graveyard at any time but cant change their order.
217.4c If an effect puts two or more cards into the same graveyard at the same time, the owner of those cards may arrange them in any order.
217.5. In Play
217.5a Most of the area between the players represents the in-play zone. The in-play zone starts out empty. Cards a player controls (other than local enchantments enchanting the other players permanents) are kept in front of him or her.
217.5b A spell or ability affects only the in-play zone unless it specifically mentions another zone. Permanents exist only in the in-play zone.
217.5c Whenever a card enters the in-play zone, its a brand-new permanent as far as the game is concerned and has no relationship to any previous permanent represented by the same card.
217.5d A card outside the in-play zone isnt in play" and isnt considered tapped or untapped and isnt controlled by either player.
217.6. Stack
217.6a When a spell or ability is played, it goes on top of the stack and waits to resolve. The stack keeps track of the order that spells and/or abilities were added to it. See rule 408, Timing of Spells and Abilities."
217.6b A spell card is played face up in the stack zone, and other spells or abilities played in response are stacked" on top of it. Abilities in the stack are represented by imaginary cards called pseudospells. A pseudospell has the color of the permanent that created it, as well as the text of the ability, and is controlled by the player who played the ability.
217.6c When both players decline to add a spell or ability to the stack, the top (last-played) spell or ability resolves.
217.7. Removed from the Game
217.7a A spell or ability can remove a card from the game. Some spells or abilities may provide a way for the card to return to play and use the term set aside." Cards that are set aside this way are still removed from the game, even if temporarily.
217.7b Cards in the removed-from-the-game zone are kept face up and may be examined by either player at any time. Cards removed from the game face down" cant be examined by either player except when instructions allow it.
217.7c Cards that might return to play should be kept in separate piles to keep track of their respective ways of returning. Cards with no way of returning may be kept in one pile for each player, regardless of what removed them.
217.8. Whenever a card moves from one zone to another, it is treated as a new copy of that card (effects connected to its previous existence expire) with the exception that effects editing a spell in the stack will continue to apply to the permanent that spell becomes.
3. Turn Structure
300. General
300.1. A turn consists of five phases, in this order: beginning, first main, combat, second main, and end. Each of these phases takes place every turn, even if nothing happens during the phase. The beginning, combat, and end phases are further broken down into steps, which are followed in order.
300.2. A phase or step ends when the stack is empty and both players pass in succession. No game events can occur between turns, phases, or steps. (Simply having the stack become empty doesnt cause the phase or step to end; both players have to pass with the stack empty. Because of this, each player always gets a chance to add new things to the stack before the current step or phase ends.)
300.3. When a phase or step ends, any effects scheduled to last until the end of" that phase or step expire. When a phase or step begins, any effects scheduled to last until" that phase or step expire.
300.4. When a phase ends (but not a step), any unused mana left in a players mana pool is lost. That player loses 1 life for each one mana lost this way. This is called mana burn. Note that mana burn is loss of life, not damage, so it cant be prevented or altered by effects that affect damage. (See rule 406.1, Mana Abilities.")
300.5. When a phase or step begins, any triggered abilities at the beginning of" that phase or step are added to the stack.
300.6. Some spells or abilities can give a player additional turns. If a player has multiple additional turns or if both players have additional turns, the additional turns are taken in the order they were created.
301. Beginning Phase
301.1. The beginning phase consists of three steps, in this order: untap, upkeep, and draw.
302. Untap Step
302.1. First, the active player determines which permanents he or she controls will untap. (Normally they all do, but effects may modify this.) Then he or she untaps them all simultaneously.
302.2. No player receives priority during the untap step, so no spells or abilities can be played or resolved. Any ability that triggers during this step will be held until a player receives priority during the upkeep step. (See rule 303, Upkeep Step.")
303. Upkeep Step
303.1. The upkeep step begins with the active player having priority. Any abilities that triggered during the untap step, as well as abilities that trigger at the beginning of upkeep, go on the stack. Upkeep-triggered abilities use the phrase At the beginning of your upkeep" or similar wording. (See rule 404, Triggered Abilities.") Then players may play spells and abilities.
304. Draw Step
304.1. The draw step begins with the active player having priority. Draw a card" is placed on the stack, just as if a card read At the beginning of your draw step, draw a card." Then players may play spells and abilities.
305. Main Phase
305.1. There are two main phases in a turn. The first main phase, known as the precombat main phase, and second main phase, known as the postcombat main phase, are separated by the combat phase (see rule 306, Combat Phase") and are collectively known as the main phase."
305.2. The main phase has no steps.
305.3.The main phase begins with the active player having priority. After triggered abilities (if any) are added to the stack, players may play spells and abilities. (This is the only phase in which a player can normally play artifact, creature, enchantment, and sorcery spells and only the active player may play these spells.)
305.4. During either main phase, the active player may play one land from his or her hand if the stack is empty, the player has priority, and he or she hasnt yet taken this special action this turn. (See rule 214.9, Lands.")
306. Combat Phase
306.1. The combat phase has five steps: beginning of combat, declare attackers, declare blockers, combat damage, and end of combat.
306.2. A creature is removed from combat if it stops being a creature or its controller changes. Removed from combat" means the creature stops being an attacking, blocking, blocked, and/or unblocked creature. Once its declared as an attacker or blocker, tapping or untapping a creature doesnt remove it from combat or prevent it from dealing combat damage. Neither does playing a spell or ability that, if played earlier, would have prevented it from attacking or blocking.
307. Beginning of Combat Step
307.1. After triggered abilities (if any) are added to the stack, the active player receives priority to play spells and abilities when the step begins.
308. Declare Attackers Step
308.1. The active player declares which, if any, creatures he or she controls are attacking. Tapped creatures (even those that can attack without tapping), Walls, creatures that the active player didnt control continuously since the beginning of the turn, and noncreature permanents cant be declared as attackers. This declaration is simultaneous, not sequential, and doesnt go on the stack. Any triggered ability generated during this action waits until a player receives priority.
