702.125Undaunted
702.125aUndaunted is a static ability that functions while the spell with undaunted is on the stack. Undaunted means “This spell costs {1} less to cast for each opponent you have.”
702.125bPlayers who have left the game are not counted when determining how many opponents you have.
702.125cIf a spell has multiple instances of undaunted, each of them applies.
702.126Improvise
702.126aImprovise is a static ability that functions while the spell with improvise is on the stack. “Improvise” means “For each generic mana in this spell’s total cost, you may tap an untapped artifact you control rather than pay that mana.”
702.126bThe improvise ability isn’t an additional or alternative cost and applies only after the total cost of the spell with improvise is determined.
702.126cMultiple instances of improvise on the same spell are redundant.
702.127Aftermath
702.127aAftermath is an ability found on some split cards (see rule 709, “Split Cards”). It represents three static abilities. “Aftermath” means “You may cast this half of this split card from your graveyard,” “This half of this split card can’t be cast from any zone other than a graveyard,” and “If this spell was cast from a graveyard, exile it instead of putting it anywhere else any time it would leave the stack.”
702.128Embalm
702.128aEmbalm is an activated ability that functions while the card with embalm is in a graveyard. “Embalm [cost]” means “[Cost], Exile this card from your graveyard: Create a token that’s a copy of this card, except it’s white, it has no mana cost, and it’s a Zombie in addition to its other types. Activate only as a sorcery.”
702.128bA token is “embalmed” if it’s created by a resolving embalm ability.
702.129Eternalize
702.129aEternalize is an activated ability that functions while the card with eternalize is in a graveyard. “Eternalize [cost]” means “[Cost], Exile this card from your graveyard: Create a token that’s a copy of this card, except it’s black, it’s 4/4, it has no mana cost, and it’s a Zombie in addition to its other types. Activate only as a sorcery.”
702.130Afflict
702.130aAfflict is a triggered ability. “Afflict N” means “Whenever this creature becomes blocked, defending player loses N life.”
702.130bIf a creature has multiple instances of afflict, each triggers separately.
702.131Ascend
702.131aAscend on an instant or sorcery spell represents a spell ability. It means “If you control ten or more permanents and you don’t have the city’s blessing, you get the city’s blessing for the rest of the game.”
702.131bAscend on a permanent represents a static ability. It means “Any time you control ten or more permanents and you don’t have the city’s blessing, you get the city’s blessing for the rest of the game.”
702.131cThe city’s blessing is a designation that has no rules meaning other than to act as a marker that other rules and effects can identify. Any number of players may have the city’s blessing at the same time.
702.131dAfter a player gets the city’s blessing, continuous effects are reapplied before the game checks to see if the game state or preceding events have matched any trigger conditions.
702.132Assist
702.132aAssist is a static ability that modifies the rules of paying for the spell with assist (see rules 601.2g-h). If the total cost to cast a spell with assist includes a generic mana component, before you activate mana abilities while casting it, you may choose another player. That player has a chance to activate mana abilities. Once that player chooses not to activate any more mana abilities, you have a chance to activate mana abilities. Before you begin to pay the total cost of the spell, the player you chose may pay for any amount of the generic mana in the spell’s total cost.
702.133Jump-Start
702.133aJump-start appears on some instants and sorceries. It represents two static abilities: one that functions while the card is in a player’s graveyard and another that functions while the card is on the stack. “Jump-start” means “You may cast this card from your graveyard if the resulting spell is an instant or sorcery spell by discarding a card as an additional cost to cast it” and “If this spell was cast using its jump-start ability, exile this card instead of putting it anywhere else any time it would leave the stack.” Casting a spell using its jump-start ability follows the rules for paying additional costs in rules 601.2b and 601.2f–h.
702.134Mentor
702.134aMentor is a triggered ability. “Mentor” means “Whenever this creature attacks, put a +1/+1 counter on target attacking creature with power less than this creature’s power.”
702.134bIf a creature has multiple instances of mentor, each triggers separately.
702.134cAn ability that triggers whenever a creature mentors another creature triggers whenever a mentor ability whose source is the first creature and whose target is the second creature resolves.
702.135Afterlife
702.135aAfterlife is a triggered ability. “Afterlife N” means “When this permanent is put into a graveyard from the battlefield, create N 1/1 white and black Spirit creature tokens with flying.”
702.135bIf a permanent has multiple instances of afterlife, each triggers separately.
702.136Riot
702.136aRiot is a static ability. “Riot” means “You may have this permanent enter with an additional +1/+1 counter on it. If you don’t, it gains haste.”
702.136bIf a permanent has multiple instances of riot, each works separately.
702.137Spectacle
702.137aSpectacle is a static ability that functions on the stack. “Spectacle [cost]” means “You may pay [cost] rather than pay this spell’s mana cost if an opponent lost life this turn.” Casting a spell for its spectacle cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.
702.138Escape
702.138aEscape represents a static ability that functions while the card with escape is in a player’s graveyard. “Escape [cost]” means “You may cast this card from your graveyard by paying [cost] rather than paying its mana cost.” Casting a spell using its escape ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.
702.138bA spell or permanent “escaped” if that spell or the spell that became that permanent as it resolved was cast from a graveyard with an escape ability.
702.138cAn ability that reads “[This permanent] escapes with [one or more of a kind of counter]” means “If this permanent escaped, it enters with [those counters]” That ability may have a triggered ability linked to it that triggers “When it enters this way.” (See rule 603.11.) Such a triggered ability triggers when that permanent enters the battlefield after its replacement effect was applied, even if that replacement effect had no effect.
702.138dAn ability that reads “[This permanent] escapes with [ability]” means “If this permanent escaped, it has [ability].”
702.139Companion
702.139aCompanion is a keyword ability that functions outside the game. It’s written as “Companion—[Condition].” Before the game begins, you may reveal one card you own from outside the game with a companion ability whose condition is fulfilled by your starting deck. (See rule 103.2b.) Once during the game, any time you have priority and the stack is empty, but only during a main phase of your turn, you may pay {3} and put that card into your hand. This is a special action that doesn’t use the stack (see rule 116.2g). This is a change from previous rules.
702.139bIf a companion ability refers to your starting deck, it refers to your deck after you’ve set aside any sideboard cards. In a Commander game, this is also before you’ve set aside your commander.
702.139cOnce you take the special action and put the card with companion into your hand, it remains in the game until the game ends.
702.139dCards can enter Commander games from outside the game via the companion special action.
702.140Mutate
702.140aMutate appears on some creature cards. It represents a static ability that functions while the spell with mutate is on the stack. “Mutate [cost]” means “You may pay [cost] rather than pay this spell’s mana cost. If you do, it becomes a mutating creature spell and targets a non-Human creature with the same owner as this spell.” Casting a spell using its mutate ability follows the rules for paying alternative costs (see 601.2b and 601.2f–h).
702.140bAs a mutating creature spell begins resolving, if its target is illegal, it ceases to be a mutating creature spell and continues resolving as a creature spell and will be put onto the battlefield under the control of the spell’s controller.
702.140cAs a mutating creature spell resolves, if its target is legal, it doesn’t enter the battlefield. Rather, it merges with the target creature and becomes one object represented by more than one card or token (see rule 729, “Merging with Permanents”). The spell’s controller chooses whether the spell is put on top of the creature or on the bottom. The resulting permanent is a mutated permanent.
702.140dAn ability that triggers whenever a creature mutates triggers when a spell merges with a creature as a result of a resolving mutating creature spell.
702.140eA mutated permanent has all abilities of each card and token that represents it. Its other characteristics are derived from the topmost card or token.
702.140fAny effect that refers to or modifies the mutating creature spell refers to or modifies the mutated permanent it merges with as it resolves.
702.141Encore
702.141aEncore is an activated ability that functions while the card with encore is in a graveyard. “Encore [cost]” means “[Cost], Exile this card from your graveyard: For each opponent, create a token that’s a copy of this card that attacks that opponent this turn if able. The tokens gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.”
702.142Boast
702.142aA boast ability is a special kind of activated ability. “Boast — [Cost]: [Effect]” means “[Cost]: [Effect]. Activate only if this creature attacked this turn and only once each turn.”
702.142bEffects may refer to boast abilities. If an effect refers to a creature boasting, it means its boast ability being activated.
702.143Foretell
702.143aForetell is a keyword that functions while the card with foretell is in a player’s hand. Any time a player has priority during their turn, that player may pay {2} and exile a card with foretell from their hand face down. That player may look at that card as long as it remains in exile. They may cast that card after the current turn has ended by paying any foretell cost it has rather than paying that spell’s mana cost. Casting a spell this way follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.
702.143bExiling a card using its foretell ability is a special action, which doesn’t use the stack. See rule 116, “Special Actions.”
702.143cIf an effect refers to foretelling a card, it means performing the special action associated with a foretell ability. If an effect refers to a card or spell that was foretold, it means a card put in the exile zone as a result of the special action associated with a foretell ability, or a spell that was a foretold card before it was cast, even if it was cast for a cost other than a foretell cost.
702.143dIf an effect states that a card in exile becomes foretold, that card becomes a foretold card. That effect may give the card a foretell cost. That card’s owner may look at that card as long as it remains in exile and it may be cast for any foretell cost it has after the turn it became a foretold card has ended, even if the resulting spell doesn’t have foretell.
702.143eIf a player owns multiple foretold cards in exile, they must ensure that those cards can be easily differentiated from each other and from any other face-down cards in exile which that player owns. This includes knowing both the order in which those cards were put into exile and any foretell costs other than their printed foretell costs those cards may have.
702.143fIf a player leaves the game, all face-down foretold cards that player owns must be revealed to all players. At the end of each game, all face-down foretold cards must be revealed to all players.
702.144Demonstrate
702.144aDemonstrate is a triggered ability. “Demonstrate” means “When you cast this spell, you may copy it and you may choose new targets for the copy. If you copy the spell, choose an opponent. That player copies the spell and may choose new targets for that copy.”
702.145Daybound and Nightbound
702.145aDaybound and nightbound are found on opposite faces of some double-faced cards (see rule 712, “Double-Faced Cards”).
702.145bDaybound is found on the front faces of some double-faced cards and represents three static abilities. “Daybound” means “If it is night and this permanent is represented by a double-faced card, it enters transformed,” “As it becomes night, if this permanent is front face up, transform it,” and “This permanent can’t transform except due to its daybound ability.” See rule 730, “Day and Night.”
702.145cAny time a player controls a permanent that is front face up with daybound and it’s night, that player transforms that permanent. This happens immediately and isn’t a state-based action.
702.145dAny time a player controls a permanent with daybound, if it’s neither day nor night, it becomes day.
702.145eNightbound is found on the back faces of some double-faced cards and represents two static abilities. “Nightbound” means “As it becomes day, if this permanent is back face up, transform it” and “This permanent can’t transform except due to its nightbound ability.”
702.145fAny time a player controls a permanent that is back face up with nightbound and it’s day, that player transforms that permanent. This happens immediately and isn’t a state-based action.
702.145gAny time a player controls a permanent with nightbound, if it’s neither day nor night and there are no permanents with daybound on the battlefield, it becomes night.
702.146Disturb
702.146aDisturb is an ability found on the front face of some double-faced cards (see rule 712, “Double-Faced Cards”). “Disturb [cost]” means “You may cast this card transformed from your graveyard by paying [cost] rather than its mana cost.” See rule 712.8c.
702.146bA resolving double-faced spell that was cast using its disturb ability enters the battlefield with its back face up.
702.147Decayed
702.147aDecayed represents a static ability and a triggered ability. “Decayed” means “This creature can’t block” and “When this creature attacks, sacrifice it at end of combat.”
702.148Cleave
702.148aCleave is a keyword that represents two static abilities that function while a spell with cleave is on the stack. “Cleave [cost]” means “You may cast this spell by paying [cost] rather than paying its mana cost” and “If this spell’s cleave cost was paid, change its text by removing all text found within square brackets in the spell’s rules text.” Casting a spell for its cleave cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.
702.148bCleave’s second ability is a text-changing effect. See rule 612, “Text-Changing Effects.”
702.149Training
702.149aTraining is a triggered ability. “Training” means “Whenever this creature and at least one other creature with power greater than this creature’s power attack, put a +1/+1 counter on this creature.”
702.149bIf a creature has multiple instances of training, each triggers separately.
702.149cSome creatures with training have abilities that trigger when they train. “When this creature trains” means “When a resolving training ability puts one or more +1/+1 counters on this creature.”
702.150Compleated
702.150aCompleated is a static ability found on some planeswalker cards. Compleated means “If this permanent would enter with one or more loyalty counters on it and the player who cast it chose to pay life for any part of its cost represented by Phyrexian mana symbols, it instead enters the battlefield with that many loyalty counters minus two for each of those mana symbols.”
702.151Reconfigure
702.151aReconfigure represents two activated abilities. Reconfigure [cost] means “[Cost]: Attach this permanent to another target creature you control. Activate only as a sorcery” and “[Cost]: Unattach this permanent. Activate only if this permanent is attached to a creature and only as a sorcery.”
702.151bAttaching an Equipment with reconfigure to another creature causes the Equipment to stop being a creature until it becomes unattached from that creature.
702.152Blitz
702.152aBlitz represents three abilities: two static abilities that function while the card with blitz is on the stack, one of which may create a delayed triggered ability, and a static ability that functions while the object with blitz is on the battlefield. “Blitz [cost]” means “You may cast this card by paying [cost] rather than its mana cost,” “If this spell’s blitz cost was paid, sacrifice the permanent this spell becomes at the beginning of the next end step,” and “As long as this permanent’s blitz cost was paid, it has haste and ‘When this permanent is put into a graveyard from the battlefield, draw a card.’” Casting a spell for its blitz cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.
702.152bIf a spell has multiple instances of blitz, only one may be used to cast that spell. If a permanent has multiple instances of blitz, each one refers only to payments made for that blitz ability as the spell was cast, not to any payments made for other instances of blitz.
702.153Casualty
702.153aCasualty is a keyword that represents two abilities. The first is a static ability that functions while the spell with casualty is on the stack. The second is a triggered ability that functions while the spell with casualty is on the stack. Casualty N means “As an additional cost to cast this spell, you may sacrifice a creature with power N or greater,” and “When you cast this spell, if a casualty cost was paid for it, copy it. If the spell has any targets, you may choose new targets for the copy.” Paying a spell’s casualty cost follows the rules for paying additional costs in rules 601.2b and 601.2f–h.
702.153bIf a spell has multiple instances of casualty, each is paid separately and triggers based on the payments made for it, not any other instance of casualty.
702.154Enlist
702.154aEnlist represents a static ability and a triggered ability. Enlist means “As this creature attacks, you may tap up to one untapped creature you control that you didn’t choose to attack with and that either has haste or has been under your control continuously since this turn began. When you do, this creature gets +X/+0 until end of turn, where X is the tapped creature’s power.”
702.154bEnlist’s static ability represents an optional cost to attack (see rule 508.1g). Its triggered ability is linked to that static ability (see rule 607.2h).
702.154cA creature “enlists” another creature when you pay the cost of the creature’s enlist ability by tapping the other creature. Note that it isn’t possible for a creature to enlist itself.
702.154dMultiple instances of enlist on a single creature function independently. The triggered ability represented by each instance of enlist triggers only once and only for the cost associated with that enlist ability.
702.155Read Ahead
702.155aRead ahead is a keyword found on some Saga cards. “Read ahead” means “Chapter abilities of this Saga can’t trigger the turn it entered the battlefield unless it has exactly the number of lore counters on it specified in the chapter symbol of that ability.” See rule 714, “Saga Cards.”
702.155bAs a Saga with the read ahead ability enters the battlefield, its controller chooses a number from one to that Saga’s final chapter number. That Saga enters the battlefield with the chosen number of lore counters on it. See rule 714, “Saga Cards.”
702.155cMultiple instances of read ahead on the same object are redundant.
702.156Ravenous
702.156aRavenous is a keyword found on some creature cards with {X} in their mana cost. Ravenous represents both a replacement effect and a triggered ability. “Ravenous” means “This permanent enters with X +1/+1 counters on it” and “When this permanent enters, if X is 5 or more, draw a card.” See rule 107.3m.
702.157Squad
702.157aSquad is a keyword that represents two linked abilities. The first is a static ability that functions while the creature spell with squad is on the stack. The second is a triggered ability that functions when the creature with squad enters the battlefield. “Squad [cost]” means “As an additional cost to cast this spell, you may pay [cost] any number of times” and “When this creature enters, if its squad cost was paid, create a token that’s a copy of it for each time its squad cost was paid.” Paying a spell’s squad cost follows the rules for paying additional costs in rules 601.2b and 601.2f–h.
702.157bIf a spell has multiple instances of squad, each is paid separately. If a permanent has multiple instances of squad, each triggers based on the payments made for that squad ability as it was cast, not based on payments for any other instance of squad.
702.158Space Sculptor
702.158aOne card (Space Beleren) has the space sculptor ability. This keyword ability causes creatures to gain sector designations.
702.158bA sector designation is a designation a permanent can have. The sector designations are alpha sector, beta sector, and gamma sector. Only permanents can have a sector designation. Once a permanent gets a sector designation, it keeps it until no player controls a permanent with space sculptor or an ability whose source has space sculptor. A sector designation is not part of the permanent’s copiable values.
702.158cAny time a permanent with space sculptor and any creatures without a sector designation are on the battlefield at the same time, each player who controls one or more of those creatures and doesn’t control a permanent with space sculptor chooses a sector designation for each of those creatures they control. Then, each other player who controls one or more of those creatures chooses a sector designation for each of those creatures they control. This is a state-based action (see rule 704.5u).
702.158dSome abilities include an instruction to choose a sector along with an instruction to perform an action on each creature in that sector. To do this, choose one of the three sector designations, then perform that action on each creature with that sector designation.
702.158eTwo permanents are in the same sector if each has the same sector designation.
702.159Visit
702.159aVisit is a keyword ability found on Attraction cards (see rule 717). “Visit — [Effect]” means “Whenever you roll to visit your Attractions, if the result is equal to a number that is lit up on this Attraction, [effect].” See rule 701.52, “Roll to Visit Your Attractions.”
702.159bSome Attractions instruct a player to “claim the prize,” followed by a second paragraph that starts with the word “Prize” and a long dash. This text is part of its visit ability. To claim the prize of an Attraction, perform the actions listed after the long dash.
