508.5If 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.
508.5aIn a multiplayer game, any rule, object, or effect that refers to a “defending player” refers to one specific defending player, not to all of the defending players. 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.
508.6A player is “attacking [a player]” if the first player controls a creature that is attacking the second player. A player has “attacked [a player]” if the first player declared one or more creatures as attackers attacking the second player.
508.7Some cards allow a player to reselect which player, planeswalker, or battle a creature is attacking.
508.7aThe attacking creature isn’t removed from combat and it isn’t considered to have attacked a second time. That creature is attacking the reselected player or permanent, but it’s still considered to have attacked the player or permanent chosen as it was declared as an attacker.
508.7bWhile reselecting which player, planeswalker, or battle a creature is attacking, that creature isn’t affected by requirements or restrictions that apply to the declaration of attackers.
508.7cThe reselected player, planeswalker, or battle must be an opponent of the attacking creature’s controller, a planeswalker controlled by an opponent of the attacking creature’s controller, or a battle protected by an opponent of the attacking creature’s controller.
508.7dIn a multiplayer game not using the attack multiple players option (see rule 802), the reselected player, planeswalker, or battle must be the chosen defending player, a planeswalker controlled by that player, or a battle protected by that player.
508.7eIn a multiplayer game using the limited range of influence option (see rule 801), the reselected player, planeswalker, or battle must be within the range of influence of the attacking creature’s controller. In the case of a battle, the battle’s protector must also be within the range of influence of the attacking creature’s controller.
508.8If no creatures are declared as attackers or put onto the battlefield attacking, skip the declare blockers and combat damage steps.
509.1First, the defending player declares blockers. This turn-based action doesn’t use the stack. To declare blockers, the defending player follows the steps below, in order. If at any point during the declaration of blockers, the defending player is unable to comply with any of the steps listed below, the declaration is illegal; the game returns to the moment before the declaration (see rule 732, “Handling Illegal Actions”).
509.1aThe defending player chooses which creatures they control, if any, will block. The chosen creatures must be untapped and they can’t also be battles. For each of the chosen creatures, the defending player chooses one creature for it to block that’s attacking that player, a planeswalker they control, or a battle they protect.
509.1bThe defending player checks each creature they control to see whether it’s affected by any restrictions (effects that say a creature can’t block, or that it can’t block unless some condition is met). If any restrictions are being disobeyed, the declaration of blockers is illegal.
509.1cThe defending player checks each creature they control to see whether it’s affected by any requirements (effects that say a creature must block, or that it must block if some condition is met). If the number of requirements that are being obeyed is fewer than the maximum possible number of requirements that could be obeyed without disobeying any restrictions, the declaration of blockers is illegal. If a creature can’t block unless a player pays a cost, that player is not required to pay that cost, even if blocking with that creature would increase the number of requirements being obeyed. If a requirement that says a creature blocks if able during a certain turn refers to a turn with multiple combat phases, the creature blocks if able during each declare blockers step in that turn.
509.1dIf any of the chosen creatures require paying costs to block, the defending player determines the total cost to block. Costs may include paying mana, tapping permanents, sacrificing permanents, discarding cards, and so on. Once the total cost is determined, it becomes “locked in.” If effects would change the total cost after this time, ignore this change.
509.1eIf any of the costs require mana, the defending player then has a chance to activate mana abilities (see rule 605, “Mana Abilities”).
509.1fOnce the player has enough mana in their mana pool, they pay all costs in any order. Partial payments are not allowed.
509.1gEach chosen creature still controlled by the defending player becomes a blocking creature. Each one is blocking the attacking creatures chosen for it. It remains a blocking creature until it’s removed from combat or the combat phase ends, whichever comes first. See rule 506.4.
509.1hAn attacking creature with one or more creatures declared as blockers for it becomes a blocked creature; one with no creatures declared as blockers for it becomes an unblocked creature. This remains unchanged until the creature is removed from combat, an effect says that it becomes blocked or unblocked, or the combat phase ends, whichever comes first. A creature remains blocked even if all the creatures blocking it are removed from combat.