308.2. The active player determines whether the attack is legal. (See section 5, Additional Combat Rules.") If it is, he or she pays all required costs. Tapping is a cost to attack for all creatures unless otherwise specified; other costs and/or restrictions may also apply. (See rule 409.1f.) The active player may play mana abilities at this time only if an attack cost includes a mana payment.
308.3. If the proposed attack isnt legal or the active player cant pay all required costs, all actions described in rules 308.1 and 308.2 are canceled. Then the active player redeclares attacking creatures. (See rule 422, Handling Illegal Actions.")
308.4. If no creatures are declared as attackers, the game proceeds directly to the end of combat step, skipping the remainder of the declare attackers step and the intervening steps.
308.5. A creature becomes an attacking creature when declared as part of a legal attack and all attack costs have been paid. It remains an attacking creature until its removed from combat or the combat phase ends.
308.6. After a legal attack has been declared and all required costs paid, the active player receives priority to play spells and abilities.
309. Declare Blockers Step
309.1. The defending player declares which, if any, creatures he or she controls are blocking and which attacking creature each one blocks. Tapped creatures and noncreature permanents cant be declared as blockers. Each creature may block only one attacking creature, though any number of creatures may block the same attacking creature. (Note that blocking doesnt cause a creature to tap.) This declaration is simultaneous, not sequential, and doesnt go on the stack. Any triggered ability generated during this action waits until a player receives priority.
309.2. The defending player determines whether the block is legal. (See section 5, Additional Combat Rules.") If it is, he or she pays all required costs. A player may play mana abilities at this time only if a blocking cost includes a mana payment.
309.2a. If the proposed block isnt legal or the defending player cant pay all required costs, all actions described in rules 309.1 and 309.2 are canceled. Then the defending player redeclares blocking creatures. (See rule 422, Handling Illegal Actions.")
309.3. A creature becomes a blocking creature when declared as part of a legal block and all block costs have been paid. An attacking creature with one or more creatures declared as blockers against it becomes a blocked creature; one with no blockers becomes an unblocked creature. The creatures status remains unchanged until the creature is removed from combat or the combat phase ends.
309.4. Once a creature has been declared as a blocker, playing a spell or ability that removes it from combat doesnt unblock" creatures it was blocking.
309.5. After all legal blocks have been declared and all required costs paid, the active player receives priority to play spells and abilities.
310. Combat Damage Step
310.1. First the active player announces how each attacking creature will assign its combat damage. Then the defending player announces how each blocking creature will assign its combat damage. (See also rule 502.2, First Strike.") A player may divide a creatures combat damage as he or she chooses among the legal recipients. Dividing combat damage is subject to the following restrictions:
310.1a Each attacking creature and each blocking creature will assign combat damage equal to its power.
310.1b An unblocked creature will assign all its combat damage to the defending player.
310.1c A blocked creature will assign combat damage, divided as its controller chooses, to the creatures blocking it. If no creatures are currently blocking it (if, for example, they were destroyed or removed from combat), it will assign no combat damage.
310.1d A blocking creature will assign combat damage, divided as its controller chooses, to the attacking creatures its blocking. If it isnt currently blocking any creatures (if, for example, they were destroyed or removed from combat), it will assign no combat damage.
310.2. All announcements of combat damage go on the stack as a single entry. Then the active player receives priority to play spells and abilities.
310.3. Assigning combat damage isnt a spell or ability, so it cant be countered.
310.4. When the combat damage resolves, its dealt as originally assigned. This happens even if the creature dealing damage is no longer in play or has its power changed or if the creature receiving damage has left combat. (Note that the source of the damage is the creature as it currently exists, or as it most recently existed if it is no longer in play.) If a creature that was supposed to receive damage is no longer in play, the damage assigned to it isnt dealt.
311. End of Combat Step
311.1. All at end of combat" abilities trigger and go on the stack. (See rule 404, Triggered Abilities.") Then the active player receives priority to play spells and abilities.
312. End Phase
312.1. The end phase consists of two steps: end of turn and cleanup.
313. End of Turn Step
313.1. The end of turn step begins with the active player having priority. All at end of turn" abilities trigger and go on the stack. Then players may play spells and abilities.
314. Cleanup Step
314.1. The cleanup step proceeds in the following order.
314.1a First, if the active players hand contains more cards than his or her maximum hand size (normally seven), he or she discards enough cards to reduce the hand to that number. This action doesnt go on the stack.
314.1b Then, simultaneously, all damage is removed from permanents and all until end of turn" and this turn" effects end. This action doesnt go on the stack.
314.1c Then, only if the conditions for any state-based effects exist or if any abilities have triggered, the active player receives priority to play spells and abilities. Once the stack is empty and both players pass, another cleanup step begins. Otherwise, no player receives priority and the step ends.
4. Spells, Abilities, and Effects
400. General
400.1. The difference between an ability and an effect is that text in a cards text box is an ability (except for text setting characteristics), and following the instructions of that text generates an effect. Text itself is never an effect.
401. Spells
401.1. A spell is a card on the stack. As the first step of being played," the card becomes a spell and goes on the stack. (See rule 217.6, Stack.") It stops being a spell when it resolves (see rule 413.2) or is countered (see rule 414).
401.2. Each card type other than land has a corresponding spell type. For example, a creature card is a creature spell until it resolves.
401.3. As the final part of an instant or sorcery spells resolution, the card is put into its owners graveyard. As the final part of an artifact, creature, or enchantment spells resolution, the card becomes a permanent and is put into the in-play zone. If any spell is countered, the card is put into its owners graveyard as part of the resolution of the countering spell or ability. (See rule 413, Resolving Spells and Abilities.")
402. Abilities
402.1. An instruction in a cards text is an ability. The result of following such an instruction or of following a spells text is an effect. (See rule 416, Effects.")
402.2. Abilities can be beneficial or detrimentalfor example, [This creature] cant block" is an ability.
402.3. Text on a card stating that the card is" or counts as" a particular type or color isnt an ability. Such statements apply no matter what zone the card is in and arent removed by effects that cause a permanent to lose its abilities.