702.160Prototype
702.160aPrototype is a static ability that appears on prototype cards that have a secondary set of power, toughness, and mana cost characteristics. A player who casts a spell with prototype can choose to cast that card “prototyped.” If they do, the alternative set of its power, toughness, and mana cost characteristics are used. See 718, “Prototype Cards.”
702.161Living Metal
702.161aLiving metal is a keyword ability found on some Vehicles. “Living metal” means “During your turn, this permanent is an artifact creature in addition to its other types.”
702.162More Than Meets the Eye
702.162aMore Than Meets the Eye represents a static ability that functions in any zone from which the spell may be cast. “More Than Meets the Eye [cost]” means “You may cast this card converted by paying [cost] rather than its mana cost.” Casting a spell using its More Than Meets the Eye ability follows the rules for paying alternative costs (see 601.2b and 601.2f–h). See rule 701.28, “Convert.”
702.163For Mirrodin!
702.163aFor Mirrodin! is a triggered ability. “For Mirrodin!” means “When this Equipment enters, create a 2/2 red Rebel creature token, then attach this Equipment to it.”
702.164Toxic
702.164aToxic is a static ability. It is written “toxic N,” where N is a number.
702.164bSome rules and effects refer to a creature’s “total toxic value.” A creature’s total toxic value is the sum of all N values of toxic abilities that creature has.
702.164cCombat damage dealt to a player by a creature with toxic causes that creature’s controller to give the player a number of poison counters equal to that creature’s total toxic value, in addition to the damage’s other results. See rule 120.3.
702.165Backup
702.165aBackup is a triggered ability. “Backup N” means “When this creature enters, put N +1/+1 counters on target creature. If that’s another creature, it also gains the non-backup abilities of this creature printed below this one until end of turn.” Cards with backup have one or more abilities printed after the backup ability. (Some cards with backup also have abilities printed before the backup ability.)
702.165bIf a permanent enters the battlefield as a copy of a permanent with a backup ability or a token is created that is a copy of that permanent, the order of abilities printed on it is maintained.
702.165cOnly abilities printed on the object with backup are granted by its backup ability. Any abilities gained by a permanent, whether due to a copy effect, an effect that grants an ability to a permanent, or an effect that creates a token with certain abilities, are not granted by a backup ability.
702.165dThe abilities that a backup ability grants are determined as the ability is put on the stack. They won’t change if the permanent with backup loses any abilities after the ability is put on the stack but before it resolves.
702.166Bargain
702.166aBargain is a static ability that functions while the spell with bargain is on the stack. “Bargain” means “As an additional cost to cast this spell, you may sacrifice an artifact, enchantment, or token.” Paying a spell’s bargain cost follows the rules for paying additional costs in rules 601.2b and 601.2f–h.
702.166bIf a spell’s controller declares the intention to pay that spell’s bargain cost, that spell has been “bargained.” See rule 601.2b.
702.166cObjects with bargain have additional abilities that specify what happens if they were bargained. These abilities are linked to the bargain ability printed on that object: they can refer only to that specific bargain ability. See rule 607, “Linked Abilities.”
702.166dIf part of a spell’s ability has its effect only if that spell was bargained and that part of the ability includes any targets, the spell’s controller chooses those targets only if that spell was bargained. Otherwise, the spell is cast as if it did not have those targets. See rule 601.2c.
702.167Craft
702.167aCraft represents an activated ability. It is written as “Craft with [materials] [cost],” where [materials] is a description of one or more objects. It means “[Cost], Exile this permanent, Exile [materials] from among permanents you control and/or cards in your graveyard: Return this card to the battlefield transformed under its owner’s control. Activate only as a sorcery.”
702.167bIf an object in the [materials] of a craft ability is described using only a card type or subtype without the word “card,” it refers to either a permanent on the battlefield that is that type or subtype or a card in a graveyard that is that type or subtype. This is an exception to rule 109.2.
702.167cAn ability of a permanent may refer to the exiled cards used to craft it. This refers to cards in exile that were exiled to pay the activation cost of the craft ability that put this permanent onto the battlefield.
702.168Disguise
702.168aDisguise is a static ability that functions in any zone from which you could play the card it’s on, and the disguise effect works any time the card is face down. “Disguise [cost]” means “You may cast this card as a 2/2 face-down creature with ward {2}, no name, no subtypes, and no mana cost by paying {3} rather than paying its mana cost.” (See rule 708, “Face-Down Spells and Permanents.”)
702.168bTo cast a card using its disguise ability, turn the card face down and announce that you are using a disguise ability. It becomes a 2/2 face-down creature card with ward {2}, no name, no subtypes, 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 707, “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 a disguise ability to cast a card from any zone from which you could normally cast it. When the spell resolves, it enters the battlefield with the same characteristics the spell had. The disguise effect applies to the face-down object wherever it is, and it ends when the permanent is turned face up.
702.168cYou can’t normally cast a card face down. A disguise ability allows you to do so.
702.168dAny time you have priority, you may turn a face-down permanent you control with a disguise ability face up. This is a special action; it doesn’t use the stack (see rule 116). To do this, show all players what the permanent’s disguise cost would be if it were face up, pay that cost, then turn the permanent face up. (If the permanent wouldn’t have a disguise cost if it were face up, it can’t be turned face up this way.) The disguise 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.
702.168eIf a permanent’s disguise cost includes X, other abilities of that permanent may also refer to X. The value of X in those abilities is equal to the value of X chosen as the disguise special action was taken.
702.168fSee rule 708, “Face-Down Spells and Permanents,” for more information about how to cast cards with a disguise ability.
702.169Solved
702.169aSolved is a keyword ability found on Case cards. See rule 719, “Case Cards.” “Solved” is followed by ability text. Together, they represent a static ability, a triggered ability, or an activated ability.
702.169bFor a static ability, “Solved — [Ability text]” means “As long as this Case is solved, [ability text].”
702.169cFor a triggered ability, “Solved — [Ability text]” means “[Ability text]. This ability triggers only if this Case is solved.”
702.169dFor an activated ability, “Solved — [Ability text]” means “[Ability text]. Activate only if this Case is solved.”
702.170Plot
702.170aPlot is a keyword ability that functions while the card with plot is in a player’s hand. “Plot [cost]” means “Any time you have priority during your main phase while the stack is empty, you may exile this card from your hand and pay [cost]. It becomes a plotted card.”
702.170bExiling a card using its plot ability is a special action, which doesn’t use the stack. See rule 116, “Special Actions.”
702.170cIn addition to the plot special action, some spells and abilities cause a card in exile to become plotted.
702.170dA plotted card’s owner may cast it from exile without paying its mana cost during their main phase while the stack is empty during any turn after the turn in which it became plotted. Casting a spell this way follows the rules for paying alternative costs in rules 601.2b and 601.2f–h. A plotted card may be cast this way even if it doesn’t have the plot ability while in exile.
702.170eIf an effect refers to plotting a card, it means performing the special action associated with a plot ability.
702.170fAn effect may allow the plot ability of a card to function in a zone other than a player’s hand. In that case, the card is exiled from the zone it is in as the action is taken rather than from its owner’s hand.
702.171Saddle
702.171aSaddle is an activated ability. “Saddle N” means “Tap any number of other untapped creatures you control with total power N or greater: This permanent becomes saddled until end of turn. Activate only as a sorcery.”
702.171bSaddled is a designation that has no rules meaning other than to act as a marker that spells and abilities can identify. Only permanents can be or become saddled. Once a permanent has become saddled, it stays saddled until the end of the turn or it leaves the battlefield. Being saddled is not a part of the permanent’s copiable values.
702.171cA creature “saddles” a permanent as it’s tapped to pay the cost to activate a permanent’s saddle ability.
702.172Spree
702.172aSpree is a static ability found on some modal spells (see rule 700.2) that applies while the spell on the stack. Spree means “Choose one or more modes. As an additional cost to cast this spell, pay the costs associated with those modes.”
702.172bCards with the spree ability have a plus sign icon in the upper right corner of the card, and use a plus sign (+) rather than traditional bullet points. These symbols are a visual reminder that this card requires an additional cost to be cast, and do not have additional rules meaning.
702.173Freerunning
702.173aFreerunning is a static ability that functions on the stack. “Freerunning [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 creature that, at the time it dealt that damage, was an Assassin creature or a commander under your control.” Casting a spell for its freerunning cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.
702.174Gift
702.174aGift is a keyword that represents two abilities. It is written “Gift a [something].” The first ability is a static ability that functions while the card with gift is on the stack, and the second is either an ability that functions while the card with gift is on the stack or a triggered ability that functions while the card with gift is on the battlefield. The first ability is always “As an additional cost to cast this spell, you may choose an opponent.” Paying a spell’s gift cost follows the rules for paying additional costs in rules 601.2b and 601.2f–h. The second ability depends on the [something] listed as well as whether the object with the ability is a permanent or an instant or sorcery spell.
702.174bOn a permanent, the second ability represented by gift is “When this permanent enters, if its gift cost was paid, [effect].” On an instant or sorcery spell, the second ability represented by gift is “If this spell’s gift cost was paid, [effect].” The specific effect is defined by the [something] listed.
702.174cSome effects trigger whenever a player gives a gift. Such an ability triggers whenever an instant or sorcery spell that player controls whose gift cost was paid resolves. It also triggers whenever the gift triggered ability of a permanent that player controls resolves.
702.174d“Gift a Food” means the effect is “The chosen player creates a Food token.”
702.174e“Gift a card” means the effect is “The chosen player draws a card.”
702.174f“Gift a tapped Fish” means the effect is “The chosen player creates a tapped 1/1 blue Fish creature token.”
702.174g“Gift an extra turn” means the effect is “The chosen player takes an extra turn after this one.”
702.174h“Gift a Treasure” means the effect is “The chosen player creates a Treasure token.”
702.174i“Gift an Octopus” means the effect is “The chosen player creates an 8/8 blue Octopus creature token.”
702.174jFor instant and sorcery spells, the effect of a gift ability always happens before any other spell abilities of the card. If the spell is countered or otherwise leaves the stack before resolving, the gift effect doesn’t happen.
702.174kIf a spell’s controller declares the intention to pay a spell’s gift cost, that spell’s gift was promised.
702.174mIf part of a spell’s ability has its effect only if its gift was promised, and that part of the ability includes any targets, the spell’s controller chooses those targets only if the gift was promised.
702.175Offspring
702.175aOffspring represents two abilities. “Offspring [cost]” means “You may pay an additional [cost] as you cast this spell” and “When this permanent enters, if its offspring cost was paid, create a token that’s a copy of it, except it’s 1/1.”
702.175bIf a spell has multiple instances of offspring, each is paid separately and triggers based on the payments made for it, not any other instances of offspring.
702.176Impending
702.176aImpending is a keyword that represents four abilities. The first is a static ability that functions while the spell with impending is on the stack. The second is static ability that creates a replacement effect that may apply to the permanent with impending as it enters the battlefield from the stack. The third is a static ability that functions on the battlefield. The fourth is a triggered ability that functions on the battlefield. “Impending N—[cost]” means “You may choose to pay [cost] rather than pay this spell’s mana cost,” “If you chose to pay this permanent’s impending cost, it enters with N time counters on it,” “As long as this permanent’s impending cost was paid and it has a time counter on it, it’s not a creature,” and “At the beginning of your end step, if this permanent’s impending cost was paid and it has a time counter on it, remove a time counter from it.” Casting a spell for its impending cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.
702.177Exhaust
702.177aAn exhaust ability is a special kind of activated ability. “Exhaust — [Cost]: [Effect]” means “[Cost]: [Effect]. Activate only once.”
702.177bAn effect may allow you to take an action as long as you haven’t activated an exhaust ability this turn. Such an effect allows that action only if you haven’t begun to activate an exhaust ability this turn.
702.178Max Speed
702.178aA max speed ability is a special kind of static ability. “Max speed — [Ability]” means “As long as your speed is 4, this object has ‘[Ability].’” See rule 702.179, “Start Your Engines!”
702.178bIf an ability granted by a max speed ability states which zones it functions from, the max speed ability that grants that ability functions from those zones. (See rule 113.6c.)
702.179Start Your Engines!
702.179aStart your engines! is a static ability. If a player controls a permanent with start your engines! and that player has no speed, their speed becomes 1. This is a state-based action. See rule 704.
702.179bPlayers do not have speed until a rule or effect sets their speed to a specific value.
702.179cIf a player has no speed and they are instructed to increase their speed by a certain value, their speed becomes that value.
702.179dThere is an inherent triggered ability associated with a player having 1 or more speed. This ability has no source and is controlled by that player. That ability is “Whenever one or more opponents lose life during your turn, if your speed is less than 4, your speed increases by 1. This ability triggers only once each turn.”
702.179eRules and effects may refer to whether a player has “max speed.” A player has max speed if their speed is 4.
702.179fSome effects refer to a player’s speed. If that player has no speed, their speed is 0 for the purpose of an effect that refers to speed.
702.180Harmonize
702.180aHarmonize represents three static abilities: one that functions while the card is in a player’s graveyard and two that function while the spell with harmonize is on the stack. “Harmonize [cost]” means “You may cast this card from your graveyard by paying [cost] and tapping up to one untapped creature you control rather than paying this spell’s mana cost,” “If you cast this spell using its harmonize ability, its total cost is reduced by an amount of generic mana equal to the tapped creature’s power,” and “If the harmonize cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack.” Casting a spell using its harmonize ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.
702.180bYou choose which creature to tap as you choose to pay a spell’s harmonize cost (see rule 601.2b), and then tap that creature as you pay the total cost.
702.181Mobilize
702.181aMobilize is a triggered ability. “Mobilize N” means “Whenever this creature attacks, create N 1/1 red Warrior creature tokens. Those tokens enter tapped and attacking. Sacrifice them at the beginning of the next end step.”
702.182Job Select
702.182aJob select is a triggered ability. “Job select” means “When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this Equipment to it.”
702.183Tiered
702.183aTiered is a static ability found on some modal spells (see rule 700.2) that applies while the spell is on the stack. Tiered means “Choose one. As an additional cost to cast this spell, pay the cost associated with that mode.”
702.184Station
702.184aStation is an activated ability. “Station” means “Tap another untapped creature you control: Put a number of charge counters on this permanent equal to the tapped creature’s power. Activate only as a sorcery.”
702.184bEach card printed with a station ability is known as a station card. It has a nonstandard layout and includes station symbols that are themselves keyword abilities. See rule 721, “Station Cards.”
702.184cStatic abilities may modify the result of a station ability by causing it to use a characteristic other than the tapped creature’s power to determine the number of counters placed on the permanent with the station ability.
702.185Warp
702.185aWarp represents two static abilities that function while the card with warp is on the stack, one of which may create a delayed triggered ability. “Warp [cost]” means “You may cast this card from your hand by paying [cost] rather than its mana cost” and “If this spell’s warp cost was paid, exile the permanent this spell becomes at the beginning of the next end step. Its owner may cast this card after the current turn has ended for as long as it remains exiled.” Casting a spell for its warp cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.
702.185bSome effects refer to “warped” cards in exile. A warped card in exile is one that was exiled by the delayed triggered ability created by a warp ability.
702.185cSome effects refer to whether “a spell was warped this turn.” This means that a spell was cast for its warp cost this turn.
702.186∞ (Infinity)
702.186a∞ (the mathematical symbol for infinity) is a keyword found on Infinity cards. “∞” is followed by ability text. Together, they represent a static ability.
702.186b“∞ — [Ability]” means “As long as this permanent is harnessed, it has [ability].” See rule 701.64, “Harness.”
702.187Mayhem
702.187aMayhem is a static ability that functions while the card with mayhem is in a player’s graveyard.
702.187b“Mayhem [cost]” means “As long as you discarded this card this turn, you may cast it from your graveyard by paying [cost] rather than paying its mana cost.” Casting a spell using its mayhem ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.
702.187c“Mayhem” without a cost means “You may play this card from your graveyard if you discarded it this turn.”
702.188Web-slinging
702.188aWeb-slinging is a static ability that functions while the spell with web-slinging is on the stack. “Web-slinging [cost]” means “You may cast this spell by paying [cost] and returning a tapped creature you control to its owner’s hand rather than paying its mana cost.” Casting a spell using its web-slinging ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.
702.189Firebending
702.189aFirebending is a triggered ability. “Firebending N” means “Whenever this creature attacks, add N {R}. Until end of combat, you don’t lose this mana as steps and phases end.”
702.189bAn ability that triggers whenever a player firebends triggers whenever a firebending ability they control resolves.
703.1Turn-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.
703.1aAbilities that watch for a specified step or phase to begin are triggered abilities, not turn-based actions. (See rule 603, “Handling Triggered Abilities.”)
703.2Turn-based actions are not controlled by any player.
703.3Whenever 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.
703.4The turn-based actions are as follows:
703.4aImmediately 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.
703.4bImmediately after the phasing action has been completed during the untap step, if the game has either the day or night designation, it checks to see whether that designation should change. If it’s neither day nor night, this check doesn’t happen. See rule 502.2.
703.4cImmediately after the game checks to see if its day or night designation should change during the untap step or, if the game doesn’t have a day or night designation, immediately after the phasing action has been completed during the untap step, the active player determines which permanents they control will untap. Then they untap them all simultaneously. See rule 502.3.
703.4dImmediately after the draw step begins, the active player draws a card. See rule 504.1.
703.4eIn an Archenemy game (see rule 904), immediately after the archenemy’s precombat main phase begins, that player sets the top card of their scheme deck in motion. See rule 701.32.
703.4fImmediately after a player’s precombat main phase begins, that player puts a lore counter on each Saga enchantment they control with one or more chapter abilities. In an Archenemy game, this happens after the archenemy’s scheme action. See rule 714, “Saga Cards.”
703.4gImmediately after the action of placing lore counters has been completed, if the active player controls any Attractions, that player rolls to visit their Attractions. See rule 701.52, “Roll to Visit Your Attractions.”
703.4hImmediately after the beginning of combat step begins, if the game being played is a multiplayer game in which the active player’s opponents don’t all automatically become defending players, the active player chooses one of their opponents. That player becomes the defending player. See rule 507.1.
703.4iImmediately after the declare attackers step begins, the active player declares attackers. See rule 508.1.
703.4jImmediately after the declare blockers step begins, the defending player declares blockers. See rule 509.1.
703.4kImmediately after the combat damage step begins, each player in APNAP order announces how each attacking or blocking creature they control assigns its combat damage. See rule 510.1.
703.4mImmediately after combat damage has been assigned during the combat damage step, all combat damage is dealt simultaneously. See rule 510.2.