509.1iAny abilities that trigger on blockers being declared trigger. See rule 509.2a for more information.
509.2Second, the active player gets priority. (See rule 117, “Timing and Priority.”)
509.2aAny abilities that triggered on blockers being declared or that triggered during the process described in rule 509.1 are put onto the stack before the active player gets priority; the order in which they triggered doesn’t matter. (See rule 603, “Handling Triggered Abilities.”)
509.3Triggered abilities that trigger on blockers being declared may have different trigger conditions.
509.3aAn ability that reads “Whenever [a creature] blocks, . . .” generally triggers only once each combat for that creature, even if it blocks multiple creatures. It triggers if the creature is declared as a blocker. It will also trigger if that creature becomes a blocker as the result of an effect, but only if it wasn’t a blocking creature at that time. (See rule 509.1g.) It won’t trigger if the creature is put onto the battlefield blocking.
509.3bAn ability that reads “Whenever [a creature] blocks a creature, . . .” triggers once for each attacking creature the creature with the ability blocks. It triggers if the creature is declared as a blocker. It will also trigger if an effect causes that creature to block an attacking creature, but only if it wasn’t already blocking that attacking creature at that time. It won’t trigger if the creature is put onto the battlefield blocking.
509.3cAn ability that reads “Whenever [a creature] becomes blocked, . . .” generally triggers only once each combat for that creature, even if it’s blocked by multiple creatures. It will trigger if that creature becomes blocked by at least one creature declared as a blocker. It will also trigger if that creature becomes blocked by an effect or by a creature that’s put onto the battlefield as a blocker, but only if the attacking creature was an unblocked creature at that time. (See rule 509.1h.)
509.3dAn ability that reads “Whenever [a creature] becomes blocked by a creature, . . .” triggers once for each creature that blocks the specified creature. It triggers if a creature is declared as a blocker for the attacking creature. It will also trigger if an effect causes a creature to block the attacking creature, but only if it wasn’t already blocking that attacking creature at that time. In addition, it will trigger if a creature is put onto the battlefield blocking that creature. It won’t trigger if the creature becomes blocked by an effect rather than a creature.
509.3eIf an ability triggers when a creature blocks or becomes blocked by a particular number of creatures, the ability triggers if the creature blocks or is blocked by that many creatures when blockers are declared. Effects that add or remove blockers can also cause such abilities to trigger. This applies to abilities that trigger on a creature blocking or being blocked by at least a certain number of creatures as well.
509.3fIf an ability triggers when a creature with certain characteristics blocks, it will trigger only if the creature has those characteristics at the point blockers are declared, or at the point an effect causes it to block. If an ability triggers when a creature with certain characteristics becomes blocked, it will trigger only if the creature has those characteristics at the point it becomes a blocked creature. If an ability triggers when a creature becomes blocked by a creature with certain characteristics, it will trigger only if the latter creature has those characteristics at the point it becomes a blocking creature. None of those abilities will trigger if the relevant creature’s characteristics change to match the ability’s trigger condition later on.
509.3gAn ability that reads “Whenever [a creature] attacks and isn’t blocked, . . .” triggers if no creatures are declared as blockers for that creature. It will trigger even if the creature was never declared as an attacker (for example, if it entered the battlefield attacking). It won’t trigger if the attacking creature is blocked and then all its blockers are removed from combat.
509.4If a creature is put onto the battlefield blocking, its controller chooses which attacking creature it’s blocking as it enters the battlefield (unless the effect that put it onto the battlefield specifies what it’s blocking). A creature put onto the battlefield this way is “blocking” but, for the purposes of trigger events and effects, it never “blocked.”
509.4aIf the effect that puts a creature onto the battlefield blocking specifies it’s blocking a certain creature and that creature is no longer attacking, the creature is put onto the battlefield but is never considered a blocking creature. The same is true if the controller of the creature that’s put onto the battlefield blocking isn’t a defending player for the specified attacking creature.