402.4. An additional cost or alternative cost to play a card isnt an ability of the card.
402.5. An ability isnt a spell and therefore cant be countered by anything that counters only spells.
402.6. Once activated or triggered, an ability exists independently of its source (the card on which its printed). Destruction or removal of the source after that time wont affect the ability. Note that some abilities make a source do something (for example, Prodigal Sorcerer deals 1 damage to target creature or player.") rather than the ability do the something directly. In these cases anything that cares about characteristics of the source will check the sources characteristics at the abilitys resolution or the last known characteristics if the source is no longer in play.
402.7. A card may have several abilities. Aside from certain defined abilities that may be strung together on a single line (see rule 502, Keyword Abilities"), each paragraph break in the cards text marks a separate ability. A card may also have multiple copies of the same ability. Each copy functions independently. This may or may not produce more effects than a single copy; refer to the specific ability for more information.
402.8. Abilities function only while the permanent with the ability is in play unless the ability states otherwise.
EXAMPLE: Black spells and abilities can target a card with protection from black when its in a library or graveyard.
402.9. Some cards have abilities that can be played when the cards not in play. These are clearly marked; for example, Play only when [this card] is in your graveyard." Theyre not abilities of any class of permanent, just card abilitiescards not in play arent permanents.
402.10. There are three general types of abilities: activated, triggered, and static.
403. Activated Abilities
403.1. An activated ability can exist in one of three places: on a permanent; on a card outside the in-play zone with the text Play this ability only if [this card] is in [zone]; or as a delayed ability. An activated ability that isnt from a delayed ability is written as cost: effect." The activation cost is everything before the colon (:). An activated ability thats from a delayed ability is written as [Player] may pay [cost] to [effect]." In both cases the activation cost must be paid to play the ability.
403.2. Only a permanents controller can play its activated ability unless the card specifically says otherwise.
403.3. If an activated ability has a restriction on its use (for example, Play this ability only once each turn"), the restriction continues to apply to that permanent even if its controller changes.
404. Triggered Abilities
404.1. A triggered ability begins with the word when," whenever," or at." The phrase containing one of these words is the trigger condition, which defines the trigger event.
404.2. Triggered abilities arent played. Instead, they automatically trigger" each time their trigger event occurs. Once an ability has triggered, it goes on the stack the next time a player receives priority.
405. Static Abilities
405.1. A static ability does something all the time rather than being activated or triggered. The ability isnt playedit just is."
406. Ability Subtypes
406.1. Mana Abilities
406.1a A mana ability is an activated ability that puts mana into a players mana pool when it resolves or a triggered ability that triggers from an activated mana ability and produces additional mana. It can generate other effects at the same time it produces mana.
406.1b Spells that put mana into a players mana pool arent mana abilities. Theyre played and resolved exactly like any other spell. Triggered abilities that put mana into a players mana pool but trigger from events other than activating mana abilities arent mana abilities. They go on the stack and resolve like any other triggered ability.
406.1c A mana ability exists even if the game state doesnt allow it to produce mana.
EXAMPLE: A card has an ability that reads, ocT: Add oG to your mana pool for each creature you control." This is still a mana ability even if you control no creatures.
406.1d A mana ability can be activated or triggered. However, the rules for playing and resolving mana abilities differ slightly from those for other abilities. See rule 411, Playing Mana Abilities," for details.
406.1e The ability resolves immediately, without going on the stack. (See rule 408.2, Actions That Dont Use the Stack.") Abilities that trigger on playing mana abilities do go on the stack, however.
406.2. Delayed Abilities
406.2a An effect may create a delayed ability that can do something at a later time. Delayed abilities can be activated or triggered.
406.2b If a delayed ability is triggered, the trigger event is irrelevant until the ability actually exists. Other events that happen earlier may make the trigger event impossible.
EXAMPLE: Part of an effect reads, When this card leaves play," but the named card leaves play before the spell or ability generating the effect resolves. In this case, the delayed ability never triggers. If an effect reads, When this card becomes untapped" and the named card becomes untapped before the effect resolves, the ability waits for the next time that card untaps.
406.2c A delayed ability that refers to a particur permanent still affects it even if the permanent changes characteristics.
EXAMPLE: An ability reading, At end of turn, destroy that creature" will destroy the permanent even if its no longer a creature during the end of turn step.
406.2d A delayed ability that refers to a particular permanent will fail if the permanent leaves play (even if it returns again before the specified time). Similarly, delayed abilities that apply to a card in a particular zone will fail if the card leaves that zone.
EXAMPLE: An ability reading, At end of turn, remove this creature from the game" wont do anything if the creature leaves play before the end of turn step.
406.2e A delayed triggered ability will trigger only once unless theres a stated duration.
407. Adding and Removing Abilities
407.1. Effects can add or remove abilities of permanents. If two or more effects add and remove the same ability, in general the most recent one prevails. (See rule 418.5, Interaction of Continuous Effects.")
407.2. A characteristic of a permanent as the result of an effect is different from an ability granted by an effect. When a permanent gains" or has" an ability, it can be removed by another effect. If an effect defines a characteristic of the permanent ([permanent] is [characteristic]"), its not granting an ability.
EXAMPLE: An effect reads, Enchanted creature gains flying." This confers an ability that can be removed by effects that remove flying. An effect that reads, Enchanted creature is unblockable" simply defines a property of the creature and cant be removed by effects that cause permanents to lose" abilities.
407.3. Effects that remove an ability remove all copies of it.
EXAMPLE: If a creature with flying is enchanted with Flight, it has two copies of the flying ability. A single effect that reads Target creature loses flying" will remove both.
408. Timing of Spells and Abilities
408.1. Timing, Priority, and the Stack
408.1a Spells and abilities can be played only at certain times and follow a simple set of rules for doing so.