703.4nImmediately after the cleanup step begins, if the active player’s hand contains more cards than their maximum hand size (normally seven), they discard enough cards to reduce their hand size to that number. See rule 514.1.
703.4pImmediately 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.
703.4qAs each step or phase ends, any unspent mana left in a player’s mana pool empties. See rule 500.5.
704.1State-based actions are game actions that happen automatically whenever certain conditions (listed below) are met. State-based actions don’t use the stack.
704.1aAbilities that watch for a specified game state are triggered abilities, not state-based actions. (See rule 603, “Handling Triggered Abilities.”)
704.2State-based actions are checked throughout the game and are not controlled by any player.
704.3Whenever a player would get priority (see rule 117, “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 state-based 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.
704.4Unlike triggered abilities, state-based actions pay no attention to what happens during the resolution of a spell or ability.
704.5The state-based actions are as follows:
704.5aIf a player has 0 or less life, that player loses the game.
704.5bIf a player attempted to draw a card from a library with no cards in it since the last time state-based actions were checked, that player loses the game.
704.5cIf a player has ten or more poison counters, that player loses the game. Ignore this rule in Two-Headed Giant games; see rule 704.6b instead.
704.5dIf a token is in a zone other than the battlefield, it ceases to exist.
704.5eIf 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.
704.5fIf a creature has toughness 0 or less, it’s put into its owner’s graveyard. Regeneration can’t replace this event.
704.5gIf a creature has toughness greater than 0, it has damage marked on it, 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.
704.5hIf 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.
704.5iIf a planeswalker has loyalty 0, it’s put into its owner’s graveyard.
704.5jIf two or more legendary permanents with the same name are controlled by the same player, that player chooses one of them, and the rest are put into their owners’ graveyards. This is called the “legend rule.”
704.5kIf two or more permanents have the supertype world, all except the one that has had the world supertype for the shortest amount of time are put into their owners’ graveyards. In the event of a tie for the shortest amount of time, all are put into their owners’ graveyards. This is called the “world rule.”
704.5mIf 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.
704.5nIf an Equipment or Fortification is attached to an illegal permanent or to a player, it becomes unattached from that permanent or player. It remains on the battlefield.
704.5pIf a battle or creature is attached to an object or player, it becomes unattached and remains on the battlefield. Similarly, if any nonbattle, noncreature 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.
704.5qIf 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.
704.5rIf 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.
704.5sIf the number of lore counters on a Saga permanent with one or more chapter abilities is greater than or equal to its final chapter number and it isn’t the source of a chapter ability that has triggered but not yet left the stack, that Saga’s controller sacrifices it. See rule 714, “Saga Cards.”
704.5tIf a player’s venture marker is on the bottommost room of a dungeon card, and that dungeon card isn’t the source of a room ability that has triggered but not yet left the stack, the dungeon card’s owner removes it from the game. See rule 309, “Dungeons.”
704.5uIf a permanent with space sculptor and any creatures without a sector designation are on the battlefield, each player who controls one or more of those creatures and doesn’t control a permanent with space sculptor chooses a sector designation for each of those creatures they control. Then, each other player who controls one or more of those creatures chooses a sector designation for each of those creatures they control. See rule 702.158, “Space Sculptor.”
704.5vIf a battle has defense 0 and it isn’t the source of an ability that has triggered but not yet left the stack, it’s put into its owner’s graveyard.
704.5wIf a battle has no player in the game designated as its protector and no attacking creatures are currently attacking that battle, that battle’s controller chooses an appropriate player to be its protector based on its battle type. If no player can be chosen this way, the battle is put into its owner’s graveyard. See rule 310, “Battles.”
704.5xIf a Siege’s controller is also its designated protector, that player chooses an opponent to become its protector. If no player can be chosen this way, the battle is put into its owner’s graveyard. See rule 310, “Battles.”
704.5yIf a permanent has more than one Role controlled by the same player attached to it, each of those Roles except the one with the most recent timestamp is put into its owner’s graveyard.
704.5zIf a player controls a permanent with start your engines! and that player has no speed, that player’s speed becomes 1. See rule 702.179, “Start Your Engines!”
704.6Some variant games include additional state-based actions that aren’t normally applicable:
704.6aIn 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.”
704.6bIn a Two-Headed Giant game, if a team has fifteen or more poison counters, that team loses the game. See rule 810, “Two-Headed Giant Variant.”
704.6cIn a Commander game, a player who’s been dealt 21 or more combat damage by the same commander over the course of the game loses the game. See rule 903, “Commander.”
704.6dIn a Commander game, if a commander is in a graveyard or in exile and that object was put into that zone since the last time state-based actions were checked, its owner may put it into the command zone. See rule 903, “Commander.”
704.6eIn an Archenemy game, if a non-ongoing scheme card is face up in the command zone, and no triggered abilities of any scheme are on the stack or waiting to be put on the stack, that scheme card is turned face down and put on the bottom of its owner’s scheme deck. See rule 904, “Archenemy.”
704.6fIn a Planechase game, if a phenomenon 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, the planar controller planeswalks. See rule 901, “Planechase.”
704.7If multiple state-based actions would have the same result at the same time, a single replacement effect will replace all of them.
704.8If a state-based action results in a permanent leaving the battlefield at the same time other state-based actions were performed, that permanent’s last known information is derived from the game state before any of those state-based actions were performed.
705.1Some cards refer to flipping a coin. 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.”
705.2Some effects that instruct a player to flip a coin care only about whether the coin comes up heads or tails. No player wins or loses a coin flip for this kind of effect. For all other effects that instruct a player to flip a coin, the player that flips the coin calls “heads” or “tails.” If the call matches the result, the 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.
705.3An effect may state that a coin flip has a certain result and/or that a certain player wins a coin flip. In that case, ignore the actual results of that flip and use the indicated results instead. This can cause a player to win a flip that couldn’t otherwise be won.
706.1An effect that instructs a player to roll a die will specify what kind of die to roll and how many of those dice to roll.
706.1aSuch an effect may refer to an “N-sided die,” “N-sided dice,” or one or more “dN,” where N is a positive integer. In those cases, the die must have N equally likely outcomes, numbered from 1 to N. For example, a d20 is a twenty-sided die with possible outcomes from 1 to 20.
706.1bPlayers may agree to use an alternate method for rolling a die, including a digital substitute, as long as the method used has the same number of equally likely outcomes as the die specified in the instruction.
706.2After the roll, the number indicated on the top face of the die before any modifiers is the natural result. The instruction may include modifiers to the roll which add to or subtract from the natural result. Modifiers may also come from other sources. After considering all applicable modifiers, the final number is the result of the die roll.
706.2aModifiers may be optional and/or have associated costs. If a modifier has an associated mana cost, the player who rolled has the chance to activate mana abilities before applying it.
706.2bIf two or more effects are attempting to modify the natural result, the player who rolled chooses one to apply, following these steps: First, consider any effects that modify the result of a die roll by rerolling that die. Second, consider any effects that modify the result of a die roll by increasing or decreasing that result by a specified amount.
706.3Some abilities that instruct a player to roll one or more dice include a results table.
706.3aThe results table appears as a list or as a chart with multiple striations. Each list item or striation includes possible results and an effect associated with those results. The possible results indicated could be a single number, a range of numbers with two endpoints in the form “N1–N2,” or a range with a single endpoint in the form “N+.” Each one means “If the result was in this range, [effect].” After a die roll, use the result to determine which effect listed on the results table happens, if any.
706.3bAn instruction to roll one or more dice, any instructions to modify that roll printed in the same paragraph, any additional instructions based on the result of the roll, and the associated results table are all part of one ability.
706.3cSome effects in results charts include the text “Roll again.” This additional roll uses the same kind of and number of dice originally called for, including any applicable modifiers.
706.4Some abilities that instruct a player to roll one or more dice do not include a results table. The text of those abilities will indicate how to use the results of the die rolls, if at all.
706.5One card (Celebr-8000) has an ability that instructs a player to roll two dice and has an additional effect if that player “rolled doubles.” A player has rolled doubles if the result of each of those rolls is equal to the other.
706.6If a player is instructed to ignore a roll, that roll is considered to have never happened. No abilities trigger because of the ignored roll, and no effects apply to that roll. If that player was instructed to ignore the lowest roll and multiple results are tied for the lowest, the player chooses one of those rolls to be ignored.
706.7In a Planechase game, rolling the planar die will cause any ability that triggers whenever a player rolls one or more dice to trigger. However, any effect that refers to a numerical result of a die roll, including ones that exchange the results of that roll with another value or compare the results of that roll to other rolls or to a given number, ignores the rolling of the planar die. See rule 901, “Planechase.”
706.8One card (Centaur of Attention) has an ability that instructs a player to roll dice and “store” those results on it and another ability that allows a player to reroll any number of those results.
706.8aTo store the result of a die roll on a permanent means to note both the kind of die rolled and the result of that roll. That noted information is considered a “stored result” of that permanent, and the result is the “value” of that stored result.
706.8bTo reroll one or more stored results of a permanent, roll one of the kind of die noted for each of them. If one kind of die is noted for more than one of those results, roll that many of that kind of die. The results you rerolled stop being stored results, and you store the results of each of the new die rolls on that permanent.
706.8cIf a permanent has an ability that stores results on it and another ability that refers to the stored results, those abilities are linked. (See rule 607.2e.)
707.1Some objects become or turn another object into a “copy” of a spell, permanent, or card. Some effects create a token 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.)
707.2When 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, color indicator, card type, subtype, supertype, rules text, power, toughness, and/or loyalty), as modified by other copy effects, by its face-down status, and by “as . . . enters” and “as . . . is turned face up” abilities that set power and toughness (and may also set additional characteristics). Other effects (including type-changing and text-changing effects), status, counters, and stickers are not copied.
707.2aA copy acquires the color of the object it’s copying because that value is derived from its mana cost or color indicator. 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).
707.2bOnce an object has been copied, changing the copiable values of the original object won’t cause the copy to change.
707.2cIf a static ability generates a continuous effect that’s a copy effect, the copiable values that effect grants are determined only at the time that effect first starts to apply.
707.3The copy’s copiable values become the copied information, as modified by the copy’s status (see rule 110.5). Objects that copy the object will use the new copiable values.
707.4Some effects cause a permanent that’s copying a permanent to copy a different object while remaining on the battlefield. The change doesn’t cause enters-the-battlefield or leaves-the-battlefield abilities to trigger. This also doesn’t change any noncopy effects presently affecting the permanent.
707.5An 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 with” or “as [this] enters” abilities), those abilities will take effect. Also, any enters-the-battlefield triggered abilities of the copy will have a chance to trigger.
707.6When 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.
707.7If 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.”
707.8When copying a melded permanent or other double-faced permanent, use the copiable values of the face that’s currently up to determine the characteristics of the copy. See rule 712, “Double-Faced Cards.”
707.8aIf an effect creates a token that is a copy of a double-faced permanent or a double-faced card not on the battlefield, the resulting token is a double-faced token that has both a front face and a back face. The characteristics of each face are determined by the copiable values of the same face of the permanent or card it is a copy of, as modified by any other copy effects that apply to that object. If the token is a copy of a double-faced permanent with its back face up, the token enters the battlefield with its back face up. This rule does not apply to tokens that are created with their own set of characteristics and enter the battlefield as a copy of a double-faced object due to a replacement effect.
707.9Copy effects may include modifications or exceptions to the copying process.
707.9aSome 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.
707.9bSome copy effects modify a characteristic as part of the copying process. The final set of values for that characteristic becomes part of the copiable values of the copy.
707.9cSome copy effects specifically state that they don’t copy certain characteristics and the affected objects instead retain their original values. Copy effects may also simply state that certain characteristics are not copied.
707.9dWhen applying a copy effect that doesn’t copy a certain characteristic, retains one or more original values for a certain characteristic, or provides a specific set of values for a certain characteristic, any characteristic-defining ability (see rule 604.3) of the object being copied that defines that characteristic is not copied. If that characteristic is color, any color indicator (see rule 204) of that object is also not copied. This rule does not apply to copy effects with exceptions that state the object is a certain card type, supertype, and/or subtype “in addition to its other types.” In those cases, any characteristic-defining ability that defines card type, supertype, and/or subtype is copied.
707.9eSome replacement effects that generate copy effects include an exception that’s an additional effect rather than a modification of the affected object’s characteristics. If another copy effect is applied to that object after applying the copy effect with that exception, the exception’s effect doesn’t happen.
707.9fSome exceptions to the copying process apply only if the copy is or has certain characteristics. To determine whether such an exception applies, consider what the resulting permanent’s characteristics would be if the copy effect were applied without that exception, taking into account any other exceptions that effect includes.
707.9gSome replacement effects that generate copy effects are linked to triggered abilities written in the same paragraph. (See rule 603.11.) If another copy effect is applied to that object after applying the copy effect with the linked triggered ability, the ability doesn’t trigger.
707.10To copy a spell, activated ability, or triggered 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.
707.10aIf 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.
707.10bA 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.
707.10cSome 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.
707.10dSome effects copy a spell or ability for each player or object it “could target.” The copies are put onto the stack with those targets in the order of their controller’s choice. If the spell or ability has more than one target, each of its targets must be the same player or object. If that player or object isn’t a legal target for each instance of the word “target,” a copy isn’t created for that player or object.
707.10eSome effects copy a spell or ability and specify a new target for the copy. If the spell or ability has more than one target, each of the copy’s targets must be that player or object. If that player or object isn’t a legal target for each instance of the word “target,” the copy isn’t created. In the case where a replacement effect causes the copy to target more than one object, the copy’s controller chooses one of them to be the new target. The chosen target must be a legal target for that spell or ability.
707.10fSome effects copy a permanent spell. As that copy resolves, it ceases being a copy of a spell and becomes a token permanent. (See rule 608.3f.)
707.10gIf an effect creates a copy of a double-faced permanent spell, the copy is also a double-faced permanent spell that has both a front face and a back face. The characteristics of its front and back face are determined by the copiable values of the same face of the spell it is a copy of, as modified by any other copy effects. If the spell it is a copy of has its back face up, the copy is created with its back face up. The token that’s put onto the battlefield as that spell resolves is a double-faced token.
707.11If 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.
707.12An effect that instructs a player to cast a copy of an object (and not just copy a spell) follows the rules for casting spells, except that the copy is created in the same zone the object is in and then cast while another spell or ability is resolving. Casting a copy of an object follows steps 601.2a–h of rule 601, “Casting Spells,” and then the copy becomes cast. Once cast, the copy is a spell on the stack, and just like any other spell it can resolve or be countered.
707.13One card (Garth One-Eye) instructs a player to create a copy of a card defined by name rather than by indicating an object to be copied. To do so, the player uses the Oracle card reference to determine the characteristics of the copy and creates the copy outside of the game.
707.14One card (Magar of the Magic Strings) instructs a player to note the name of a particular card in a graveyard and create a copy of the card with the noted name. To do so, use the characteristics of that card as it last existed in the graveyard to determine the copiable values of the copy. (See rule 608.2h.)
708.1Some cards allow spells and permanents to be face down.
708.2Face-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 707, “Copying Objects.”)
708.2aIf a face-up permanent is turned face down by a spell or ability that doesn’t list any characteristics for that object, it becomes a 2/2 face-down creature with no text, no name, no subtypes, and no mana cost. A permanent that enters the battlefield face down also has these characteristics unless otherwise specified by the effect that put it onto the battlefield face down or allowed it to be cast face down. These values are the copiable values of that object’s characteristics.
708.2bA face-down permanent can’t be turned face-down. If a spell or ability attempts to turn a face-down permanent face down, nothing happens and that effect doesn’t change any of its characteristics or their copiable values.
708.3Objects 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).
708.4Objects 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. The permanent the spell becomes will be a face-down permanent.
708.5At 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.
708.6If 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 what ability or rules caused the permanents to be face down, the order spells were cast, the order that face-down permanents entered the battlefield, which creature(s) 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.
708.7The 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.
708.8As 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.
708.9If a face-down permanent or a face-down component of a merged permanent moves from the battlefield to any other zone, its owner must reveal it to all players as they move 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 they move it. If a player leaves the game, all face-down permanents, face-down components of merged permanents, and face-down spells owned by that player must be revealed to all players. At the end of each game, all face-down permanents, face-down components of merged permanents, and face-down spells must be revealed to all players.
708.10If 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 707.3.
708.11If 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.
708.12If a spell or ability that instructs a player to reveal a face-down permanent needs information about the revealed object, it uses the characteristics of that object ignoring any continuous effects that may be applying to it.
709.1Split cards have two card faces on a single card. The back of a split card is the normal Magic card back.
709.2Although 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.
709.3A player chooses which half of a split card they are casting before putting it onto the stack.
709.3aOnly the chosen half is evaluated to see if it can be cast. Only that half is considered to be put onto the stack.
709.3bWhile 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.
709.3cAn effect may create a copy of a split card and allow a player to cast the copy. That copy retains the characteristics of the two halves separated into the same two halves as the original card. (See rule 707.12.)
709.4In every zone except the stack, the characteristics of a split card are those of its two halves combined.
709.4aEach split card has two names. If an effect instructs a player to choose a card name and the player wants to choose a split card’s name, the player must choose one of those names and not both. An object has the chosen name if one of its names is the chosen name.
709.4bThe mana cost of a split card is the combined mana costs of its two halves. A split card’s colors and mana value are determined from its combined mana cost. An effect that refers specifically to the symbols in a split card’s mana cost sees the separate symbols rather than the whole mana cost.
709.4cA split card has each card type specified on either of its halves and each ability in the text box of each half.
709.4dThe characteristics of a fused split spell on the stack are also those of its two halves combined (see rule 702.102, “Fuse”).
709.5Some split cards are permanent cards with a single shared type line. A shared type line on such an object represents two static abilities that function on the battlefield. These are “As long as this permanent doesn’t have the ‘left half unlocked’ designation, it doesn’t have the name, mana cost, or rules text of this object’s left half” and “As long as this permanent doesn’t have the ‘right half unlocked’ designation, it doesn’t have the name, mana cost, or rules text of this object’s right half.” These abilities, as well as which half of that permanent a characteristic is in, are part of that object’s copiable values.
709.5aEach half of a split card with a shared type line shares the types and subtypes listed on that card’s shared type line.
709.5bThe existence of each half of an object with a shared type line is part of that object’s copiable values, even if that object is a spell on the stack. This is an exception to rule 709.3b.