509.4bA creature that’s put onto the battlefield blocking isn’t affected by requirements or restrictions that apply to the declaration of blockers.
510.1First, the active player announces how each attacking creature assigns its combat damage, then the defending player announces how each blocking creature assigns its combat damage. This turn-based action doesn’t use the stack. A player assigns a creature’s combat damage according to the following rules:
510.1aEach attacking creature and each blocking creature assigns combat damage equal to its power. Creatures that would assign 0 or less damage this way don’t assign combat damage at all.
510.1bAn unblocked creature assigns its combat damage to the player, planeswalker, or battle it’s attacking. If it isn’t currently attacking anything (if, for example, it was attacking a planeswalker that has left the battlefield), it assigns no combat damage.
510.1cA blocked creature assigns its combat damage to the creatures blocking it. If no creatures are currently blocking it (if, for example, they were destroyed or removed from combat), it assigns no combat damage. If exactly one creature is blocking it, it assigns all its combat damage to that creature. If two or more creatures are blocking it, it assigns its combat damage to those creatures divided as its controller chooses among them.
510.1dA blocking creature assigns combat damage to the creatures it’s blocking. If it isn’t currently blocking any creatures (if, for example, they were destroyed or removed from combat), it assigns no combat damage. If it’s blocking exactly one creature, it assigns all its combat damage to that creature. If it’s blocking two or more creatures, it assigns its combat damage divided as its controller chooses among them.
510.1eOnce a player has assigned combat damage from each attacking or blocking creature they control, the total damage assignment (not solely the damage assignment of any individual attacking or blocking creature) is checked to see if it complies with the above rules. If it doesn’t, the combat damage assignment is illegal; the game returns to the moment before that player began to assign combat damage. (See rule 732, “Handling Illegal Actions.”)
510.2Second, all combat damage that’s been assigned is dealt simultaneously. This turn-based action doesn’t use the stack. No player has the chance to cast spells or activate abilities between the time combat damage is assigned and the time it’s dealt.
510.3Third, the active player gets priority. (See rule 117, “Timing and Priority.”)
510.3aAny abilities that triggered on damage being dealt or while state-based actions are performed afterward are put onto the stack before the active player gets priority; the order in which they triggered doesn’t matter. (See rule 603, “Handling Triggered Abilities.”)
510.4If at least one attacking or blocking creature has first strike (see rule 702.7) or double strike (see rule 702.4) as the combat damage step begins, the only creatures that assign combat damage in that step are those with first strike or double strike. After that step, instead of proceeding to the end of combat step, the phase gets a second combat damage step. The only creatures that assign combat damage in that step are the remaining attackers and blockers that had neither first strike nor double strike as the first combat damage step began, as well as the remaining attackers and blockers that currently have double strike. After that step, the phase proceeds to the end of combat step.
511.1The end of combat step has no turn-based actions. Once it begins, the active player gets priority. (See rule 117, “Timing and Priority.”)
511.2Abilities that trigger “at end of combat” trigger as the end of combat step begins. Effects that last “until end of combat” expire at the end of the combat phase.
511.3As soon as the end of combat step ends, all creatures, battles, and planeswalkers are removed from combat. After the end of combat step ends, the combat phase is over and the postcombat main phase begins (see rule 505).
512.1The ending phase consists of two steps: end and cleanup.
513.1The end step has no turn-based actions. Once it begins, the active player gets priority. (See rule 117, “Timing and Priority.”)
513.1aPreviously, abilities that triggered at the beginning of the end step were printed with the trigger condition “at end of turn.” Cards that were printed with that text have received errata in the Oracle card reference to say “at the beginning of the end step” or “at the beginning of the next end step.”
513.2If a permanent with an ability that triggers “at the beginning of the end step” enters the battlefield during this step, that ability won’t trigger until the next turn’s end step. Likewise, if a delayed triggered ability that triggers “at the beginning of the next end step” is created during this step, that ability won’t trigger until the next turn’s end step. In other words, the step doesn’t “back up” so those abilities can go on the stack. This rule applies only to triggered abilities; it doesn’t apply to continuous effects whose durations say “until end of turn” or “this turn.” (See rule 514, “Cleanup Step.”)