408.1b Spells and activated abilities are played by players (if they choose) using a system of priority, while other types of abilities and effects are automatically generated by the game rules. Each time a player receives priority, all applicable state-based effects resolve (See rule 420, State-Based Effects"), then triggered abilities are added to the stack (See rule 410, Handling Triggered Abilities"); these steps repeat until no further state-based effects or triggered abilities are generated. Then the player may play a spell, ability, or land as governed by the rules for that phase.
408.1c The active player has priority at the beginning of most phases and steps. (The exceptions are the untap step and the cleanup step.) The player with priority may either play a spell or ability, or pass. If he or she plays a spell or ability, the player again receives priority; otherwise, his or her opponent receives priority. If both players pass in succession, the top spell or ability on the stack resolves and the active player receives priority. If the stack is empty when both players pass in succession, the phase or step ends.
408.1d A player may play a spell or activated ability only when he or she has priority. Spells other than instants can be played only during a players main phase, when that player has priority, and only when the stack is empty.
408.1e When a spell or ability is played, it goes on top of the stack.
408.1f Triggered abilities can trigger at any time, including during the playing or resolution of a spell or another ability. However, nothing actually happens at the time the abilities trigger. Each time a player receives priority, all abilities that have triggered but that havent been put on the stack go on the stack before the player with priority may play spells or abilities. (See rule 410, Handling Triggered Abilities.")
408.1g Combat damage goes on the stack once its been assigned. For more information, see rule 310, Combat Damage Step."
408.1h Static abilities arent playedthey continuously affect the game. Priority doesnt apply to them. (See rule 418, Continuous Effects" and rule 419, Prevention and Replacement Effects.")
408.2. Actions That Dont Use the Stack
408.2a Effects dont go on the stack. When a spell or ability resolves, its instructions are executed immediately. These instruction may create a delayed ability. (See rule 406.2, Delayed Abilities.")
408.2b Static abilities continuously generate effects and dont go on the stack.
408.2c State-based effects (see rule 420) resolve whenever a player receives priority as long as the required game condition is true.
408.2d Playing a land is a special action consisting of putting that land into play. (See rule 214.9, Lands.")
408.2e Mana abilities resolve immediately. If a mana ability produces both mana and another effect, both the mana and the other effect resolve immediately. (See rule 406.1, Mana Abilities.")
408.f Card text that isnt an ability, such as [This card] counts as a forest," is simply read and followed as applicable.
408.g Game actionsuntapping during the untap step, cleanup, and mana burndont use the stack.
409. Playing Spells and Activated Abilities
409.1. Playing a spell or activated ability follows the steps listed below, in order. (If partially through the step a player determines that he or she is unable to comply with the steps listed below , see rule 422, Handling Illegal Actions.") No announcements or payments can be altered after theyve been made. Playing a spell or ability that alters costs wont do anything to spells and abilities that are already on the stack.
409.1a The player announces that he or she is playing the spell or ability. It goes on the stack and remains there until its countered or resolves. Spell cards are physically placed on the stack. For abilities, a pseudospell with the text and color of the card generating the ability goes on the stack.
409.1b If the spell or ability is modal (uses the phrase Choose one "), the player announces which mode he or she is using. A few spells and abilities allow the players opponent to choose the mode. That choice is also made at this time. If the spell or ability has a variable mana cost (indicated by oX"), the player announces the value of X at this time.
409.1c If the spell or ability requires any targets, the player announces these. It cant be played unless the required number of legal targets are chosen. The same target cant be chosen multiple times. A few spells or abilities allow the players opponent to choose the target or require some choice that affects the number or type of targets. Those choices are also made at this time. If both players are required to choose targets, the player playing the spell or ability chooses first.
409.1d If the spell or ability affects several targets, the player announces how it will apply to each.
409.1e If the spell or ability requires the player to divide an effect (such as damage or counters) among a variable number of targets, the player announces the division as he or she plays the spell. Each of these targets must receive at least one of whatever is being divided. This doesnt apply when the player isnt given a choice.
409.1f The player pays all costs in any order. Partial payments arent allowed. Usually this is just the mana cost (for spells) or activation cost (for abilities). Some cards list additional or alternative costs in their text, and some effects may increase or reduce the cost to pay. The player announces choices for any variable or alternative costs at this time. Costs may include paying mana, tapping cards, sacrificing permanents, discarding cards, and so on. The total cost is the mana or activation cost, plus all cost increases and minus all cost reductions. If the cost includes mana, mana abilities can be played at this time. (See rule 411, Playing Mana Abilities.")
409.2. Activated abilities that read Play this ability any time you could play [spell type]" or Play this ability only if you could play [spell type]" mean follow the timing rules for that spell type, though the ability isnt actually of that spell type.
409.3 An activation cost for a creatures ability that includes tapping (ocT) cant be played unless the creature was continuously under the players control since the most recent start of his or her turn.
410. Handling Triggered Abilities
410.1. Because they arent played, triggered abilities can trigger even when it isnt otherwise legal to play spells and abilities, and effects that prevent abilities from being played dont affect them.
410.2. Whenever a game event matches the trigger event of an ability, that ability triggers." When a phase or step begins, all abilities that trigger at the beginning of" that phase or step trigger. The ability doesnt do anything when it triggers but automatically puts a pseudospell (see rule 217.6b) on the stack as soon as a player gets priority. If the ability says a player may" do something, that player controls the triggered ability and the pseudospell. If the ability says this for more than one player, it generates one pseudospell per player. If the ability doesnt use the word may," the controller of the source of the triggered ability controls the ability (and the pseudospell).
410.3. If multiple abilities have triggered since the last time a player received priority, pseudospells controlled by the active player go on the stack first, in any order he or she chooses, then those controlled by the opponent go on the stack in the same way. (Then the players once again check for state-based effects and add any new abilities that triggered during this process.)
410.4. When a triggered ability goes on the stack, the controller of the pseudospell makes all required choices, following the rules for activated abilities (see rule 409, Playing Spells and Activated Abilities"). If no legal choice can be made (or if a rule or a continuous effect otherwise makes the ability illegal), the pseudospell is simply removed from the stack.