709.5c“Left half unlocked” and “right half unlocked” are designations that a permanent on the battlefield can have. Together, they are called the unlocked designations. A particular half of a permanent is said to be “unlocked” if it has the appropriate unlocked designation. Otherwise, that half is said to be “locked.”
709.5dA permanent with a shared type line is given the “left half unlocked” designation as it enters the battlefield if its left half was cast as a spell. It is given the “right half unlocked” designation as it enters the battlefield if its right half was a cast as a spell. If it’s entering the battlefield and neither half was cast as a spell, it enters with neither unlocked designation.
709.5eA player who controls a permanent that has one or more locked halves may pay the mana cost of a locked half of that permanent to give that permanent the appropriate unlocked designation. This cost is referred to as an “unlock cost.” This is a special action (see rule 116). A player can take this action any time they have priority and the stack is empty during a main phase of their turn.
709.5fSome spells and abilities instruct a player to “unlock” half of a permanent. To unlock half of a permanent, a player chooses a locked half of that permanent, and that permanent is given the appropriate unlocked designation.
709.5gSome spells and abilities instruct a player to “lock” half of a permanent. To lock half of a permanent, a player chooses an unlocked half of that permanent, and that permanent loses the appropriate unlocked designation.
709.5hSome abilities trigger when a player unlocks a particular half of a permanent. These abilities trigger when that permanent is given the appropriate unlocked designation, regardless of whether it was given that designation while entering the battlefield or after entering the battlefield.
709.5iSome abilities trigger when a player “fully unlocks” a permanent with a shared type line. Such an ability triggers when that permanent has one of the two unlocked designations and gets the other, or when it has neither designation and gains both.
709.5jSome cards refer to a “door” of a Room permanent. A door is a half of that permanent.
710.1Flip 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.
710.1aThe 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.
710.1bThe 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.
710.1cA flip card’s color and mana cost don’t change if the permanent is flipped. Also, any changes to it by external effects will still apply.
710.2In 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.
710.3You 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.
710.4Flipping 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 110.5.
710.5If an effect instructs a player to choose a card name and the player wants to choose a flip card’s alternative name, the player may do so.
711.1Each leveler card has a striated text box and three power/toughness boxes. The text box of a leveler card contains two level symbols.
711.2A 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].”
711.2a“{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 has base power and toughness [P/T] and has [abilities].”
711.2b“{LEVEL N3+} [Abilities] [P/T]” means “As long as this creature has N3 or more level counters on it, it has base power and toughness [P/T] and has [abilities].”
711.3The 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.
711.4Any 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 702.87) at all times; it may be activated regardless of how many level counters are on that permanent.
711.5If 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.
711.6In every zone other than the battlefield, a leveler card has the power and toughness denoted by its uppermost power/toughness box.
711.7Some enchantments have the subtype Class and associated abilities that give them a class level. These are not level up abilities and class levels do not interact with level counters. See rule 716, “Class Cards.”
712.1A double-faced card has a Magic card face on one side and either a Magic card face or half of an oversized card face on the other. (It does not have a Magic card back.) There are three kinds of double-faced cards: nonmodal double-faced cards (previously called “transforming double-faced cards”), modal double-faced cards, and meld cards.
712.2Nonmodal double-faced cards have a Magic card face on each side and include abilities on one or both of their faces that allow the card to either “transform” or “convert” (turn over to its other face) and/or allow the card to be cast or enter the battlefield “transformed” or “converted” (with its back face up).
712.2aA nonmodal double-faced card’s front face is marked by a front-face symbol in its upper left corner. On cards printed starting with The Brothers’ War™ release, that symbol is a single white triangle pointed upward inside a black circle. Nonmodal double-faced cards printed in older sets have different front-face symbols. On Magic Origins™ and Core Set 2019 double-faced cards, the front-face symbol is a modified Planeswalker icon. On cards in the Innistrad® block, Shadows over Innistrad set, and Innistrad: Midnight Hunt set, as well as on Ulrich of the Krallenhorde in the Eldritch Moon™ set, the front-face symbol is a sun. On other Eldritch Moon double-faced cards, the front-face symbol is a full moon. On Ixalan® and Rivals of Ixalan™ cards, the front-face symbol is a compass rose. On Kamigawa®: Neon Dynasty double-faced cards, the front-face symbol is a closed fan.
712.2bA nonmodal double-faced card’s back face is marked by a back-face symbol in its upper left or upper right corner. On cards printed starting with The Brothers’ War release, that symbol is a single white triangle pointed downward inside a black circle. Nonmodal double-faced cards printed in older sets have different front-face symbols. On Magic Origins and Core Set 2019 double-faced cards, the back-face symbol is a full Planeswalker icon. On cards in the Innistrad block, Shadows over Innistrad set, and Innistrad: Midnight Hunt set, as well as on Ulrich, Uncontested Alpha in the Eldritch Moon set, the back-face symbol is a crescent moon. On other Eldritch Moon double-faced cards, the back-face symbol is a stylized image of Emrakul. On Ixalan and Rivals of Ixalan cards, the back-face symbol is a land icon. On Kamigawa: Neon Dynasty double-faced cards, the back-face symbol is an open fan.
712.2cThe front face of a nonmodal double-faced card whose back face is a creature has the back face’s power and toughness printed in gray above the power and toughness box. This is reminder text and has no effect on game play.
712.3Modal double-faced cards have a Magic card face on each side. These faces are usually independent from one another, but they may have an ability that allows them to “transform” or “convert” on either face.
712.3aA modal double-faced card’s front face is marked by a front-face symbol in its upper left corner. The front-face symbol is a single black triangle inside a sideways teardrop.
712.3bA modal double-faced card’s back face is marked by a back-face symbol in its upper left corner. The back-face symbol is two white triangles inside a sideways teardrop.
712.3cEach face of a modal double-faced card includes a hint bar in the lower left corner with information about the opposite face. This is reminder text and has no effect on game play.
712.4Meld cards have a Magic card face on one side and half of an oversized card face on the other.
712.4aOne card in each meld pair has an ability that exiles both that object and its counterpart and melds them. To meld the two cards in a meld pair, put them onto the battlefield with their back faces up and combined (see rule 701.42, “Meld”). The resulting permanent is a single object represented by two cards.
712.4bThe back faces of a meld pair are used only to determine the characteristics of the melded permanent that pair becomes on the battlefield. If a rule or effect references the back face of a meld card when not part of a melded permanent on the battlefield, it fails to determine its characteristics, regardless of which parts of the melded permanent is represented on that card’s back face.
712.4cUnlike other double-faced cards, meld cards cannot be transformed or converted. Any instructions to do so are ignored.
712.5There are seven specific meld pairs.
712.5aMidnight Scavengers and Graf Rats meld to form Chittering Host.
712.5bHanweir Garrison and Hanweir Battlements meld to form Hanweir, the Writhing Township.
712.5cBruna, the Fading Light and Gisela, the Broken Blade meld to form Brisela, Voice of Nightmares.
712.5dPhyrexian Dragon Engine and Mishra, Claimed by Gix meld to form Mishra, Lost to Phyrexia.
712.5eThe Mightstone and Weakstone and Urza, Lord Protector meld to form Urza, Planeswalker.
712.5fArgoth, Sanctum of Nature and Titania, Voice of Gaea meld to form Titania, Gaea Incarnate.
712.5gFang, Fearless l’Cie and Vanille, Cheerful l’Cie meld to form Ragnarok, Divine Deliverance.
712.6Players who are allowed to look at a double-faced card may look at both sides of that card.
712.7Players must ensure that double-faced cards in hidden zones are indistinguishable from other cards in the same zone. To do this, the owner of a double-faced card may use completely opaque card sleeves and/or a substitute card (see rule 713). Sanctioned tournaments have additional rules for playing with double-faced cards. See rule 100.6.
712.8Each face of a double-faced card that isn’t a meld card has its own set of characteristics. The front face of each meld card and the combined face formed by a meld pair each has its own set of characteristics.
712.8aWhile a double-faced card is outside the game or in a zone other than the battlefield or stack, it has only the characteristics of its front face.
712.8bA meld card on the stack has only the characteristics of its front face.
712.8cNormally, a nonmodal double-faced spell has its front face up while on the stack and has only the characteristics of its front face. However, if an effect allows a player to cast a nonmodal double-faced card “transformed” or “converted,” the resulting spell will have its back face up and have only the characteristics of its back face. Its mana value is calculated using the mana cost of its front face.
712.8dWhile a double-faced permanent has its front face up, it has only the characteristics of its front face.
712.8eWhile a nonmodal double-faced permanent has its back face up, it has only the characteristics of its back face. However, its mana value is calculated using the mana cost of its front face. If a permanent is copying the back face of a nonmodal double-faced permanent (even if the object representing that copy is itself a double-faced permanent), the mana value of that permanent is 0. See rule 202.3b.
712.8fWhile a modal double-faced spell is on the stack or a modal double-faced permanent is on the battlefield, it has only the characteristics of the face that’s up.
712.8gWhile the two cards of a meld pair are on the battlefield as a melded permanent, the object represented by those cards has only the characteristics of the combined back face, and its mana value is the sum of the mana values of its front faces. If a permanent is copying a melded permanent, the mana value of the copy is 0. See rule 202.3c.
712.9Only permanents represented by double-faced tokens and double-faced cards that are not meld cards can transform or convert. (See rule 701.27, “Transform,” and rule 701.28, “Convert.”) If a spell or ability instructs a player to transform or convert any permanent that isn’t represented by a double-faced token or a double-faced card, nothing happens.
712.10If a spell or ability instructs a player to transform or convert a permanent, and the face that permanent would transform or convert into is an instant or sorcery card face, or is a double-faced token that was created with an instant or sorcery face, nothing happens.
712.11A double-faced spell is cast with its front face up by default. See rule 601, “Casting Spells.”
712.11aIf a double-faced card or a copy of a double-faced card is cast as a spell “transformed” or “converted,” it’s put on the stack with its back face up.
712.11bA player casting a modal double-faced card or a copy of a modal double-faced card as a spell chooses which face they are casting before putting it onto the stack.
712.11cOnly the face that will be face up on the stack is evaluated to determine if it can be cast. Only that face is considered to be put onto the stack.
712.11dIf an ability of a double-faced card’s front face allows it to be cast “transformed” or “converted,” that ability is also considered when evaluating that spell to determine if it can be cast. This is an exception to 712.11c.
712.12A player playing a modal double-faced card or a copy of a modal double-faced card as a land chooses one of its faces that’s a land before putting it onto the battlefield. It enters the battlefield with that face up. See rule 305, “Lands.”
712.13By default, a resolving double-faced spell that becomes a permanent is put onto the battlefield with the same face up that was face up on the stack.
712.13aSome abilities may cause a double-faced spell with its front face up on the stack to enter the battlefield transformed or converted. If the back face of the card that represents that spell is an instant or sorcery face, or that spell is a copy of a double-faced card created with an instant or sorcery back face, it doesn’t enter the battlefield, and is instead put into its owner’s graveyard.
712.14A double-faced card put onto the battlefield from a zone other than the stack enters the battlefield with its front face up by default.
712.14aIf a spell or ability puts a double-faced card onto the battlefield “transformed” or “converted,” it enters the battlefield with its back face up. If a player is instructed to put a card that isn’t a double-faced card onto the battlefield transformed or converted, that card stays in its current zone.
712.14bIf a player is instructed to put a modal double-faced card onto the battlefield and its front face isn’t a permanent card, the card stays in its current zone.
712.14cIf a meld card is being melded with its counterpart, those cards enter the battlefield as a single permanent with their back faces up.
712.15If an effect allows a player to cast a double-faced card as a face-down creature spell, or if a double-faced card enters the battlefield face down, it will have the characteristics given to it by the rule or effect that caused it to be face down. That card remains hidden, using a face-down substitute card (see rule 713) and/or opaque sleeves. See rule 708, “Face-Down Spells and Permanents.”
712.15aWhile face down, a double-faced permanent can’t transform or convert. If it’s turned face up, it will have its front face up.
712.16Melded permanents and other double-faced permanents can’t be turned face down. If a spell or ability tries to turn a double-faced permanent face down, nothing happens.
712.17A double-faced card that is exiled face down remains hidden, using a face-down substitute card and/or opaque sleeves. See rule 713, “Substitute Cards.”
712.18When a double-faced permanent transforms or converts, it doesn’t become a new object. Any effects that applied to that permanent will continue to apply to it.
712.19If an effect instructs a player to choose a card name, the player may choose the name of either face of a double-faced card but not both. The player may choose the name of the combined back face of a meld pair.
712.20If a double-faced card would have an “As [this permanent] transforms . . .” ability after it transforms or converts, that ability is applied while that permanent is transforming or converting, not afterward.
712.21If a melded permanent leaves the battlefield, one permanent leaves the battlefield and two cards are put into the appropriate zone.
712.21aIf a melded permanent is put into its owner’s graveyard or library, that player may arrange the two cards in any order. If it’s put into its owner’s library, that player doesn’t reveal the order.
712.21bIf a player exiles a melded permanent, that player determines the relative timestamp order of the two cards at that time. This is an exception to the procedure described in rule 613.7m.
712.21cIf an effect can find the new object that a melded permanent becomes as it leaves the battlefield, it finds both cards. (See rule 400.7.) If that effect causes actions to be taken upon those cards, the same actions are taken upon each of them.
712.21dIf multiple replacement effects could be applied to the event of a melded permanent leaving the battlefield or being put into the new zone, applying one of those replacement effects to one of the two cards affects both cards. If the melded permanent is a commander, it may be exempt from this rule; see rules 903.9b–c.
712.21eIf an effect needs to know the number of objects that changed zones, a melded permanent among those objects counts as one object that moved. If the effect needs to know the number of cards that changed zones, that melded permanent counts as two cards that moved.
713.1A substitute card is a game supplement that can be used to represent a double-faced card or meld card. A substitute card has a normal Magic card back.
713.2Each substitute card must clearly indicate the name of at least the front face of the card that it represents. Other information from the printed card (e.g. card type, mana cost, and power and toughness) may also be written on the substitute card.
713.2aSome substitute cards list the names and mana costs of the cards they can represent. Exactly one of the fill-in circles must be marked to denote which card the substitute card represents. This style of substitute card was found in Magic products that released 2011–2018.
713.2bSome substitute cards represent one specific listed card. This style of substitute card was found in the Core Set 2019 release, and it represents the card Nicol Bolas, the Ravager.
713.2cSome substitute cards can represent any modal double-faced card. These substitute cards include the front-face and back-face symbols on the front face of the card. To use one of them, write in the name of each face of the card it represents. This style of substitute card is found in the Zendikar Rising release.
713.3If a substitute card is used in a deck, the card it represents is set aside prior to the beginning of the game (see rule 103.2a) and must remain available throughout the game. A substitute card can’t be included in a deck unless it is representing a double-faced card or a meld card.
713.4For all game purposes, the substitute card is considered to be the card it’s representing.
713.5If the substitute card is face up in a public zone, it should be set aside and the double-faced card or meld card that it represents should be used instead.
714.1Each Saga card has a striated text box containing a number of chapter symbols. Its illustration is vertically oriented on the right side of the card, and its type line is along the bottom of the card.
714.1aSaga enchantments that also have the type creature are printed with both a power and toughness box and an additional text box below the type line. Any abilities in that text box are independent of its chapter symbols.
714.2A chapter symbol is a keyword ability that represents a triggered ability referred to as a chapter ability.
714.2aA chapter symbol includes a Roman numeral, indicated here as “{rN}.” The numeral I represents 1, II represents 2, III represents 3, and so on.
714.2b“{rN}—[Effect]” means “When one or more lore counters are put onto this Saga, if the number of lore counters on it was less than N and became at least N, [effect].”
714.2c“{rN1}, {rN2}—[Effect]” means the same as “{rN1}—[Effect]” and “{rN2}—[Effect].”
714.2dA Saga’s final chapter number is the greatest value among chapter abilities it has. If a Saga somehow has no chapter abilities, its final chapter number is 0.
714.2eA Saga’s final chapter ability is the chapter ability which has its final chapter number in its chapter symbol.
714.3Sagas use lore counters to track their progress.
714.3aAs a Saga without the read ahead ability enters the battlefield, its controller puts a lore counter on it. As a Saga with the read ahead ability enters the battlefield, its controller chooses a number from one to that Saga’s final chapter number. That Saga enters the battlefield with the chosen number of lore counters on it. (See rule 702.155, “Read Ahead.”)
714.3bAs a player’s precombat main phase begins, that player puts a lore counter on each Saga they control with one or more chapter abilities. This turn-based action doesn’t use the stack.
714.4If the number of lore counters on a Saga permanent with one or more chapter abilities is greater than or equal to its final chapter number, and it isn’t the source of a chapter ability that has triggered but not yet left the stack, that Saga’s controller sacrifices it. This state-based action doesn’t use the stack.
715.1Adventurer cards have a two-part card frame, with a smaller frame inset within their text box.
715.2The text that appears in the inset frame on the left defines alternative characteristics that the object may have while it’s a spell. The card’s normal characteristics appear as usual, although with a smaller text box on the right.
715.2aIf an effect refers to a card, spell, or permanent that “has an Adventure,” it refers to an object that has the alternative characteristics of an Adventure spell, even if the object currently doesn’t use them.
715.2bThe existence and values of these alternative characteristics are part of the object’s copiable values.
715.2cAlthough adventurer cards are printed with multiple sets of characteristics, each adventurer card is only one card. For example, a player who has drawn or discarded an adventurer card has drawn or discarded one card, not two.
715.3As a player plays an adventurer card, the player chooses whether they play the card normally or as an Adventure.
715.3aWhen casting an adventurer card as an Adventure, only the alternative characteristics are evaluated to see if it can be cast.
715.3bWhile on the stack as an Adventure, the spell has only its alternative characteristics.
715.3cIf an Adventure spell is copied, the copy is also an Adventure. It has the alternative characteristics of the spell and not the normal characteristics of the card that represents the Adventure spell. Any rule or effect that refers to a spell cast as an Adventure refers to the copy as well.
715.3dInstead of putting a spell that was cast as an Adventure into its owner’s graveyard as it resolves, its controller exiles it. For as long as that card remains exiled, that player may play it. It can’t be cast as an Adventure this way, although other effects that allow a player to cast it may allow a player to cast it as an Adventure.
715.4In every zone except the stack, and while on the stack not as an Adventure, an adventurer card has only its normal characteristics.
715.5If an effect instructs a player to choose a card name and the player wants to choose an adventurer card’s alternative name, the player may do so.