514.1First, 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. This turn-based action doesn’t use the stack.
514.2Second, the following actions happen simultaneously: all damage marked on permanents (including phased-out permanents) is removed and all “until end of turn” and “this turn” effects end. This turn-based action doesn’t use the stack.
514.3Normally, no player receives priority during the cleanup step, so no spells can be cast and no abilities can be activated. However, this rule is subject to the following exception:
514.3aAt this point, the game checks to see if any state-based actions would be performed and/or any triggered abilities are waiting to be put onto the stack (including those that trigger “at the beginning of the next cleanup step”). If so, those state-based actions are performed, then those triggered abilities are put on the stack, then the active player gets priority. Players may cast spells and activate abilities. Once the stack is empty and all players pass in succession, another cleanup step begins.
601.1Previously, the action of casting a spell, or casting a card as a spell, was referred to on cards as “playing” that spell or that card. Cards that were printed with that text have received errata in the Oracle card reference so they now refer to “casting” that spell or that card.
601.1aSome effects still refer to “playing” a card. “Playing a card” means playing that card as a land or casting that card as a spell, whichever is appropriate.
601.2To cast a spell is to take it from where it is (usually the hand), put it on the stack, and pay its costs, so that it will eventually resolve and have its effect. Casting a spell includes proposal of the spell (rules 601.2a–d) and determination and payment of costs (rules 601.2f–h). To cast a spell, a player follows the steps listed below, in order. A player must be legally allowed to cast the spell to begin this process (see rule 601.3). If a player is unable to comply with the requirements of a step listed below while performing that step, the casting of the spell is illegal; the game returns to the moment before the casting of that spell was proposed (see rule 732, “Handling Illegal Actions”).
601.2aTo propose the casting of a spell, a player first moves that card (or that copy of a card) from where it is to the stack. It becomes the topmost object on the stack. It has all the characteristics of the card (or the copy of a card) associated with it, and that player becomes its controller. Any continuous effects that modify the characteristics of the spell as you start casting it begin as it is put on the stack (see rule 611.2f). Any one-shot effects that cause the spell to gain abilities as you cast it apply as it is put on the stack (see rule 610.5). The spell remains on the stack until it resolves, it’s countered, or a rule or effect moves it elsewhere.
601.2bIf the spell is modal, the player announces the mode choice (see rule 700.2). If the player wishes to splice any cards onto the spell (see rule 702.47), they reveal those cards in their hand. If the spell has alternative or additional costs that will be paid as it’s being cast such as buyback or kicker costs (see rules 118.8 and 118.9), the player announces their intentions to pay any or all of those costs (see rule 601.2f). A player can’t apply two alternative methods of casting or two alternative costs to a single spell. If the spell has a variable cost that will be paid as it’s being cast (such as an {X} in its mana cost; see rule 107.3), the player announces the value of that variable. If the value of that variable is defined in the text of the spell by a choice that player would make later in the announcement or resolution of the spell, that player makes that choice at this time instead of that later time. If a cost that will be paid as the spell is being cast includes hybrid mana symbols, the player announces the nonhybrid equivalent cost they intend to pay. If a cost that will be paid as the spell is being cast includes Phyrexian mana symbols, the player announces whether they intend to pay 2 life or a corresponding colored mana cost for each of those symbols. Previously made choices (such as choosing to cast a spell with flashback from a graveyard or choosing to cast a creature with morph face down) may restrict the player’s options when making these choices.