410.5. Some triggered abilities give a player a choice of completing an action or doing nothing (denoted with the word may"). This choice is made at the time the ability would be put on the stack. If the player chooses to complete the action, a psuedospell is added to the stack. Otherwise, nothing is added to the stack; the ability is ignored. This doesnt apply to a triggered ability that requires a player to do something unless" that player pays the alternative requirement.
410.6. An ability triggers only once each time its trigger event occurs. However, it can trigger repeatedly if one event contains multiple occurrences.
EXAMPLE: A permanent has an ability whose trigger condition reads, Whenever a land is put into the graveyard from play, . . . ." If someone plays a spell that destroys all lands, the ability will trigger once for each land put into the graveyard during the spells resolution.
410.7. An ability is triggered only if its trigger event actually occurs. An event thats prevented or replaced wont trigger anything.
EXAMPLE: An ability that triggers on damage being dealt wont trigger if all the damage is prevented.
410.8. Triggered abilities with a condition directly following the trigger event (for example, When[ever] [trigger], if [condition], [event]"), check for the condition to be true as part of the trigger event; if it isnt, the ability doesnt trigger. The ability checks the condition again on resolution. If its not satisfied, the ability does nothing. Note that this mirrors the check for legal targets.
410.9. Some abilities trigger when creatures block or are blocked in combat. (See rules 306311 and section 5, Additional Combat Rules.") They may trigger once or repeatedly, depending on the wording of the ability.
410.9a An ability that reads Whenever [name] blocks" or Whenever [name] becomes blocked" triggers only once each combat for that creature, even if it blocks or is blocked by multiple creatures. An effect that causes the creature to become blocked (if the creature wasnt already blocked) will also trigger such abilities.
410.9b An ability that reads Whenever [name] blocks a creature" triggers once for each attacking creature the named creature blocks.
410.9c An ability that reads Whenever a creature blocks [name]" triggers once for each creature that blocks the named creature. It wont trigger if the attacking creature becomes blocked by an effect rather than a blocking creature.
410.10. Trigger events that involve cards or permanents changing zones are called zone-change triggers." Many abilities with zone-change triggers attempt to do something to the card after it changes zones. During resolution, these abilities look for the card in the zone that it moved to. If the card leaves the specified zone before the ability resolves, the part of the ability attempting to do something to the card will fail to do anything. (This rule applies even if the card leaves the zone and returns again before the ability resolves.) The most common types of zone-change triggers are comes-into-play triggers and leaves-play triggers.
410.10a Comes-into-play abilities trigger when a permanent enters the in-play zone. These are written, When [this card] comes into play, . . . or Whenever a [permanent type] comes into play, . . ." Each time an event puts one or more permanents into play, all permanents in play (including the newcomers) are checked for any comes-into-play triggers that match the event.
410.10b Continuous effects that modify card characteristics do so as cards come into play. They dont wait for the card to enter play and then change it.
EXAMPLE: If an effect reads, All lands are creatures" and a land card is played, it comes into play as a creature and triggers abilities that depend on a creature coming into play. Conversely, if an effect reads, All creatures lose all abilities" and someone plays a creature card with a comes-into-play triggered ability, it comes into play with no abilities, so the printed ability wont trigger.
410.10c Leaves-play abilities trigger when a permanent leaves the in-play zone. These are written as, but arent limited to, Whenever [this card] leaves play, . . ." or Whenever [permanent type] is put into a graveyard from play, . . . ." An ability that attempts to do something to the card that left play checks for it only in the first zone that it went to.
410.10d Leaves-play triggers have to be treated specially because the permanent with the ability may no longer be in play after the event. The game has to look back in time" to resolve them. Each time an event removes one or more permanents from play, all the permanents that were in play just before the event (with continuous effects that existed at that time) are checked for any leaves-play triggers that match what just left play.
EXAMPLE: Two creatures are in play along with an artifact that has the ability Whenever a creature is put into a graveyard from play, you gain 1 life." Someone plays a spell that destroys all artifacts, creatures, and enchantments. The artifacts ability triggers twice, even though the artifact goes to the graveyard at the same time as the creatures.
Leaves play" triggers are zone-change triggers, even if the trigger condition doesnt care what zone the permanent is going to. If they attempt to do something to the card that left play, theyll look for it only in the first zone that it went to after leaving play.
410.10e Some permanents have text that reads, [This permanent] comes into play as . . . ," [This permanent] comes into play with . . . ," or As [this permanent] comes into play . . . ." Such text isnt a triggered ability. It happens as part of the event that puts the permanent into play.
410.11 Some triggered abilities watch for a game state, such as a players life total or the number of cards in play, rather than an event. These abilities trigger as soon as the game state matches the condition (even if its not otherwise legal to play a spell or ability at that time). These are called state triggers." (Note that state triggers arent the same as state-based effects.) A state-triggered ability doesnt trigger again until the pseudospell it created has resolved or been countered. Then, if the permanent with the ability is still in play and the game state still matches its trigger condition, the ability will trigger again.
EXAMPLE: A permanents ability reads, When your hand is empty, draw a card." If its controller plays the last card from his or her hand, the ability will trigger once. If its controller plays a spell that reads, Discard your hand, then draw the same number of cards," the ability will trigger during the spells resolution because the players hand was momentarily empty.
411. Playing Mana Abilities
411.1. To play a mana ability, the player announces that he or she is playing it and pays the activation cost. It resolves immediately and doesnt go on the stack. (See rule 408.2e.)
411.2. A player may play an activated mana ability whenever he or she has priority and also whenever a rule or effect asks for a mana payment, even in the middle of playing or resolving a spell or ability.
411.3. Triggered mana abilities trigger when activated mana abilities are played and add additional mana to a players mana pool. These abilities resolve immediately after the mana ability that triggered them, without waiting for priority. If an activated or triggered ability produces both mana and another effect, both the mana and the other effect resolve immediately.