716.1Each Class card has a striated text box containing two class level bars. Its illustration is vertically oriented on the left side of the card, and its type line is along the bottom of the card.
716.2A class level bar is a keyword ability that represents both an activated ability and a static ability. A class level bar includes the activation cost of its activated ability and a level number. Any abilities printed within the same text box section as the class level bar are part of its static ability.
716.2a“[Cost]: Level N — [Abilities]” means “[Cost]: This Class’s level becomes N. Activate only if this Class is level N-1 and only as a sorcery” and “As long as this Class is level N or greater, it has [abilities].”
716.2bA level is a designation that any permanent can have. A Class retains its level even if it stops being a Class. Levels are not a copiable characteristic.
716.2cThe phrase “to gain a Class level” means “to activate an ability indicated by a class level bar”
716.2dIf a rule or effect refers to a permanent’s level and that permanent doesn’t have a level, it is treated as though its level is 1.
716.3Any ability printed on a Class card that isn’t preceded by a class level bar is treated normally. In particular, the Class has the ability printed in its top text box section at all times. That ability may affect the game if it’s a static ability, it may trigger if it’s a triggered ability, and it can be activated if it’s an activated ability.
716.4Some older creature cards, called leveler cards, have level up abilities that add level counters to them. These are not the same as class level abilities. Level counters do not interact with Class cards, and class levels do not interact with leveler cards. See rule 702.87, “Level Up,” and rule 711, “Leveler Cards.”
717.1Attraction is an artifact subtype seen only on nontraditional Magic cards. Each Attraction has an “Astrotorium” card back rather than a traditional Magic card back and has a column of circled numbers on the right side of its text box. Numbers in white text on a brightly colored background are said to be “lit up” on those cards. Note that multiple Attraction cards with the same English name may have different numbers lit up. You can see each Attraction card’s possible combinations of lights at Gatherer.Wizards.com.
717.2Attraction cards do not begin the game in a player’s deck and do not count toward maximum or minimum deck sizes. Rather, a player who chooses to play with Attraction cards begins the game with a supplementary Attraction deck that exists in the command zone. Each Attraction deck is shuffled before the game begins (see rule 103.3a).
717.2aIn constructed play, an Attraction deck must contain at least ten Attraction cards and each card in an Attraction deck must have a different English name.
717.2bIn limited play, an Attraction deck must contain at least three Attraction cards from that player’s card pool, and may contain multiple Attractions cards with the same English name.
717.3Effects can cause an Attraction card to enter the battlefield from the command zone. See rule 701.51, “Open an Attraction.”
717.4As a player’s precombat main phase begins, a player who controls one or more Attractions rolls to visit their Attractions. See rules 703.4g and 701.52, “Roll to Visit Your Attractions.” This turn-based action doesn’t use the stack.
717.5Each Attraction card has an ability that begins with the word “Visit” followed by a long dash in its rules text. This is a visit ability. A visit ability triggers whenever you roll to visit your Attractions and the result matches one of the lit-up numbers. See rule 702.159, “Visit.”
717.6If a card with an Astrotorium card back would be put into a zone other than the battlefield, exile, or the command zone from anywhere, instead its owner puts it into the command zone. This replacement effect may apply more than once to the same event. This is an exception to rule 614.5.
717.6aEach card owned by the same player that has been put in the command zone this way is kept in a single face-up pile separate from any player’s Attraction deck. This pile is informally referred to as that player’s “junkyard.” The pile is not its own zone.
718.1Prototype cards have a two-part frame, with a smaller frame inset below the type line of the card. The inset frame contains the prototype keyword ability as well as a second set of power, toughness, and mana cost characteristics.
718.2The mana cost, power, and toughness in the inset frame represent alternative characteristics that the object may have while it is a spell or while it is a permanent on the battlefield. The card’s normal characteristics appear as usual.
718.2aThe existence and values of these alternative characteristics are part of the object’s copiable values.
718.3As a player casts a prototype card, the player chooses whether they cast the card normally or cast it as a prototyped spell using the prototype keyword ability (see rule 702.160, “Prototype”).
718.3aWhile casting a prototyped spell, use only its alternative power, toughness, and mana cost when evaluating those characteristics to see if it can be cast.
718.3bBoth a prototyped spell and the permanent it becomes have only its alternative set of power, toughness, and mana cost characteristics. If that mana cost includes one or more colored mana symbols, the spell and the permanent it becomes are also that color or colors (see rule 105.2).
718.3cIf a prototyped spell is copied, the copy is also a prototyped spell. It has the alternative power, toughness, and mana cost characteristics of the spell and not the normal power, toughness, and mana cost characteristics of the card that represents the prototyped spell. Any rule or effect that refers to a prototyped spell refers to the copy as well.
718.3dIf a permanent that was a prototyped spell is copied, the copy has the alternative power, toughness, and mana cost characteristics of the permanent and not the normal power and toughness characteristics of the card that represents that permanent. Any rule or effect that refers to a permanent that was a prototyped spell refers to the copy as well.
718.4In every zone except the stack or the battlefield, and while on the stack or the battlefield when not cast as a prototyped spell, a prototype card has only its normal characteristics.
718.5A prototype card’s characteristics other than its power, toughness, and mana cost (and other than color) remain the same whether it was cast as a prototyped spell or cast normally.
719.1Each Case card’s illustration is vertically oriented on the left side of the card, and its type line is along the bottom of the card.
719.2The Case frame has no additional rules meaning.
719.3Case cards have two special keyword abilities that appear before a long dash and represent a triggered ability and an ability that may be static, triggered, or activated.
719.3a“To solve — [Condition]” means “At the beginning of your end step, if [condition] and this Case is not solved, this Case becomes solved.”
719.3bSolved is a designation a permanent can have. It has no rules meaning other than to act as a marker that spells and abilities can identify. Once a permanent becomes solved, it stays solved until it leaves the battlefield. The solved designation is neither an ability nor part of the permanent’s copiable values.
719.3cIf a Case has the solved designation, “Solved — [Ability text]” is an ability that may affect the game if it’s a static ability, it may trigger if it’s a triggered ability, and it can be activated if it’s an activated ability. See rule 702.169, “Solved.”
720.1Omen cards have a two-part card frame, with a smaller frame inset within their text box.
720.2The text that appears in the inset frame on the left defines alternative characteristics that the object may have while it’s a spell. The card’s normal characteristics appear as usual, although with a smaller text box on the right.
720.2aIf an effect refers to a card, spell, or permanent that “has an Omen,” it refers to an object that has the alternative characteristics of an Omen spell, even if the object currently doesn’t use them.
720.2bThe existence and values of these alternative characteristics are part of the object’s copiable values.
720.2cAlthough omen cards are printed with multiple sets of characteristics, each omen card is only one card. For example, a player who has drawn or discarded an omen card has drawn or discarded one card, not two.
720.3As a player casts an omen card, the player chooses whether they cast the card normally or as an Omen.
720.3aWhen casting an omen card as an Omen, only the alternative characteristics are evaluated to see if it can be cast.
720.3bWhile on the stack as an Omen, the spell has only its alternative characteristics.
720.3cIf an Omen spell is copied, the copy is also an Omen. It has the alternative characteristics of the spell and not the normal characteristics of the card that represents the Omen spell. Any rule or effect that refers to a spell cast as an Omen refers to the copy as well.
720.3dAs an Omen spell resolves, its controller shuffles it into its owner’s library instead of putting it into its owner’s graveyard as it resolves.
720.4In every zone except the stack, and while on the stack not as an Omen, an omen card has only its normal characteristics.
720.5If an effect instructs a player to choose a card name and the player wants to choose an omen card’s alternative name, the player may do so.
721.1Each station card has a striated text box and may have one or more power/toughness boxes. The text box of a station card contains one or two station symbols. Station cards also usually have the station keyword ability (see rule 702.184).
721.2A station symbol represents a static ability. The station symbol includes a single number followed by a plus sign, indicated here as “{N+}.” Any abilities printed within the same text box striation as a station symbol are part of its static ability. The same is true of any power and toughness boxes printed within that striation, indicated here as [P/T].
721.2a“{N+}[abilities]” means “As long as this permanent has N or more charge counters on it, it has [abilities].”
721.2b“{N+}[abilities][P/T]” means “As long as this permanent has N or more charge counters on it, it has [abilities] and is a creature with base power and toughness [P/T] in addition to its other types.”
721.2cWhile in any zone other than the battlefield, station cards do not have power or toughness.
721.3The text box striations have no game significance other than clearly demarcating which abilities and which power/toughness box are associated with which station symbol. Station cards each contain only one text box.
721.4Any ability a station card has that isn’t preceded by a station symbol is treated normally. In particular, each station card has its station ability (see rule 702.184) at all times. That ability may be activated regardless of how many charge counters are on it.
722.1Some cards 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.
722.1aMultiple player-controlling effects that affect the same player overwrite each other. The last one to be created is the one that works.
722.1bIf a turn is skipped, any pending player-controlling effects wait until the player who would be affected actually takes a turn.
722.2Two cards (Word of Command and Opposition Agent) allow a player to control another player for a limited duration.
722.3Only control of the player changes. All objects are controlled by their normal controllers. A player who’s being controlled during their turn is still the active player.
722.4If information about an object in the game would be visible to the player being controlled, it’s visible to both that player and the controller of the player. If information about cards outside the game would be visible to the player being controlled, it’s visible only to that player, not the controller of the player.
722.5While 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.
722.5aThe controller of another player can use only that player’s resources (cards, mana, and so on) to pay costs for that player.
722.5bThe 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.
722.6The controller of another player can’t make that player concede. A player may concede the game at any time, even if they are controlled by another player. See rule 104.3a.
722.7The 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.
722.8A player who controls another player also continues to make their own choices and decisions.
722.9An effect may give a player control of themselves. That player will make their own decisions and choices as normal.
723.1Some cards end 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”).
723.1aIf there are any triggered abilities that triggered before this process began but haven’t been put onto the stack yet, those abilities cease to exist. They won’t be put onto the stack. This rule does not apply to abilities that trigger during this process (see rule 723.1f).
723.1bExile every object on the stack, including the object that’s resolving. All objects not on the battlefield or in the command zone that aren’t represented by cards will cease to exist the next time state-based actions are checked (see rule 704, “State-Based Actions”).
723.1cCheck state-based actions. No player gets priority, and no triggered abilities are put onto the stack.
723.1dThe current phase and/or step ends. If this happens during combat, remove all creatures and planeswalkers from combat. The game skips straight to the cleanup step; skip any phases or steps between this phase or step and the cleanup step. If an effect ends the turn during the cleanup step, a new cleanup step begins.
723.1eEven though the turn ends, “at the beginning of the end step” triggered abilities don’t trigger because the end step is skipped.
723.1fNo player gets priority during this process, so triggered abilities are not put onto the stack. If any triggered abilities have triggered since this process began, 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.”
723.2One card (Mandate of Peace) ends the combat phase. When an effect ends the combat phase, follow these steps in order, as they differ from the normal process for resolving spells and abilities (see rule 608, “Resolving Spells and Abilities”).
723.2aIf there are any triggered abilities that triggered before this process began but haven’t been put onto the stack yet, those abilities cease to exist. They won’t be put onto the stack. This rule does not apply to abilities that trigger during this process (see rule 723.2f).
723.2bExile every object on the stack, including the object that’s resolving. All objects not on the battlefield or in the command zone that aren’t represented by cards will cease to exist the next time state-based actions are checked (see rule 704, “State-Based Actions”).
723.2cCheck state-based actions. No player gets priority, and no triggered abilities are put onto the stack.
723.2dThe current combat phase ends. Remove all creatures and planeswalkers from combat. Effects that last “until end of combat” expire. The game skips straight to the next phase, usually the postcombat main phase; skip any steps between this step and that phase.
723.2eEven though the combat phase ends, “at end of combat” triggered abilities don’t trigger because the end of combat step is skipped.
723.2fNo player gets priority during this process, so triggered abilities are not put onto the stack. If any triggered abilities have triggered since this process began, those abilities are put onto the stack during the following phase, then the active player gets priority and players can cast spells and activate abilities.
723.2gIf an effect attempts to end the combat phase at any time that’s not a combat phase, nothing happens.
724.1The monarch is a designation a player can have. There is no monarch in a game until an effect instructs a player to become the monarch.
724.2There are two inherent triggered abilities associated with being the monarch. These triggered abilities have no source and are controlled by the player who was the monarch at the time the abilities triggered. This is an exception to rule 113.8. The full texts of these abilities are “At the beginning of the monarch’s end step, that player draws a card” and “Whenever a creature deals combat damage to the monarch, its controller becomes the monarch.”
724.3Only one player can be the monarch at a time. As a player becomes the monarch, the current monarch ceases to be the monarch.
724.4If the monarch leaves the game, the active player becomes the monarch at the same time as that player leaves the game. If the active player is leaving the game or if there is no active player, the next player in turn order who can become the monarch becomes the monarch. If no player still in the game can become the monarch, the game continues with no monarch.
724.5If the result of a continuous effect generated by a static ability is determined based on who is currently the monarch, but there is no monarch in the game as that effect begins to apply, that effect does nothing until a player becomes the monarch. See rule 613, “Continuous Effects.”
725.1The initiative is a designation a player can have. There is no initiative in a game until an effect instructs a player to take the initiative. A player who currently has the initiative designation is said to have the initiative.
725.2There are three inherent triggered abilities associated with having the initiative. These triggered abilities have no source and are controlled by the player who had the initiative at the time the abilities triggered. This is an exception to rule 113.8. The full text of these abilities are “At the beginning of the upkeep of the player who has the initiative, that player ventures into Undercity,” “Whenever one or more creatures a player controls deal combat damage to the player who has the initiative, the controller of those creatures takes the initiative,” and “Whenever a player takes the initiative, that player ventures into Undercity.” See rule 701.49, “Venture into the Dungeon.”
725.3Only one player can have the initiative at a time. As a player takes the initiative, the player who currently has the initiative ceases to have it.
725.4If the player who has the initiative leaves the game, the active player takes the initiative at the same time that player leaves the game. If the active player is leaving the game or if there is no active player, the next player in turn order takes the initiative.
725.5If the player who currently has the initiative is instructed to take the initiative, this causes the last triggered ability in 725.2 to trigger but does not create a second initiative designation.
726.1One card (Karn Liberated) restarts the game. A game that is restarted immediately ends. No players in that game win, lose, or draw that game. All players in that game when it ended then start a new game following the procedures set forth in rule 103, “Starting the Game,” with the following exception:
726.1aThe starting player in the new game is the player who controlled the spell or ability that restarted the game.
726.2All Magic cards involved in the game that was restarted when it ended, including phased-out permanents and nontraditional Magic cards, are involved in the new game, even if those cards were not originally involved in the restarted game. Ownership of cards in the new game doesn’t change, regardless of their location when the new game begins.
726.3Because each player draws seven cards when the new game begins, any player with fewer than seven cards in their library will lose the game 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.”)
726.4The effect that restarts the game finishes resolving just before the first turn’s untap step. If the spell or ability that generated that effect has additional instructions, those instructions are followed at this time. No player has priority, and any triggered abilities that trigger as a result will go on the stack the next time a player receives priority, usually during the first turn’s upkeep step.
726.5Effects may exempt certain cards from the procedure that restarts the game. These cards are not in their owner’s deck as the new game begins.
726.5aIn a Commander game, a commander that has been exempted from the procedure that restarts the game won’t begin the new game in the command zone. However, it remains that deck’s commander for the new game. See rule 903, “Commander.”
726.6If a Magic subgame (see rule 728) is restarted, the main game is unaffected. Main-game effects that refer to the winner or loser of the subgame now refer to the winner or loser of the restarted subgame.
726.7If a multiplayer game using the limited range of influence option (see rule 801) is restarted, all players in the game are involved, regardless of the range of influence of the player who controls the ability that restarted the game.
727.1Rad counters are a kind of counter a player can have (see rule 122, “Counters”). There is an inherent triggered ability associated with rad counters. This ability has no source and is controlled by the active player. This is an exception to rule 113.8. The full text of this ability is “At the beginning of each player’s precombat main phase, if that player has one or more rad counters, that player mills a number of cards equal to the number of rad counters they have. For each nonland card milled this way, that player loses 1 life and removes one rad counter from themselves.”
727.1aA card that refers to life loss “from radiation” refers to life lost as a result of the triggered ability associated with rad counters.
728.1One card (Shahrazad) allows players to play a Magic subgame.
728.1aA “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.
728.1bNo 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.
728.2As the subgame starts, an entirely new set of game zones is created. Each player takes all the cards in their main-game library, moves them to their 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 728.2a–c. Randomly determine which player goes first. The subgame proceeds like a normal game, following all other rules in rule 103, “Starting the Game.”
728.2aAs a subgame begins, if one or more supplementary decks of nontraditional cards are being used, each player moves each of their supplementary decks from the main-game command zone to the subgame command zone and shuffles it. (Face-up nontraditional cards remain in the main-game command zone.)
728.2bAs a subgame of a Vanguard game starts, each player moves their vanguard card from the main-game command zone to the subgame command zone.
728.2cAs a subgame of a Commander game starts, each player moves their commander from the main-game command zone (if it’s there) to the subgame command zone.
728.3Because each player draws seven cards when a game begins, any player with fewer than seven cards in their 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.”)
728.4All 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.
728.4aSome 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 main-game zone will trigger, but they won’t be put onto the stack until the main game resumes.
728.4bA player’s main-game counters aren’t considered part of the subgame, although the player will still have them when the main game resumes. Similarly, any counters a player gets during a subgame will cease to exist when the subgame ends.
728.5At the end of a subgame, each player takes all traditional cards they own that are in the subgame other than those in the subgame command zone, puts them into their main-game library, then shuffles them. This includes cards in the subgame’s exile zone and cards that represent phased-out permanents as the subgame ends. Except as specified in rules 728.5a–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.
728.5aAt the end of a subgame, each nontraditional card not in a supplementary deck that began the subgame in a supplementary deck is turned face down and put on the bottom of that deck. Then each player moves each of their supplementary decks from the subgame command zone to the main-game command zone and shuffles it.
728.5bAt the end of a subgame of a Vanguard game, each player moves their vanguard card from the subgame command zone to the main-game command zone. This is an exception to rule 313.2.
728.5cAt the end of a subgame of a Commander game, each player moves their commander from the subgame command zone (if it’s there) to the main-game command zone.
728.6A subgame can be created within a subgame. The existing subgame becomes the main game in relation to the new subgame.
729.1One keyword causes an object to merge with a permanent. See rule 702.140, “Mutate.”