601.2cThe player announces their choice of an appropriate object or player for each target the spell requires. A spell may require some targets only if an alternative or additional cost (such as a kicker cost) or a particular mode was chosen for it; otherwise, the spell is cast as though it did not require those targets. Similarly, a spell may require alternative targets only if an alternative or additional cost was chosen for it. If the spell has a variable number of targets, the player announces how many targets they will choose before they announce those targets. In some cases, the number of targets will be defined by the spell’s text. Once the number of targets the spell has is determined, that number doesn’t change, even if the information used to determine the number of targets does. The same target can’t be chosen multiple times for any one instance of the word “target” on the spell. However, if the spell uses the word “target” in multiple places, the same object or player can be chosen once for each instance of the word “target” (as long as it fits the targeting criteria). If any effects say that an object or player must be chosen as a target, the player chooses targets so that they obey the maximum possible number of such effects without violating any rules or effects that say that an object or player can’t be chosen as a target. The chosen objects and/or players each become a target of that spell. (Any abilities that trigger when those objects and/or players become the target of a spell trigger at this point; they’ll wait to be put on the stack until the spell has finished being cast.)
601.2dIf the spell requires the player to divide or distribute an effect (such as damage or counters) among one or more targets, the player announces the division. Each of these targets must receive at least one of whatever is being divided.
601.2eThe game checks to see if the proposed spell can legally be cast. If the proposed spell is illegal, the game returns to the moment before the casting of that spell was proposed (see rule 732, “Handling Illegal Actions”).
601.2fThe player determines the total cost of the spell. Usually this is just the mana cost. Some spells have additional or alternative costs. Some effects may increase or reduce the cost to pay, or may provide other alternative costs. Costs may include paying mana, tapping permanents, sacrificing permanents, discarding cards, and so on. The total cost is the mana cost or alternative cost (as determined in rule 601.2b), plus all additional costs and cost increases, and minus all cost reductions. If multiple cost reductions apply, the player may apply them in any order. If the mana component of the total cost is reduced to nothing by cost reduction effects, it is considered to be {0}. It can’t be reduced to less than {0}. Once the total cost is determined, any effects that directly affect the total cost are applied. Then the resulting total cost becomes “locked in.” If effects would change the total cost after this time, they have no effect.
601.2gIf the total cost includes a mana payment, the player then has a chance to activate mana abilities (see rule 605, “Mana Abilities”). Mana abilities must be activated before costs are paid.
601.2hThe player pays the total cost. First, they pay all costs that don’t involve random elements or moving objects from the library to a public zone, in any order. Then they pay all remaining costs in any order. Partial payments are not allowed. Unpayable costs can’t be paid.
601.2iOnce the steps described in 601.2a–h are completed, effects that modify the characteristics of the spell as it’s cast are applied, then the spell becomes cast. Any abilities that trigger when a spell is cast or put onto the stack trigger at this time. If the spell’s controller had priority before casting it, they get priority.
601.3A player can begin to cast a spell only if a rule or effect allows that player to cast it and no rule or effect prohibits that player from casting it.
601.3aIf an effect prohibits a player from casting a spell with certain qualities, that player may consider any choices to be made during that spell’s proposal that may cause those qualities to change. If any such choices could cause that effect to no longer prohibit that player from casting that spell, the player may begin to cast the spell, ignoring the effect.
601.3bIf an effect allows a player to cast a spell with certain qualities as though it had flash, that player may consider any choices to be made during that spell’s proposal that may cause that spell’s qualities to change. If any such choices could cause that effect to apply, that player may begin to cast that spell as though it had flash.
601.3cIf an effect allows a player to cast a spell as though it had flash only if an alternative or additional cost is paid, that player may begin to cast that spell as though it had flash.
601.3dIf a spell would have flash only if certain conditions are met, its controller may begin to cast that spell as though it had flash if those conditions are met.
601.3eSome rules and effects state that an alternative set of characteristics or a subset of characteristics are considered to determine if a card or copy of a card is legal to cast. These alternative characteristics replace the object’s characteristics for this determination. Continuous effects that would apply to that object once it has those characteristics are also considered.
601.3fSome effects allow a player to cast a spell with certain qualities from among face-down cards in exile. A player may begin to cast such a spell only if they can look at the face-down card in exile.
601.4While announcing the choices of any modes, alternative costs, and/or additional costs as described in rule 601.2b, some options may be available to a player only if other choices are made that would normally be made later in that rule’s instructions. In that case, the spell’s controller may consider any other choices to be made in that step. If any such choices could allow them to choose a particular mode, alternative cost, or additional cost, they may do so.