EXAMPLE: An enchantment reads, Whenever a player taps a land for mana, that land produces one additional mana of the same color." If a player taps lands for mana while playing a spell, the additional mana is added to the players mana pool immediately and can be used to pay for the spell.
412. Handling Static Abilities
412.1. A static ability may generate a continuous effect or a prevention or replacement effect. These effects last as long as the permanent with the static ability remains in play.
412.2. Many local enchantments have static abilities that modify their enchanted permanent, but those abilities dont target that permanent. If a local enchantment is moved to a different permanent, the ability stops applying to the original permanent and starts modifying the new one.
412.3. Some static abilities apply while a spell is on the stack. These are limited to abilities that refer to countering the spell.
412.4. Some static abilities apply while a card is in your hand. These are limited to you may/cant play [this spell] . . . ."
413. Resolving Spells and Abilities
413.1. Each time both players pass in succession, the top spell or ability on the stack resolves, creating one or more effects. (See rule 416, Effects.")
413.2. Resolution may involve several steps but is treated by the game as a single indivisible action. These steps are follow äed in the order listed below.
413.2a If the spell or ability specifies targets, it checks whether the targets are still legal. A target thats removed from play, or from the zone designated by the spell or ability, is illegal. A target may also become illegal if its characteristics changed since the spell or ability was played or if an effect changed the wording of the spell or ability. If all targets are now illegal, the spell or ability is countered. If some but not all targets are illegal, the spell will resolve normally, affecting only the targets that are still legal. The effect on the remaining legal targets is the same as it would have been if all targets had remained legal.
413.2b The controller of the spell or ability follows its instructions in the order written. However, replacement effects may modify these actions. In some cases, later text on the card may modify the meaning of earlier text (for example, Destroy target creature. It cant be regenerated" or Counter target spell. Put it on top of its owners library instead of in its owners graveyard.") Dont just execute the instructions step by step without thinking in these casesread the whole card and apply the rules of English to the text.
413.2c If the instructions offer any choices other than choices already made as part of playing the spell or ability, the player announces these while carrying them out. The player cant choose an option thats illegal or impossible. If the instructions provide an optional action with a consequence for not doing so, the player cant choose that action unless he or she can meet all requirements.
EXAMPLE: A spells instruction reads, You may sacrifice a creature. If you dont, you lose 4 life." A player who controls no creatures cant choose the sacrifice option.
413.2d If an instruction requires both players to make choices or take actions, the active player makes and announces his or hers first, then his or her opponent does (knowing the first players choices). This is called the active player rule." Then, the actions are processed simultaneously.
413.2e If an instruction gives a player the option to pay mana, he or she may play mana abilities as part of the action. No other spells or abilities can be played during resolution.
413.2f If an instruction requires information from the game (such as the number of creatures in play), the answer is determined when the player carries out that instruction. The instruction uses the current information of a specific permanent, if that permanent is still in play, or of a specific card in the stated zone; otherwise, the instruction uses the last known information the card or permanent had before leaving that zone. If the ability text states that a permanent does something, its the permanent as it exists (or most recently existed) that does it, not the ability.
413.2g An instruction that refers to characteristics of a permanent checks only for the value of the specified characteristics, regardless of any related ones the permanent may also have.
EXAMPLE: An effect that reads, Destroy all black creatures" destroys a white-and-black creature, but Destroy all nonblack creatures" doesnt.
413.2h A spell card is put into play under the control of the spells controller (for permanents) or is put into its owners graveyard (for instants and sorceries) as the final step of resolution.
414. Countering Spells and Abilities
414.1. To counter a spell is to move the spell card from the stack to its owners graveyard. Countering an ability removes its pseudospell from the stack. Spells and abilities that are countered dont resolve.
414.2. The player who played the countered spell or ability doesnt get a refund" of any costs that were paid.
415. Editing a Spell or Ability
415.1. A few effects can edit" a spell or ability after it goes on the stack, changing its target, rules text, or other characteristics.
415.2. The target of a spell or ability can change only to another legal target. If the new target is illegal when the change resolves, the original target is unchanged.
415.2a Modal spells may have different targeting requirements for each mode. Target changing cant change the mode.
415.2b The word you" in a cards text isnt a target. A spell that affects only its player cant be retargeted.
415.3. If an effect edits any characteristics of a spell that becomes a permanent, the effect continues to apply to the permanent when the spell resolves.
EXAMPLE: If an effect changes a black creature spell to white, the creature is white when it comes into play and remains white for the duration of the effect changing it.
416. Effects
416.1. When a spell or ability resolves, it creates one or more effects. There are three main types: one-shot effects, continuous effects, and replacement and prevention effects. Effects of a fourth category, state-based effects, are generated by specific states of the game.
416.2. Effects apply only to cards in play unless the instructions text states otherwise or they clearly cant apply to another zone.
EXAMPLE: An effect that changes all lands to creatures wont alter land cards in the players graveyards.
416.3. If an effect attempts to do something impossible, it does only as much as possible.
EXAMPLE: If a player is holding only one card, an effect that reads Discard two cards" causes him or her to discard only that card. If an effect moves cards out of the library (as opposed to drawing), it moves as many as possible.
417. One-Shot Effects
417.1. A one-shot effect does something just once and doesnt have a duration. Examples include damage dealing, destruction, and moving cards between zones.
417.2. Some one-shot effects instruct a player to do something later in the game (usually at a specific time) rather than when they resolve. Their effects actually create a new ability that waits to be activated or triggered. (See rule 406.2, Delayed Abilities.")
418. Continuous Effects
418.1. A continuous effect modifies permanents or the rules of the game for a fixed or indefinite period. A continuous effect may be generated by the resolution of a spell or ability or by a static ability of a permanent.
418.2. Continuous effects that modify characteristics of permanents do so as the permanents come into play. They dont wait for the permanent to enter play and then change it.
418.3. Continuous Effects from Spells or Abilities
418.3a A continuous effect generated by the resolution of a spell or ability lasts as long as stated by the spell or ability creating it (such as until end of turn"). If no duration is stated, it lasts until the end of the game.