729.2To merge an object with a permanent, place that object on top of or under that permanent. That permanent becomes a merged permanent represented by the card or copy that represented that object in addition to any other components that were representing it.
729.2aA merged permanent has only the characteristics of its topmost component, unless otherwise specified by the effect that caused them to merge. This is a copiable effect whose timestamp is the time the objects merged. (See rule 613.2.)
729.2bAs an object merges with a permanent, that object leaves its previous zone and becomes part of an object on the battlefield, but the resulting permanent isn’t considered to have just entered the battlefield.
729.2cBecause a merged permanent is the same object that it was before, it hasn’t just come under a player’s control, any continuous effects that affected it continue to do so, and so on.
729.2dIf a merged permanent contains a token, the resulting permanent is a token only if the topmost component is a token.
729.2eIf a merged permanent contains face-up and face-down components, the permanent’s status is determined by its topmost component. If a face-down permanent becomes a face-up permanent as a result of an object merging with it, other effects don’t count it as being turned face up.
729.2fIf a merged permanent is turned face down, each face-up component that represents it is turned face down. If a face-down merged permanent is turned face up, each face-down component that represents it is turned face up.
729.2gA face-down merged permanent that contains an instant or sorcery card can’t be turned face up. If such a permanent would turn face up, its controller reveals it and leaves it face down. Abilities that trigger when a permanent is turned face up won’t trigger.
729.2hIf a merged permanent contains a flip card (see rule 710), that component’s alternative characteristics are used instead of its normal characteristics if the merged permanent is flipped.
729.2iA merged permanent is not a double-faced permanent even if it contains one or more double-faced components. If a merged permanent contains one or more double-faced components that can transform (see rule 712), transforming or converting that permanent causes each of those double-faced components to turn so that its other face is up.
729.2jA face-up merged permanent that contains a double-faced component can’t be turned face down.
729.3If a merged permanent leaves the battlefield, one permanent leaves the battlefield and each of the individual components are put into the appropriate zone.
729.3aIf a merged permanent is put into its owner’s graveyard or library, that player may arrange the new objects in any order. If it’s put into its owner’s library, that player doesn’t reveal the order.
729.3bIf a player exiles a merged permanent, that player determines the relative timestamp order of the cards at that time. This is an exception to the procedure described in rule 613.7m.
729.3cIf an effect can find the new object that a merged permanent becomes as it leaves the battlefield, it finds all of those objects. (See rule 400.7.) If that effect causes actions to be taken upon those objects, the same actions are taken upon each of them.
729.3dIf multiple replacement effects could be applied to the event of a merged permanent leaving the battlefield or being put into the new zone, applying one of those replacement effects to the object applies it to all components of the object. If the merged permanent is a commander, it may be exempt from this rule; see rules 903.9b–c.
729.3eIf a replacement effect applies to a “card” being put into a zone without also including tokens, that effect applies to all components of the merged permanent if it’s not a token, including components that are tokens. If the merged permanent is a token but some of its components are cards, the merged permanent and its token components are put into the appropriate zone, and the components that are cards are moved by the replacement effect.
730.1Day and night are designations that the game itself can have. The game starts with neither designation. “It becomes day” and “it becomes night” refer to the game gaining the day or night designation. It can become day or night through the daybound and nightbound keyword abilities (see rule 702.145). Other effects can also make it day or night. Once it has become day or night, the game will have exactly one of those designations from that point forward.
730.1aThe phrases “day becomes night” and “night becomes day” refer to the game losing the first designation and gaining the second one.
730.2As the second part of the untap step, the game checks the previous turn to see if the game’s day/night designation should change. See rule 502, “Untap Step.”
730.2aIf it’s day and the previous turn’s active player didn’t cast any spells during that turn, it becomes night. Multiplayer games using the shared team turns option (see rule 805) use a modified rule: if it’s day and no player from the previous turn’s active team cast a spell during that turn, it becomes night.
730.2bIf it’s night, and previous turn’s active player cast two or more spells during the previous turn, it becomes day. Multiplayer games using the shared team turns option (see rule 805) use a modified rule: if it’s night and any player from the previous turn’s active team cast two or more spells during that turn, it becomes day.
730.2cIf it’s neither day nor night, this check doesn’t happen and it remains neither.
731.1When 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.
731.1aThe rules for taking shortcuts are largely informal. As long as each player in the game understands the intent of each other player, any shortcut system they use is acceptable.
731.1bOccasionally 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.
731.1cTournaments use a modified version of the rules governing shortcuts and loops. These rules are covered in the Magic: The Gathering Tournament Rules (found at WPN.wizards.com/en/rules-documents). Whenever the Tournament Rules contradict these rules during a tournament, the Tournament Rules take precedence.
731.2Taking a shortcut follows the following procedure.
731.2aAt 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 non-repetitive 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.
731.2bEach 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 they 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.
731.2cOnce 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.
731.3Sometimes 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.
731.4If a loop contains only mandatory actions, the game is a draw. (See rules 104.4b and 104.4f.)
731.5No player can be forced to perform an action that would end a loop other than actions called for by objects involved in the loop.
731.6If 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.
732.1If a player takes an illegal action or starts to take an action but can’t legally complete it, 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. Each player may also reverse any legal mana abilities that player activated while making the illegal play, unless mana from those abilities or from any triggered mana abilities they caused to trigger 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, caused a library to be shuffled, or caused cards from a library to be revealed.
732.2When 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.
800.1A multiplayer game is a game that begins with more than two players. This section contains additional optional rules that can be used for multiplayer play.
800.2These rules consist of a series of options that can be added to a multiplayer game and a number of variant styles of multiplayer play. A single game may use multiple options but only one variant.
800.3Many multiplayer Magic tournaments have additional rules not included here, including rules for deck construction. See the most current Magic: The Gathering Tournament Rules for more information. They can be found at WPN.wizards.com/en/rules-documents.
800.4Unlike two-player games, multiplayer games can continue after one or more players have left the game.
800.4aWhen a player leaves the game, all objects (see rule 109) owned by that player leave the game and any effects which give that player control of any objects or players end. Then, if that player controlled any objects on the stack not represented by cards, those objects cease to exist. Then, if there are any objects still controlled by that player, those objects are exiled. This is not a state-based action. It happens as soon as the player leaves the game. If the player who left the game had priority at the time they left, priority passes to the next player in turn order who’s still in the game.
800.4bIf an object would change to the control of a player who has left the game, it doesn’t. If a token would be created under the control of a player who has left the game, no token is created. If an object would be put onto the battlefield or onto the stack under the control of a player who has left the game, that object remains in its current zone. If a player would be controlled by a player who has left the game, they aren’t.
800.4cIf an effect that gives a player still in the game control of an object ends, there is no other effect giving control of that object to another player in the game, and the player who controlled that object by default has left the game, the object is exiled. This is not a state-based action. It happens as soon as the control-changing effect ends.
800.4dIf an object that would be owned by a player who has left the game would be created in any zone, it isn’t created. If a triggered ability that would be controlled by a player who has left the game would be put onto the stack, it isn’t put on the stack.
800.4eIf combat damage would be assigned to a player who has left the game, that damage isn’t assigned.
800.4fIf an object requires a player who has left the game to pay a cost or choose whether to pay a cost, that cost is not paid.
800.4gIf an object requires a player who has left the game to make a choice other than whether to pay a cost, the controller of the object chooses another player to make that choice. If the original choice was to be made by an opponent of the controller of the object, that player chooses another opponent if possible.
800.4hIf a rule requires a player who has left the game to make a choice, the next player in turn order makes that choice.
800.4iIf an effect requires information about a specific player, the effect uses the current information about that player if they are still in the game; otherwise, the effect uses the last known information about that player before they left the game. If an effect requires information from the game about actions players have taken, the effect can find actions that were taken by a player who has left the game.
800.4jIf a player leaves the game during their turn, that turn continues to its completion without an active player. If the active player would receive priority, instead the next player in turn order receives priority, or the top object on the stack resolves, or the phase or step ends, whichever is appropriate.
800.4kIf a player who has left the game would begin a turn, that turn doesn’t begin.
800.4mWhen a player leaves the game, any continuous effects with durations that last until that player’s next turn or until a specific point in that turn will last until that turn would have begun. They neither expire immediately nor last indefinitely.
800.4nWhen a player leaves the game, objects that player owns in the ante zone do not leave the game. This is an exception to rule 800.4a. See rule 407, “Ante.”
800.4pIn a Planechase game, if the player designated as the planar controller would leave the game, instead the next player in turn order that wouldn’t leave the game becomes the planar controller, then the old planar controller leaves the game. See rule 311.5.
800.5Unless a chosen variant or option prescribes otherwise, seating order is determined by any mutually agreeable method. For example, players could agree to remain where they were before the game began, roll dice to determine seating order, and so on.
800.6In a multiplayer game, the first mulligan a player takes doesn’t count toward the number of cards that player will put on the bottom of their library or the number of mulligans that player may take. Subsequent mulligans are counted toward these numbers as normal.
800.7In a multiplayer game other than a Two-Headed Giant game, the starting player doesn’t skip the draw step of their first turn. In a Two-Headed Giant game, the team who plays first skips the draw step of their first turn. See rule 103.8.
801.1Limited range of influence is an option that can be applied to most multiplayer games. It’s always used in the Emperor variant (see rule 809), and it’s often used for games involving five or more players.
801.2A player’s range of influence is the maximum distance from that player, measured in player seats, that the player can affect. Players within that many seats of the player are within that player’s range of influence. Objects controlled by players within a player’s range of influence are also within that player’s range of influence. Range of influence covers spells, abilities, effects, damage dealing, attacking, making choices, and winning the game.
801.2aThe most commonly chosen limited ranges of influence are 1 seat and 2 seats. Different players may have different ranges of influence.
801.2bA player is always within their own range of influence.
801.2cThe particular players within each player’s range of influence are determined as each turn begins.
801.2dAn object is within a player’s range of influence if it’s controlled by that player or by another player within that many seats of that player. In addition, a battle is within a player’s range of influence if it’s protected by that player or by another player within that many seats of that player.
801.3Creatures can attack only opponents within their controller’s range of influence, planeswalkers controlled by those opponents, and battles protected by those opponents. If no opponents are within a player’s range of influence, creatures that player controls can’t attack.
801.4Objects and players outside a player’s range of influence can’t be the targets of spells or abilities that player controls.
801.5Some cards require players to make choices. These cards work differently when the limited range of influence option is used.
801.5aIf a player is asked to choose an object or player, they must choose one within their range of influence.
801.5bIf a player is asked to choose between one or more options (and not between one or more objects or players), they can choose between those options even if those options refer to objects or players outside the player’s range of influence.
801.5cIf an effect requires a choice and there’s no player who can make that choice within its controller’s range of influence, the closest appropriate player to its controller’s left makes that choice.
801.6A player can’t activate the activated abilities of an object outside of their range of influence.
801.7A triggered ability doesn’t trigger unless its trigger event happens entirely within the range of influence of its source’s controller.
801.7aIf a trigger event includes an object moving out of or into a player’s range of influence, use the game state before or after the event as appropriate to determine whether the triggered ability will trigger. See rules 603.6 and 603.10.
801.8An Aura can’t enchant an object or player outside its controller’s range of influence. If an Aura is attached to an illegal object or player, the Aura is put into its owner’s graveyard as a state-based action. See rule 704.
801.9An Equipment can’t equip an object outside its controller’s range of influence, and a Fortification can’t fortify an object outside its controller’s range of influence. If an Equipment or Fortification is attached to an illegal permanent, it becomes unattached from that permanent but remains on the battlefield. This is a state-based action. See rule 704.
801.10Spells and abilities can’t affect objects or players outside their controller’s range of influence. The parts of the effect that attempt to affect an out-of-range object or player will do nothing. The rest of the effect will work normally.
801.11If a spell or ability requires information from the game, it gets only information from within its controller’s range of influence. It doesn’t see objects or events outside its controller’s range of influence.
801.12The “world rule” (see rule 704.5k) applies to a permanent only if other world permanents are within its controller’s range of influence.
801.13Replacement and prevention effects watch for a particular event to happen and then completely or partially replace that event. The limited range of influence option can cause the modified event to contain instructions that can’t be carried out, in which case the player simply ignores the impossible instructions. See rule 614, “Replacement Effects,” and rule 615, “Prevention Effects.”
801.13aIf a replacement effect tries to cause a spell or ability to affect an object or player outside its controller’s range of influence, that portion of the event does nothing.
801.13bIf a spell or ability creates an effect that prevents damage that would be dealt by a source, it can affect only sources within the spell or ability’s controller’s range of influence. If a spell or ability creates an effect that prevents damage that would be dealt to a permanent or player, it can affect only permanents and players within the spell or ability’s controller’s range of influence. If a spell or ability creates an effect that prevents damage, but neither the source nor the would-be recipient of the damage is specified, it prevents damage only if both the source and recipient of that damage are within the spell or ability’s controller’s range of influence.
801.14If an effect states that a player wins the game, all of that player’s opponents within that player’s range of influence lose the game instead.
801.15If the effect of a spell or ability states that the game is a draw, the game is a draw for that spell or ability’s controller and all players within that player’s range of influence. They leave the game. All remaining players continue to play the game.
801.16If the game somehow enters a “loop” of mandatory actions, repeating a sequence of events with no way to stop, the game is a draw for each player who controls an object that’s involved in that loop, as well as for each player within the range of influence of any of those players. They leave the game. All remaining players continue to play the game.
801.17Effects that restart the game (see rule 726) are exempt from the limited range of influence option. All players in the game will be involved in the new game.
801.18In multiplayer Planechase games other than Grand Melee games, plane cards and phenomenon cards are exempt from the limited range of influence option. Their abilities, and the effects of those abilities, affect all applicable objects and players in the game. See rule 901, “Planechase.”
802.1Some multiplayer games allow the active player to attack multiple other players. If this option is used, a player can also choose to attack only one player during a particular combat.
802.2As the combat phase starts, the attacking player doesn’t choose an opponent to become the defending player. Instead, all the attacking player’s opponents are defending players during the combat phase.
802.2aAny rule, object, or effect that refers to a “defending player” refers to one specific defending player, not to all of the defending players. If an ability of an attacking creature refers to a defending player, or a spell or ability refers to both an attacking creature and a defending player, then unless otherwise specified, the defending player it’s referring to is the player that creature is attacking, the controller of the planeswalker that creature is attacking, or the protector of the battle that player is attacking. If that creature is no longer attacking, the defending player it’s referring to is the player that creature was attacking before it was removed from combat, the controller of the planeswalker that creature was attacking before it was removed from combat, or the protector of the battle that player was attacking before it was removed from combat. If a spell or ability could apply to multiple attacking creatures, the appropriate defending player is individually determined for each of those attacking creatures. If there are multiple defending players that could be chosen, the controller of the spell or ability chooses one.
802.3As the attacking player declares each attacking creature, they choose a defending player, a planeswalker controlled by a defending player, or a battle protected by a defending player for it to attack. See rule 508, “Declare Attackers Step.”
802.3aRestrictions and requirements that don’t apply to attacking a specific player are evaluated based on the entire group of attacking creatures. Restrictions and requirements that apply to attacking a specific player apply only to creatures attacking that player. The entire group of attacking creatures must still be legal. See rule 508.1.
802.3bCreatures in a band can’t attack different players. See rule 702.22, “Banding.”
802.4If more than one player is being attacked, controls a planeswalker that’s being attacked, or protects a battle that’s being attacked, each defending player in APNAP order declares blockers as the declare blockers step begins. (See rule 101.4 and rule 509, “Declare Blockers Step.”) The first defending player declares all their blocks, then the second defending player, and so on.
802.4aA defending player can block only with creatures they control. Those creatures can block only creatures attacking that player, a planeswalker that player controls, or a battle that player protects.
802.4bWhen determining whether a defending player’s blocks are legal, ignore any creatures attacking other players and any blocking creatures controlled by other players.
802.5Combat damage is assigned in APNAP order. Other than that, the combat damage step proceeds just as in a two-player game. See rule 510, “Combat Damage Step.”
803.1Some multiplayer games use the optional attack left or attack right rules.
803.1aIf the attack left option is used, a player can attack only an opponent seated immediately to their left, a planeswalker that player controls, or a battle that player protects. If a player’s nearest opponent to the left is more than one seat away, the player can’t attack.
803.1bIf the attack right option is used, a player can attack only an opponent seated immediately to their right, a planeswalker that player controls, or a battle that player protects. If a player’s nearest opponent to the right is more than one seat away, the player can’t attack.
804.1The Emperor variant always uses the deploy creatures option, and it can be used in other variants that allow players to compete in teams. Multiplayer formats in which players compete as individuals usually don’t use this option.
804.2Each creature has the ability “{T}: Target teammate gains control of this creature. Activate only as a sorcery.”
805.1Some multiplayer games between teams use the shared team turns option. It’s always used in the Two-Headed Giant variant (see rule 810) and the Archenemy casual variant (see rule 904). It can be used only if the members of each team are sitting in adjacent seats.
805.2Within each team, the player seated in the rightmost seat from that team’s perspective is the primary player. If the players on a team can’t agree on a choice, such as which creatures attack or what order triggered abilities are put on the stack, the primary player makes that choice.
805.3The methods described in rule 103.1 are used to determine which team will take the first turn. The team determined this way is the starting team.
805.3aThe process for handling mulligans is altered accordingly. First, each player on the starting team, in whatever order that team likes, declares whether that player will take a mulligan. Then the players on each other team in turn order do the same. Teammates may consult while making their decisions. Then all mulligans are taken at the same time. Teammates may consult while choosing which cards, if any, to put on the bottom of their library. A player may take a mulligan even after a teammate has decided to keep their opening hand. See rule 103.5.
805.3bThe process for handling cards that allow a player to begin the game with them on the battlefield is altered accordingly. First, each player on the starting team, in whatever order that team likes, may put any or all such cards onto the battlefield from that player’s opening hand. Teammates may consult while making their decisions. Then each player on each other team in turn order does the same.
805.4Each team takes turns rather than each player.
805.4aThe team whose turn it is is the active team. Each other team is a nonactive team.
805.4bEach player on a team draws a card during that team’s draw step.
805.4cEach player on a team may play a land during each of that team’s turns.
805.4dAn ability that triggers at the beginning of a step or phase may trigger multiple times if it triggers at the beginning of “each player’s” or “each opponent’s” step or phase. These abilities trigger once for each appropriate player if the ability’s trigger condition, effect, or intervening “if” clause refers to “that player,” “that opponent,” or similar.
805.5Teams have priority, not individual players.
805.5aA player may cast a spell, activate an ability, or take a special action when their team has priority.
805.5bIf a team has priority and no player on that team wishes to do anything, that team passes. If all teams pass in succession (that is, if all teams pass without any player taking any actions in between passing), the top object on the stack resolves, then the active team receives priority. If the stack is empty when all teams pass in succession, the phase or step ends and the next one begins.
805.6The Active Player, Nonactive Player order rule (see rule 101.4) is modified if the shared team turns option is used. If multiple teams would make choices and/or take actions at the same time, first the active team makes any choices required, then each nonactive team in turn order makes any choices required. If multiple players would make choices and/or take actions at the same time, first each player on the active team makes any choices required in whatever order they like, then the players on each nonactive team in turn order do the same. Once all choices have been made, the actions happen simultaneously.
805.6aIf more than one player is instructed to draw cards in a game that’s using the shared team turns option, first each player on the active team, in whatever order that team likes, performs that player’s draws, then each player on each nonactive team in turn order does the same.
805.7If multiple triggered abilities have triggered since the last time a team received priority, the members of the active team put all triggered abilities any of them controls on the stack in any order they choose, then the members of each nonactive team in turn order do the same.
805.8If an effect gives a player an extra turn or adds a phase or step to that player’s turn, that player’s team takes the extra turn, phase, or step. If an effect causes a player to skip a step, phase, or turn, that player’s team does so. If a single effect causes more than one player on the same team to add or skip the same step, phase, or turn, that team adds or skips only that step, phase, or turn. If an effect causes a player to control another player, the first player controls the affected player’s team.
805.9Any ability that refers to the “active player” refers to one specific active player, not to all of the active players. The ability’s controller chooses which one the ability refers to at the time its effect is applied.
805.10The shared team turns option uses different combat rules than other multiplayer options.
805.10aEach team’s creatures attack the other team as a group. During the combat phase, the active team is the attacking team and each player on the active team is an attacking player. Likewise, the nonactive team is the defending team and each player on the nonactive team is a defending player.
805.10bAs the declare attackers step begins, the active team declares attackers. For each attacking creature, the attacking team announces which defending player, planeswalker, or battle that creature is attacking. The active team has one combined attack, and that set of attacking creatures must be legal as a whole. See rule 508.1.
805.10cAny rule, object, or effect that refers to an “attacking player” refers to one specific attacking player, not to all attacking players. If an ability of a blocking creature refers to an attacking player, or a spell or ability refers to both a blocking creature and an attacking player, then unless otherwise specified, the attacking player it’s referring to is the player who controls the attacking creature that blocking creature is blocking. If a spell or ability could apply to multiple blocking creatures, the appropriate attacking player is individually determined for each of those blocking creatures. If there are multiple attacking players that could be chosen, the controller of the spell or ability chooses one.
805.10dAs the declare blockers step begins, the defending team declares blockers. Creatures controlled by the defending players can block creatures attacking any player on the defending team, attacking a planeswalker controlled by one of those players, or a battle protected by one of those players. The defending team has one combined block, and that set of blocking creatures must be legal as a whole. See rule 509.1.
805.10eAny rule, object, or effect that refers to a “defending player” refers to one specific defending player, not to all of the defending players. If an ability of an attacking creature refers to a defending player, or a spell or ability refers to both an attacking creature and a defending player, then unless otherwise specified, the defending player it’s referring to is the player that creature is attacking, the controller of the planeswalker that creature is attacking, or the protector of the battle that creature is attacking. If that creature is no longer attacking, the defending player it’s referring to is the player that creature was attacking before it was removed from combat, the controller of the planeswalker that creature was attacking before it was removed from combat, or the protector of the battle that creature was attacking before it was removed from combat. If a spell or ability could apply to multiple attacking creatures, the appropriate defending player is individually determined for each of those attacking creatures. If there are multiple defending players that could be chosen, the controller of the spell or ability chooses one.
805.10fAs the combat damage step begins, the active team announces how each attacking creature will assign its combat damage. Then the defending team announces how each blocking creature will assign its combat damage. See rule 510.1.
806.1In Free-for-All multiplayer games, a group of players compete as individuals against each other.
806.2Any multiplayer options used are determined before play begins. The Free-for-All variant uses the following default options.
806.2aThe limited range of influence option usually isn’t used in Free-for-All games. If it is, each player has the same range of influence, which is determined before play begins. See rule 801, “Limited Range of Influence Option.”
806.2bExactly one of the attack left, attack right, and attack multiple players options must be used. See rule 803, “Attack Left and Attack Right Options,” and rule 802, “Attack Multiple Players Option.”
806.2cThe deploy creatures option isn’t used in the Free-for-All variant.
806.3The players are randomly seated around the table.
807.1The Grand Melee variant is a modification of the Free-for-All variant, in which a group of players compete against each other as individuals. Grand Melee is normally used only in games begun with ten or more players.
807.2Any multiplayer options used are decided before play begins. The Grand Melee variant uses the following default options.
807.2aEach player has a range of influence of 1 (see rule 801).
807.2bThe attack left option is used (see rule 803).
807.2cThe attack multiple players and deploy creatures options aren’t used in the Grand Melee variant.
807.3The players are seated at random.
807.4The Grand Melee variant allows multiple players to take turns at the same time. Moving turn markers keep track of which players are currently taking turns. Each turn marker represents an active player’s turn.
807.4aThere is one turn marker for each full four players in the game.
807.4bThe starting player in the game gets the first turn marker. The player four seats to that player’s left (the fifth player) takes the second turn marker, and so on until all the turn markers have been handed out. Each turn marker is assigned a number in this way. Then all players with turn markers start their turns at the same time.
807.4cAfter a player ends their turn, that player passes the turn marker to the player on their left. If a player with a turn marker leaves the game during their turn, the player to their left takes the turn marker after that turn ends. If a player with a turn marker leaves the game before their turn begins, the player to their left takes the turn marker immediately.
807.4dA player who receives a turn marker can’t begin their turn if any player in the three seats to their left has a turn marker. If this is the case, that player waits until the player four seats to their left takes the other turn marker.
807.4eIf a player leaves the game and that player leaving the game would reduce the number of turn markers in the game, the turn marker immediately to the departed player’s right is designated for removal. If more than one player leaves the game simultaneously, those players leaving the game would reduce the number of turn markers in the game, and there are multiple turn markers that could be removed, the marker with the lowest number is designated for removal. A turn marker may be designated for removal multiple times.
807.4fFor the purposes of determining if one or more players leaving the game would reduce the number of turn markers in the game (see rule 807.4e), disregard turn markers already designated for removal.
807.4gIf a player who’s taking a turn has a turn marker that’s been designated for removal, that turn marker is removed rather than being passed after that turn ends. If a player who’s not taking a turn has a turn marker that’s been designated for removal, that turn marker is removed immediately. If a removed turn marker had been designated for removal multiple times, the turn marker to its right becomes designated for removal that many times minus one.
807.4hIf one or more consecutively seated players leave the game, the players that were on either side of those seats don’t enter one another’s range of influence until the next turn begins.
807.4iIf an effect causes a player with a turn marker to take an extra turn after the current one, that player keeps the turn marker and starts their next turn after the current turn ends, unless another turn marker is too close on either side at that time. If a turn marker is within three seats on the player’s left, the extra turn waits to begin until the player four seats to their left takes the other turn marker. If a turn marker is within three seats on the player’s right, the player passes the turn marker to their left when the turn ends rather than keeping it, and the player will take the extra turn immediately before their next turn.
807.4jIf an effect would cause a player to take an extra turn after the current turn, but that player wouldn’t have a turn marker at the start of that turn, that player will take the extra turn immediately before their next turn instead.
807.5Rather than having a single stack, Grand Melee games contain multiple stacks. Each turn marker represents its own stack.
807.5aA player gets priority for a particular turn marker’s stack only if the turn marker is within their range of influence or an object on that stack is controlled by a player within their range of influence.
807.5bIf a player has priority for multiple stacks and casts a spell, activates an ability, or a triggered ability they control triggers, the player must specify which one of those stacks the spell or ability is put on. If an object on one of those stacks caused the triggered ability to trigger, the player must put it on that stack. If a resolving spell or ability on one of those stacks causes a player to cast a spell or create a copy of a spell, the new spell must be put on the same stack. If a spell or ability targets an object on one of those stacks, it must be put on the same stack as its target; it can’t target objects on multiple stacks.
808.1Team vs. Team games are played with two or more teams. Each team may have any number of players on it.
808.2Each team sits together on one side of the table. Each team decides the order in which its players sit.
808.3Any multiplayer options used are determined before play begins. The Team vs. Team variant uses the following default options.
808.3aThe attack multiple players option is used (see rule 802).
808.3bThe deploy creatures options and limited range of influence options usually aren’t used in the Team vs. Team variant.
808.4To determine which player goes first, randomly choose a team. If that team has an odd number of players, the player in its center seat goes first. If that team has an even number of players, the player to the left of its midpoint goes first. Turn order goes to the players’ left.
808.5In the Team vs. Team variant, a team’s resources (cards in hand, mana, and so on) are not shared. Teammates may review each other’s hands and discuss strategies at any time. Teammates can’t manipulate each other’s cards or permanents.
809.1The Emperor variant involves two or more teams of three players each.
809.2Each team sits together on one side of the table. Each team decides the order in which it’s seated. Each team has one emperor, who sits in the middle of the team. The remaining players on the team are generals whose job is to protect the emperor.
809.3The Emperor variant uses the following default options.
809.3aThe range of influence is limited to 2 for emperors and 1 for generals. See rule 801, “Limited Range of Influence Option.”
809.3bEmperor games use the deploy creatures option (see rule 804).
809.3cA player can attack only an opponent seated immediately next to them, a planeswalker controlled by a player seated immediately next to them, or a battle protected by a player seated immediately next to them.
809.4Randomly determine which emperor goes first. Turn order goes to the players’ left.
809.5The Emperor variant includes the following specifications for winning and losing the game. All other rules for ending the game also apply. (See rule 104.)
809.5aA team wins the game if its emperor wins.
809.5bA team loses the game if its emperor loses.
809.5cThe game is a draw for a team if the game is a draw for its emperor.
809.6The Emperor variant can also be played with any number of equally sized teams. If the teams have more than three players, the range of influence of each player should be adjusted.
809.6aEach general’s range of influence should be the minimum number that allows one general from an opposing team to begin the game within their range of influence. Each emperor’s range of influence should be the minimum number that allows two generals from opposing teams to begin the game within their range of influence. Players should be seated such that no emperor begins the game within the range of influence of another emperor.
809.7In the Emperor variant, a team’s resources (cards in hand, mana, and so on) are not shared. Teammates may review each other’s hands and discuss strategies at any time. Teammates can’t manipulate each other’s cards or permanents.
810.1Two-Headed Giant games are played with two teams of two players each.
810.2The Two-Headed Giant variant uses the shared team turns option. (See rule 805.)
810.3Each team sits together on one side of the table. Each team decides the order in which its players sit.
810.4Each team has a shared life total, which starts at 30 life.
810.5With the exception of life total and poison counters, a team’s resources (cards in hand, mana, and so on) are not shared in the Two-Headed Giant variant. Teammates may review each other’s hands and discuss strategies at any time. Teammates can’t manipulate each other’s cards or permanents.
810.6The team who plays first skips the draw step of its first turn.
810.7The Two-Headed Giant variant uses the combat rules for the shared team turns option (see rule 805.10). This is a change from previous rules.
810.8The Two-Headed Giant variant uses the normal rules for winning or losing the game (see rule 104), with the following additions and specifications.
810.8aPlayers win and lose the game only as a team, not as individuals. If either player on a team loses the game, the team loses the game. If either player on a team wins the game, the entire team wins the game. If an effect says that a player can’t win the game, that player’s team can’t win the game. If an effect says that a player can’t lose the game, that player’s team can’t lose the game.
810.8bIf a player concedes, their team leaves the game immediately. That team loses the game.
810.8cIf a team’s life total is 0 or less, the team loses the game. (This is a state-based action. See rule 704.)
810.8dIf a team has fifteen or more poison counters, that team loses the game. (This is a state-based action. See rule 704.)
810.9Damage, loss of life, and gaining life happen to each player individually. The result is applied to the team’s shared life total.
810.9aIf a cost or effect needs to know the value of an individual player’s life total, that cost or effect uses the team’s life total instead.
810.9bIf a cost or effect allows both members of a team to pay life simultaneously, the total amount of life they pay may not exceed their team’s life total. (Players can always pay 0 life.)
810.9cIf an effect sets a single player’s life total to a specific number, the player gains or loses the necessary amount of life to end up with the new total. The team’s life total is adjusted by the amount of life that player gained or lost.
810.9dIf an effect would set the life total of each player on a team to a number, that team chooses one of its members. On that team, only that player is affected.
810.9eA player can’t exchange life totals with their teammate. If an effect would cause that to occur, the exchange won’t happen.
810.9fIf an effect instructs a player to redistribute any number of players’ life totals, that player may not affect more than one member of each team this way.
810.9gIf an effect says that a player can’t gain life, no player on that player’s team can gain life.
810.9hIf an effect says that a player can’t lose life, no player on that player’s team can lose life or pay any amount of life other than 0.
810.10Effects that cause players to get poison counters happen to each player individually. The poison counters are shared by the team.
810.10aIf an effect needs to know how many poison counters an individual player has, that effect uses the number of poison counters that player’s team has. If an effect needs to know how many poison counters a player’s opponents have, that effect uses the number of poison counters opposing teams have.
810.10bIf an effect says that a player loses poison counters, that player’s team loses that many poison counters.
810.10cIf an effect says that a player can’t get poison counters, no player on that player’s team can get poison counters.
810.10dIf a rule or effect needs to know what kinds of counters an individual player has, that effect uses the kinds of counters that player has and the kinds of counters that player’s team has. A player is “poisoned” if that player’s team has one or more poison counters.
810.11The Two-Headed Giant variant can also be played with equally sized teams of more than two players. For each player a team has beyond the second, that team’s starting life total is increased by 15 and the number of poison counters required for the team to lose is increased by five. (These variants are called Three-Headed Giant, Four-Headed Giant, and so on.)
811.1Alternating Teams games are played with two or more teams of equal size.
811.2Any multiplayer options used are determined before play begins. The Alternating Teams variant uses the following default options.
811.2aThe recommended range of influence is 2. See rule 801, “Limited Range of Influence Option.”
811.2bExactly one of the attack left, attack right, and attack multiple players options must be used. See rule 803, “Attack Left and Attack Right Options,” and rule 802, “Attack Multiple Players Option.”
811.2cThe deploy creatures option isn’t normally used in the Alternating Teams variant.
811.3At the start of the game, players are seated so that no one is next to a teammate and each team is equally spaced out.
811.4A player can’t attack opponents who aren’t seated next to them, planeswalkers that aren’t controlled by opponents seated next to them, or battles that aren’t protected by opponents seated next to them.
811.5In the Alternating Teams variant, a team’s resources (cards in hand, mana, and so on) are not shared. Teammates can’t review each other’s hands unless they are sitting next to each other. Teammates may discuss strategies at any time. Teammates can’t manipulate each other’s cards or permanents.
900.1This section contains additional optional rules that can be used for certain casual game variants. It is by no means comprehensive.
900.2The casual variants detailed here use supplemental zones, rules, cards, and other game implements not used in traditional Magic games.
901.1In the Planechase variant, plane cards and phenomenon cards add additional abilities and randomness to the game. The Planechase variant uses all the normal rules for a Magic game, with the following additions.
901.2A Planechase game may be a two-player game or a multiplayer game. The default multiplayer setup is the Free-for-All variant with the attack multiple players option and without the limited range of influence option. See rule 806, “Free-for-All Variant.”
901.3In addition to the normal game materials, each player needs a supplementary planar deck of at least ten plane and/or phenomenon cards and the game needs one planar die. No more than two cards in a planar deck can be phenomenon cards. Each card in a planar deck must have a different English name. (See rule 311, “Planes,” and rule 312, “Phenomena.”)
901.3aA planar die is a six-sided die. One face has the Planeswalker symbol. One face has the chaos symbol. The other faces are blank.
901.4All plane and phenomenon cards remain in the command zone throughout the game, both while they’re part of a planar deck and while they’re face up.
901.5Once all players have kept their opening hands and used the abilities of cards that allow them to take an action with those cards from their opening hands, the starting player moves the top card of their planar deck off that planar deck and turns it face up. If it’s a phenomenon card, the player puts that card on the bottom of their planar deck and repeats this process until a plane card is turned face up. (See rule 103.7.) No abilities of any card turned face up this way trigger during this process. The face-up plane card becomes the starting plane.
901.6The owner of a plane or phenomenon card is the player who started the game with it in their planar deck. The controller of a face-up plane or phenomenon card is the player designated as the planar controller. Normally, the planar controller is whoever the active player is. However, if the current planar controller would leave the game, instead the next player in turn order that wouldn’t leave the game becomes the planar controller, then the old planar controller leaves the game. The new planar controller retains that designation until they leave the game or a different player becomes the active player, whichever comes first.
901.7Any abilities of a face-up plane card or phenomenon card in the command zone function from that zone. The card’s static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated.
901.7aA face-up plane card or phenomenon card that’s turned face down becomes a new object.
901.8Planechase games have an inherent triggered ability known as the “planeswalking ability.” The full text of this ability is “Whenever you roll the Planeswalker symbol on the planar die, planeswalk.” (See rule 701.31, “Planeswalk.”) This ability has no source and is controlled by the player whose planar die roll caused it to trigger. This is an exception to rule 113.8.
901.9Any time the active player has priority and the stack is empty, but only during a main phase of their turn, that player may roll the planar die. Taking this action costs a player an amount of mana equal to the number of times they have previously taken this action on that turn. This is a special action and doesn’t use the stack. Note that this number won’t be equal to the number of times the player has rolled the planar die that turn if an effect has caused the player to roll the planar die that turn. (See rule 116.2i.)
901.9aIf the die roll is a blank face, nothing happens. The active player gets priority.
901.9bIf the die roll is the chaos symbol, chaos ensues (see rule 311.7). The active player gets priority.
901.9cIf the die roll is the Planeswalker symbol, the “planeswalking ability” triggers and is put on the stack. The active player gets priority. (See rule 901.8.)