418.3b The set of permanents subject to continuous effects from a spell or ability is chosen either when the spell or ability is played (if it targets the permanents) or when it resolves (if its not targeted). After resolution, this set wont change. Note that this differs from continuous effects from permanents.
EXAMPLE: An effect that reads All white creatures get +1/+1 until end of turn" gives the bonus to all permanents that are white creatures when the spell or ability resolveseven if they change color laterand doesnt affect those that come into play or turn white afterward.
418.3c If the spell or ability creating a continuous effect is variable, the effect is determined only once, on resolution. A numeric change other than simple addition or subtraction (for example, double or half) converts to a simple +X or -X at resolution. It isnt recomputed if the initial value changes later.
EXAMPLE: A spell that reads Target creature gets +X/+X until end of turn, where X is the number of cards in your hand" counts the number of cards in the controllers hand when the spell resolves and grants that bonus for the rest of the turn, even if the hand size changes.
418.3d If an effects duration expires before the spell or ability creating it resolves, then the effect does nothingit doesnt start and immediately stop again, and it doesnt last forever.
418.4. Continuous Effects from Permanents
418.4a A continuous effect generated by a static ability of a permanent isnt locked in"; it applies at any given moment to whatever its text indicates.
418.4b The effect applies at all times that the permanent generating it is in play.
EXAMPLE: A permanent with the static ability All white creatures get +1/+1" generates an effect that continuously gives +1/+1 to each white creature in play. If a creature becomes white, it gets this bonus; a creature that stops being white loses it. A creature spell that would normally create a 1/1 white creature instead creates a 2/2 white creature. The creature doesnt come into play as 1/1 and then change to 2/2.
418.5. Interaction of Continuous Effects
418.5a Sometimes the results of one effect determine whether another effect applies or what it does. For example, one effect might read, All white creatures get +1/+1" and another, Enchanted creature is white."
418.5b An effect is said to depend on" another if applying the other would change the text or the existence of the first effect, what it applies to, or what it does to any of the things it applies to. Otherwise, the effect is considered to be independent of the first effect.
418.5c Whenever one effect depends on another, the independent one is applied first. If several dependent effects form a loop, or if none depends on another, theyre applied in timestamp order." (See Glossary.)
418.5d A continuous effect can override another.
EXAMPLE: Two enchantments are played on the same creature: Enchanted creature gains flying" and Enchanted creature loses flying." Neither of these depends on the other, since nothing changes what they affect or what theyre doing to it. Applying them in timestamp order means the one that was generated last wins." Its irrelevant whether an effect is temporary (such as Target creature loses flying until end of turn") or global (such as All creatures lose flying").
419. Replacement and Prevention Effects
419.1. Replacement and prevention effects are similar to continuous effects. They watch for a type of event and replace it with a different one, modify it in some way, or prevent it from happening. These effects act like shields" around whatever theyre affecting. Replacement effects use the word instead," while prevention effects use prevent."
419.2. Replacement and prevention effects apply continuously as events happenthey arent locked in ahead of time.
419.3. There are no special restrictions on playing a spell or ability that generates a replacement or prevention effect. Such effects last until theyre used up or their duration has expired.
419.4. Replacement or prevention effects must exist before the appropriate event occursthey cant go back in time" and change something thats already happened. Usually spells and abilities that generate these effects are played in response to whatever would produce the event and thus resolve before that event would occur.
EXAMPLE: A player can play a regeneration ability in response to a spell that would destroy a creature he or she controls.
419.5. If an event is prevented or replaced, it never happens. Instead of a replaced event, a modified event occurs, which may in turn trigger abilities. Note that the modified event may contain instructions that cant be carried out, in which case the player simply ignores the impossible instruction. A prevented event is simply ignoredno abilities trigger.
419.6. Replacement Effects
419.6a A replacement effect doesnt invoke itself repeatedly and gets only one opportunity for each event.
EXAMPLE: A player controls two copies of a permanent with an ability that reads, Instead of dealing their normal damage, creatures you control deal double that damage." A creature that normally deals 1 damage will deal 4 damagenot just 2, and not an infinite amount.
419.6b Regeneration is a destruction-replacement effect. The key word instead" doesnt appear on the card but is implicit in its definition. Regenerate [permanent]" means The next time [permanent] would be destroyed this turn, instead remove all damage from it, tap it, and (if its in combat) remove it from combat." Note that if destruction is caused by lethal damage, any abilities that trigger from that damage being dealt still trigger even if the permanent regenerates.
419.7. Prevention Effects
419.7a Prevention effects usually apply to damage that would be dealt.
419.7b Some prevention effects refer to a specific amount of damagefor example, Prevent the next 3 damage to target creature or player this turn." These work like ablative shields. Each 1 damage that would be dealt to the shielded" creature or player instead reduces the shield by 1. Once the shield has been reduced to 0, any remaining damage is dealt normally. Such effects count only the amount of damage; the number of events or sources dealing it doesnt matter.
419.7c Some prevention effects apply to damage from a specified sourcefor example, The next time a red source of your choice would deal damage to you this turn, prevent that damage." The source is chosen when the spell or ability resolves. If an effect requires a player to choose a source, he or she may choose either a permanent or a spell on the stack (including one that creates a permanent) or any card or permanent referred to by a spell or pseudospell on the stack.. If the player chooses a permanent or a permanent spell, the prevention will apply to the next damage from that card, regardless of whether its from one of that permanents abilities or combat damage dealt by it. Its possible for the source to be out of play by the time the spell or ability resolves.
419.8. Interaction of Replacement or Prevention Effects
419.8a If two or more replacement or prevention effects are attempting to modify the same event in contradictory ways, the affected player chooses the order to apply them. If no player is directly affected, the player who controls the affected permanent chooses the order to apply them.