901.9dRolling the planar die will cause any ability that triggers whenever a player rolls one or more dice to trigger. However, any effect that refers to a numerical result of a die roll, including ones that compare the results of that roll to other rolls or to a given number, ignores the rolling of the planar die. See 706, “Rolling a Die.”
901.10When a player leaves the game, all objects owned by that player except abilities from phenomena leave the game. (See rule 800.4a.) If that includes a face-up plane card or phenomenon card, the planar controller turns the top card of their planar deck face up. This is not a state-based action. It happens as soon as the player leaves the game.
901.10aIf a plane leaves the game while a “planeswalking ability” is on the stack, that ability ceases to exist.
901.10bAbilities from phenomena owned by a player who left the game remain on the stack controlled by the new planar controller.
901.11After the game has started, if a player moves the top card of their planar deck off that planar deck and turns it face up, that player has “planeswalked.” Continuous effects with durations that last until a player planeswalks end. Abilities that trigger when a player planeswalks trigger. See rule 701.31.
901.11aA player may planeswalk as the result of the “planeswalking ability” (see rule 901.8), because the owner of a face-up plane card or phenomenon card leaves the game (see rule 901.10), or because a phenomenon’s triggered ability leaves the stack (see rule 704.6f). Abilities may also instruct a player to planeswalk.
901.11bThe plane card that’s turned face up is the plane the player planeswalks to. The plane card or phenomenon card that’s turned face down, or that leaves the game, is the plane or phenomenon the player planeswalks away from.
901.11cIf a player planeswalks when there is more than one face-up plane card, that player planeswalks away from all such planes.
901.12A Two-Headed Giant Planechase game uses all the rules for the Two-Headed Giant multiplayer variant and all the rules for the Planechase casual variant, with the following additions.
901.12aEach player has their own planar deck.
901.12bThe planar controller is normally the primary player of the active team. However, if the current planar controller’s team would leave the game, instead the primary player of the next team in turn order that wouldn’t leave the game becomes the planar controller, then the old planar controller’s team leaves the game. The new planar controller retains that designation until they leave the game or a different team becomes the active team, whichever comes first.
901.12cEven though the face-up plane or phenomenon is controlled by just one player, any ability of that plane or phenomenon that refers to “you” applies to both members of the planar controller’s team.
901.12dSince each member of the active team is an active player, each of them may roll the planar die. Each player’s cost to roll the planar die is based on the number of times that particular player has already rolled the planar die that turn.
901.13In multiplayer formats other than Grand Melee, plane cards and phenomenon cards are exempt from the limited range of influence option. Their abilities, and the effects of those abilities, affect all applicable objects and players in the game. (See rule 801, “Limited Range of Influence Option.”)
901.14In Grand Melee Planechase games, multiple plane cards or phenomenon cards may be face up at the same time.
901.14aBefore the first turn of the game of the game, each player who will start the game with a turn marker sets a starting plane (see rule 901.5). Each of them is a planar controller.
901.14bIf a player would leave the game and that player leaving the game would reduce the number of turn markers in the game, that player first ceases to be a planar controller (but no other player becomes a planar controller), then that player leaves the game. Each face-up plane card or phenomenon card that player controlled is put on the bottom of its owner’s planar deck. No player is considered to have planeswalked.
901.15Single Planar Deck Option
901.15aAs an alternative option, a Planechase game may be played with just a single communal planar deck. In that case, the number of cards in the planar deck must be at least forty or at least ten times the number of players in the game, whichever is smaller. The planar deck can’t contain more phenomenon cards than twice the number of players in the game. Each card in the planar deck must have a different English name.
901.15bIn a Planechase game using the single planar deck option, the planar controller is considered to be the owner of all cards in the planar deck.
901.15cIf any rule or ability refers to a player’s planar deck, the communal planar deck is used.
902.1In the Vanguard variant, a vanguard card allows each player to play the role of a famous character. Each player will have one face-up vanguard card whose abilities and other characteristics affect the game. The Vanguard variant uses all the normal rules for a Magic game, with the following additions.
902.2A Vanguard game may be a two-player game or a multiplayer game.
902.3In addition to the normal game materials, each player needs a vanguard card. Each vanguard card is placed face up next to its owner’s library before the game begins. All vanguard cards remain in the command zone throughout the game.
902.4Each player’s starting life total is 20 plus or minus the life modifier of their vanguard card.
902.5Each player’s starting hand size is seven cards, as modified by the hand modifier of their vanguard card.
902.5aIf a player takes a mulligan in a Vanguard game, just like in a normal game, that player shuffles their hand back into their library, then draws a new hand equal to their starting hand size. (In a multiplayer game, a player’s first mulligan is for the same number of cards as they had before.) See rule 103.5.
902.5bA player’s maximum hand size is seven, as modified by the hand modifier of their vanguard card.
902.6The owner of a vanguard card is the player who started the game with it in the command zone. The controller of a face-up vanguard card is its owner.
902.7Any abilities of a face-up vanguard card in the command zone function from that zone. The card’s static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated.
903.1In the Commander variant, a variant created and popularized by fans, each deck is led by a legendary creature designated as that deck’s commander. The Commander variant uses all the normal rules for a Magic game, with the following additions.
903.2A Commander game may be a two-player game or a multiplayer game. The default multiplayer setup is the Free-for-All variant with the attack multiple players option and without the limited range of influence option. See rule 806, “Free-for-All Variant.”
903.3Each deck has a legendary card designated as its commander. That card must be either (a) a creature card, (b) a Vehicle card, or (c) a Spacecraft card with one or more power/toughness boxes. This designation is not a characteristic of the object represented by the card; rather, it is an attribute of the card itself. The card retains this designation even when it changes zones.
903.3aSome cards have an ability that states the card can be your commander. This ability modifies the rules for deck construction, and it functions before the game begins. See also rule 113.6n.
903.3bIf a player’s commander is a meld card and it’s melded with the other member of its meld pair, the resulting melded permanent is that player’s commander.
903.3cIf a player’s commander is a component of a merged permanent, the resulting merged permanent is that player’s commander.
903.3dIf an effect refers to controlling a commander, it refers to a permanent on the battlefield that is a commander. If an effect refers to casting a commander, it refers to a spell that is a commander. If an effect refers to a commander in a specific zone, it refers to a card in that zone that is a commander.
903.3eIf an effect refers to a characteristic of “your commander,” it can find the appropriate player’s commander and see its current characteristics, as modified by continuous effects and other rules, in all zones, including that player’s library and hand.
903.4The Commander variant uses color identity to determine what cards can be in a deck with a certain commander. The color identity of a card is the color or colors of any mana symbols in that card’s mana cost or rules text, plus any colors defined by its characteristic-defining abilities (see rule 604.3) or color indicator (see rule 204).
903.4aColor identity is established before the game begins. If a rule or effect refers to the color identity of an object in the game represented by a card, it uses the color identity established for that card as the game began.
903.4bIf a commander has a static ability that causes a player to choose its color before the game begins, that choice applies during deck construction and throughout the game, even as the commander changes zones. That choice affects the commander’s color identity. The player reveals that choice as they put their commander into the command zone before the game begins. See rules 103.2c and 607.2p.
903.4cReminder text is ignored when determining a card’s color identity. See rule 207.2.
903.4dThe back face of a double-faced card (see rule 712) is included when determining a card’s color identity. This is an exception to rule 712.8a.
903.4eIf a card has any alternative characteristics, such as those of adventurer cards (see rule 715, “Adventurer Cards”), those characteristics are included when determining the card’s color identity.
903.4fIf an ability refers to the colors or number of colors in a commander’s color identity, that quality is undefined if that player doesn’t have a commander. That part of the ability won’t do anything. Costs that refer to that quality are unpayable.
903.5Each Commander deck is subject to the following deck construction rules.
903.5aEach deck must contain exactly 100 cards, including its commander. In other words, the minimum deck size and the maximum deck size are both 100.
903.5bOther than basic lands, each card in a Commander deck must have a different English name. For the purposes of deck construction, cards with interchangeable names have the same English name (see rule 201.3).
903.5cA card can be included in a Commander deck only if every color in its color identity is also found in the color identity of the deck’s commander.
903.5dA card with a basic land type may be included in a Commander deck only if each color of mana it could produce is included in the commander’s color identity.
903.5eCommander games do not use sideboards.
903.6At the start of the game, each player puts their commander from their deck face up into the command zone. Then each player shuffles the remaining cards of their deck so that the cards are in a random order. Those cards become the player’s library.
903.7Once the starting player has been determined, each player sets their life total to 40 and draws a hand of seven cards.
903.8A player may cast a commander they own from the command zone. A commander cast from the command zone costs an additional {2} for each previous time the player casting it has cast it from the command zone that game. This additional cost is informally known as the “commander tax.”
903.9A commander may return to the command zone during a Commander game.
903.9aIf a commander is in a graveyard or in exile and that object was put into that zone since the last time state-based actions were checked, its owner may put it into the command zone. This is a state-based action. See rule 704.
903.9bIf a commander would be put into its owner’s hand or library from anywhere, its owner may put it into the command zone instead. This replacement effect may apply more than once to the same event. This is an exception to rule 614.5.
903.9cIf a commander is a melded permanent or a merged permanent and its owner chooses to put it into the command zone using the replacement effect described in rule 903.9b, that permanent and each component representing it that isn’t a commander are put into the appropriate zone, and the card that represents it and is a commander is put into the command zone.
903.10The Commander variant includes the following specification for winning and losing the game. All other rules for ending the game also apply. (See rule 104.)
903.10aA player who’s been dealt 21 or more combat damage by the same commander over the course of the game loses the game. (This is a state-based action. See rule 704.)
903.11Except via rules, special actions, and effects that specifically bring cards into Commander games from outside the game, traditional cards from outside the game cannot be brought into a Commander game.
903.11aIf a player is allowed to bring a card from outside the game into a Commander game, that player can’t bring a card into the game this way if it has the same name as a card that player had in their starting deck, if it has the same name as a card that the player owns in the current game, or if any color in its color identity isn’t in the color identity of the player’s commander.
903.12Brawl Option
903.12aBrawl is an option for a different style of Commander game. Brawl games use the normal rules for the Commander variant with the following modifications.
903.12bBrawl decks are usually constructed using cards from the Standard format.
903.12cEach deck has a legendary card designated as its commander. That card must be either (a) a creature card, (b) a planeswalker card, (c) a Vehicle card, or (d) a Spacecraft card with one or more power/toughness boxes.
903.12dA player’s deck must contain exactly 60 cards, including its commander. In other words, the minimum deck size and the maximum deck size are both 60.
903.12eIf a player’s commander has no colors in its color identity, that player’s deck may contain any number of basic lands of one basic land type of their choice. This is an exception to rule 903.5d.
903.12fIn a two-player Brawl game, each player’s starting life total is 25. In a multiplayer Brawl game, each player’s starting life total is 30.
903.12gIn any Brawl game, the first mulligan a player takes doesn’t count toward the number of cards that player will put on the bottom of their library or the number of mulligans that player may take. Subsequent mulligans are counted toward these numbers as normal.
903.12hBrawl games do not use the state-based action described in rule 704.6c, which causes a player to lose the game if they’ve been dealt 21 or more combat damage by a commander.
903.13Commander Draft
903.13aCommander Draft is an option for a different style of Commander game. It consists of a draft (a style of limited play where players choose cards from sealed booster packs to build their decks) followed by a multiplayer game. The Commander Draft option uses Commander Legends booster packs by default.
903.13bA draft typically consists of three draft rounds. In each draft round, each player opens a booster pack, drafts two cards by placing them in a face-down pile in front of them, then passes the remaining cards to the next player. Each player then drafts two cards from the booster pack passed to them and passes the remaining cards. This procedure continues until all cards in that draft round have been drafted.
903.13cIn the first and third draft rounds, booster packs are passed to each player’s left. In the second draft round, booster packs are passed to each player’s right.
903.13dDuring the draft, a player can look only at cards in the booster pack they are currently drafting from and cards they have already drafted. A player may not reveal drafted cards to other players unless an ability instructs them to.
903.13eAfter the draft is complete, the cards a player drafted become that player’s card pool. If the draft contained draft boosters from Commander Legends or Commander Masters, each player may add up to two cards named The Prismatic Piper to their card pool, but only if those cards are used as the player’s commander(s). If the draft contained draft boosters from Commander Legends: Battle for Baldur’s Gate®, each player may add up to two cards named Faceless One to their card pool, but only if those cards are used as the player’s commander(s).
903.13fCommander Draft deck construction follows the same rules as Commander deck construction (see rule 903.5) with three exceptions: (1) A player’s deck must contain at least 60 cards. There is no maximum deck size. (2) A player’s deck may include any number of cards from that player’s card pool with the same name. (3) If the draft contained draft boosters from Commander Masters, any card which can be a player’s commander by itself and whose color identity includes one or fewer colors is considered to have the partner ability for the purposes of deckbuilding. (See rule 702.124, “Partner.”)
903.13gCommander Draft games follow the same rules as Commander games. See rules 903.6–903.11.
904.1In the Archenemy variant, a team of players faces off against a single opponent strengthened with powerful scheme cards. The Archenemy variant uses all the normal rules for a Magic game, with the following additions.
904.2The default setup for an Archenemy game is the Team vs. Team multiplayer variant (see rule 808) involving exactly two teams. The attack multiple players option (see rule 802) and the shared team turns option (see rule 805) are used; no other multiplayer options are used.
904.2aOne of the teams consists of exactly one player, who is designated the archenemy.
904.2bThe other team consists of any number of players.
904.3In addition to the normal game materials, the archenemy needs a supplementary scheme deck of at least twenty scheme cards. A scheme deck may contain no more than two of any card with a particular English name. (See rule 314, “Schemes.”)
904.4All scheme cards remain in the command zone throughout the game, both while they’re part of a scheme deck and while they’re face up.
904.5The archenemy’s starting life total is 40. Each other player’s starting life total is 20.
904.6Rather than a randomly determined player, the archenemy takes the first turn of the game.
904.7The owner of a scheme card is the player who started the game with it in the command zone. The controller of a face-up scheme card is its owner.
904.8Any abilities of a face-up scheme card in the command zone function from that zone. The card’s static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated.
904.9Immediately after the archenemy’s precombat main phase begins during each of their turns, that player moves the top card of their scheme deck off that scheme deck and turns it face up. This is called “setting that scheme in motion.” (See rule 701.32.) This turn-based action doesn’t use the stack. Abilities of that scheme card that trigger “When you set this scheme in motion” trigger.
904.10If a non-ongoing scheme card is face up in the command zone, and no triggered abilities of any scheme are on the stack or waiting to be put on the stack, that scheme card is turned face down and put on the bottom of its owner’s scheme deck the next time a player would receive priority. (This is a state-based action. See rule 704.)
904.11Once an ongoing scheme card is set in motion, it remains face up in the command zone until an ability causes it to be abandoned (see rule 701.33).
904.12Supervillain Rumble Option
904.12aAs an alternative option, players may play a Free-for-All game in which each player has their own scheme deck. The attack multiple players option (see rule 802) is used; no other multiplayer options are used.
904.12bEach player in this game is an archenemy.
904.12cAs in a normal Free-for-All game, the starting player is randomly determined. All other rules that apply to the archenemy in an Archenemy game apply to each player in a Supervillain Rumble game.
904.13Archenemy Commander Option
904.13aAs an alternative option, players may play a Commander game (see rule 903, “Commander”) using the Archenemy rules. The normal rules for Commander apply, as modified by the Archenemy rules, with the following exceptions.
904.13bThe archenemy starts with 60 life. The opposing team has a shared life total that starts at 60 life rather than individual life totals. The use of a shared life total is detailed in rules 810.8 and 810.9 of the Two-Headed Giant variant.
904.13cPoison counters are not shared. If the archenemy has ten or more poison counters, they lose the game. If any individual member of the opposing team has ten or more poison counters, they lose the game. (This is a state-based action. See rule 704.)
904.13dThe archenemy’s scheme deck must contain at least ten cards, and each card must have a different English name.
905.1The Conspiracy Draft variant consists of a draft (a style of limited play where players choose cards from sealed booster packs to build their decks) followed by a multiplayer game. The Conspiracy Draft variant uses Magic: The Gathering—Conspiracy® and/or Conspiracy: Take the Crown booster packs by default.
905.1aA draft typically consists of three draft rounds. In each draft round, each player opens a booster pack, drafts one card by placing that card in a face-down pile in front of the player, then passes the remaining cards to the next player. Each player then drafts a card from the booster pack passed to them and passes the remaining cards. This procedure continues until all cards in that draft round have been drafted.
905.1bIn the first and third draft rounds, booster packs are passed to each player’s left. In the second draft round, booster packs are passed to each player’s right.
905.1cDuring the draft, a player can look only at cards in the booster pack they are currently drafting from, cards they have already drafted, cards that are currently revealed as described in rule 905.2b, and cards that have been drafted face up as described in rule 905.2c. A player may not reveal drafted cards to other players unless an ability instructs them to.
905.1dAfter the draft and all actions that may be taken during or after the draft, all the cards a player has drafted become that player’s card pool. The player builds their deck from only these cards and any number of basic land cards. See rules 100.2b and 100.4b.
905.2Some cards have abilities that function during the draft.
905.2aDuring a draft, there is no active player or system of priority. If multiple players wish to take an action at the same time during the draft and can’t agree on an order, those actions are taken in a random order.
905.2bSome cards instruct players to reveal them as they’re drafted and then note some information, such as a number or color. This information can be referred to by other abilities during the game. Any player can look at this information at any time during the draft or game. After the information is noted, the drafted card is turned face down and added to the player’s drafted cards pile.
905.2cSome cards instruct players to draft them face up. Each such card remains face up until the draft is complete, an effect instructs the player who drafted it to turn it face down, or the card leaves that player’s drafted cards pile. While the card is face up, all players may look at it.
905.3A Conspiracy Draft game is a multiplayer game. The default multiplayer setup is the Free-for-All variant with the attack multiple players option and without the limited range of influence option. See rule 806, “Free-for-All Variant.”
905.4At the start of the game, before decks are shuffled, each player may put any number of conspiracy cards from their sideboard into the command zone.
905.4aConspiracy cards with hidden agenda are put into the command zone face down. Any time a player has priority, they may turn a face-down conspiracy card they control face up. See rule 702.106, “Hidden Agenda.”
905.5The owner of a conspiracy card is the player who put it into the command zone at the start of the game. The controller of a conspiracy card is its owner.
905.6Once the starting player has been determined, each player sets their life total to 20 and draws a hand of seven cards.