EXAMPLE: Two cards are in play. One is an enchantment that reads, If a card would be put into a graveyard, instead remove it from the game" and the other, a creature that reads, If [this card] would be put into a graveyard, instead shuffle it into its owners library." The controller of the creature that would be destroyed decides which replacement to apply first; the other does nothing.
419.8b Two or more replacement effects can interact without contradicting one another.
EXAMPLE: One effect reads, For each 1 life you would gain, instead draw a card" and another, Instead of drawing a card, return target card from your graveyard to your hand." Both effects combine (regardless of the order they came into play): Instead of gaining 1 life, the player puts a card from his or her graveyard into his or her hand.
420. State-Based Effects
420.1. State-based effects are a special category that applies only to those conditions listed below. Abilities that watch for a specified game state are triggered abilities. (See rule 410.8.)
420.2. State-based effects are always active and are not controlled by either player.
420.3. Whenever a player has priority to play a spell or ability (see rule 408, Timing of Spells and Abilities"), the game checks for any of the listed conditions for state-based effects. All applicable effects resolve as a single event, then the check is repeated. This check is also made during the cleanup step (see rule 314); if any of the listed conditions apply, the active player receives priority.
420.4. Unlike triggered abilities, state-based effects pay no attention to what happens during the resolution of a spell or ability.
EXAMPLE: A player controls a creature with the ability This creature has power and toughness each equal to the number of cards in your hand" and plays a spell whose effect is Discard your hand, then draw seven cards." The creature will temporarily have toughness 0 in the middle of the spells resolution but will be back up to toughness 7 when the spell finishes resolving. Thus the creature will survive when state-based effects are checked. In contrast, an ability that triggers when there are no cards in the hand goes on the stack after the spell resolves, because its trigger event happened during resolution.
420.5. The state-based effects are as follows:
420.5a A player with 0 life or less or who was required to draw more cards than were in his or her library loses the game.
420.5b A creature with toughness 0 (or less) is put into its owners graveyard. Regeneration cant replace this event.
420.5c A creature with lethal damage is destroyed. Lethal damage is an amount of damage greater than 0 and greater than or equal to a creatures toughness. Regeneration does replace this event.
420.5d A local enchantment that enchants an illegal or nonexistent permanent is put into its owners graveyard.
420.5e If two or more Legends or Legendary permanents with the same name are in play, all except the one with the earliest timestamp are put into in their owners graveyards. This is called the Legend rule." In the event of a tie for earliest timestamp, each Legend with the same name is put into its owners graveyard.
420.5f A token in a zone other than the in-play zone ceases to exist.
421. Handling Infinite" Loops
421.1. Occasionally the game can get into a state where a set of actions could be repeated forever. The infinity rule" governs how to break such loops.
421.2. If the loop contains one or more optional actions and one player controls them all, that player chooses a number. The loop is treated as repeating that many times or until the other player intervenes, whichever comes first.
421.3. If the loop contains at least one optional action controlled by each player and actions by both players are required to continue the loop, the active player chooses a number. The nonactive player then has two choices. He or she can choose a lower number, in which case the loop continues that number of times plus whatever fraction is necessary for the active player to have the last word." Or he or she can agree to the number the active player chose, in which case the loop continues that number of times plus whatever fraction is necessary for the nonactive player to have the last word." (Note that either fraction may be zero.)
EXAMPLE: The active player controls a creature with the ability o0: [This creature] gains flying." The nonactive player has an ability o0: Target creature loses flying." The rule ensures that regardless of which player initiated the gain/lose flying ability, the nonactive player will always have the final choice and therefore be able to determine whether the creature has flying. Note that this assume that the active player attempted to give the creature flying at least once.
421.4. If the loop contains only mandatory actions, the game ends in a draw. (See rule 102.6.)
421.5. If the loop contains at least one optional action controlled by each player and these actions dont depend on one another, the active player chooses a number. The nonactive player can either agree to that number or choose a higher number. Note that this rule applies even if the actions could exist in separate loops rather than in a single loop.
422. Handling Illegal Actions
422.1. If a player realizes that he or she cant legally take an action after starting to do so, the entire action is reversed and any payments already made are canceled. No abilities trigger as a result of an undone action. If the action was playing a spell, the spell card returns to the players hand. He or she may also reverse any legal mana abilities played while making the illegal play.
422.2. When reversing illegal spells and abilities, the player who had priority retains it and may take another action or pass. Otherwise, the player may redo the reversed action in a legal way or take any other action allowed by the rules.
5. Additional Combat Rules
500. Legal Attacks and Blocks
500.1. Some abilities and continuous effects restrict declaring attackers or blockers in combat. (See rule 308, Declare Attackers Step," and rule 309, Declare Blockers Step.")
500.2. The active player checks each creature declared as an attacker for any restriction on attacking when combined with the rest of the proposed attack. Likewise, he or she checks each creature not declared as an attacker for any attacking requirements that dont conflict with the rest of the proposed attack. If either of these is the case, that set of attackers is illegal, and the active player must propose another attack. Similar restrictions apply to declaring blockers.
EXAMPLE: A player controls two creatures, each with a restriction that states [This creature] cant attack unless another creature attacks." Its legal to declare both as attackers. If one creature attacks if able" and an effect states Only one creature may attack each turn," its legal to declare either creature as an attacker but illegal to attack with both or neither.
501. Evasion Abilities
501.1. Evasion abilities restrict what can block an attacking creature. These are static abilities that modify the declare blockers step of combat.
501.2. Evasion abilities are cumulative.
EXAMPLE: A Wall without flying cant block a creature that can be blocked only by Walls and by creatures with flying.
501.3. Some creatures have abilities that restrict how they can block. As with evasion abilities, these modify only the rules for the declare blockers step of combat. (If a creature gains an evasion ability after a legal block has been declared, it doesnt affect that block.)
502. Keyword Abilities
502.1. Most creature abilities describe exactly what they do in the cards rules text. Some, though, are very common or would require too much space to define on the card. In these cases, the card lists only the name of the ability as a keyword"; sometimes reminder text summarizes the game rule.