601.5If a player is no longer allowed to cast a spell after completing its proposal (see rules 601.2a–d), the casting of the spell is illegal and the game returns to the moment before the casting of that spell was proposed (see rule 732, “Handling Illegal Actions”). It doesn’t matter if a rule or effect would make the casting of the spell illegal while determining and paying that spell’s costs (see rules 601.2f–h) or any time after the spell has been cast.
601.5aOnce a player has begun casting a spell that had flash because certain conditions were met or that could be cast as though it had flash because certain conditions were met (see 601.3d), they may continue to cast that spell as though it had flash even if those conditions stop being met.
601.6Some spells specify that one of their controller’s opponents does something the controller would normally do while it’s being cast, such as choose a mode or choose targets. In these cases, the opponent does so when the spell’s controller normally would do so.
601.6aIf there is more than one opponent who could make such a choice, the spell’s controller decides which of those opponents will make the choice.
601.6bIf the spell instructs its controller and another player to do something at the same time as the spell is being cast, the spell’s controller goes first, then the other player. This is an exception to rule 101.4.
601.7Casting a spell that alters costs won’t affect spells and abilities that are already on the stack.
602.1Activated abilities have a cost and an effect. They are written as “[Cost]: [Effect.] [Activation instructions (if any).]”
602.1aThe activation cost is everything before the colon (:). An ability’s activation cost must be paid by the player who is activating it.
602.1bSome text after the colon of an activated ability states instructions that must be followed while activating that ability. Such text may state which players can activate that ability, may restrict when a player can activate the ability, or may define some aspect of the activation cost. This text is not part of the ability’s effect. It functions at all times. If an activated ability has any activation instructions, they appear last, after the ability’s effect.
602.1cAn activated ability is the only kind of ability that can be activated. If an object or rule refers to activating an ability without specifying what kind, it must be referring to an activated ability.
602.1dPreviously, the action of using an activated ability was referred to on cards as “playing” that ability. Cards that were printed with that text have received errata in the Oracle card reference so they now refer to “activating” that ability.
602.1eIf a spell or ability that refers to the “activation cost” of an ability modifies how a player may pay that cost, that modification applies to the total cost of that ability, even if that cost is increased and/or decreased by other effects. See rules 602.2b and 601.2f.
602.2To activate an ability is to put it onto the stack and pay its costs, so that it will eventually resolve and have its effect. Only an object’s controller (or its owner, if it doesn’t have a controller) can activate its activated ability unless the object specifically says otherwise. Activating an ability follows the steps listed below, in order. If, at any point during the activation of an ability, a player is unable to comply with any of those steps, the activation is illegal; the game returns to the moment before that ability started to be activated (see rule 732, “Handling Illegal Actions”). Announcements and payments can’t be altered after they’ve been made.
602.2aThe player announces that they are activating the ability. If an activated ability is being activated from a hidden zone, the card that has that ability is revealed (see rule 701.20a). That ability is created on the stack as an object that’s not a card. It becomes the topmost object on the stack. It has the text of the ability that created it, and no other characteristics. Its controller is the player who activated the ability. The ability remains on the stack until it’s countered, it resolves, or an effect moves it elsewhere.
602.2bThe remainder of the process for activating an ability is identical to the process for casting a spell listed in rules 601.2b–i. Those rules apply to activating an ability just as they apply to casting a spell. An activated ability’s analog to a spell’s mana cost (as referenced in rule 601.2f) is its activation cost.
602.3Some abilities specify that one of their controller’s opponents does something the controller would normally do while it’s being activated, such as choose a mode or choose targets. In these cases, the opponent does so when the ability’s controller normally would do so.
602.3aIf there is more than one opponent who could make such a choice, the ability’s controller decides which of those opponents will make the choice.
602.3bIf the ability instructs its controller and another player to do something at the same time as the ability is being activated, the ability’s controller goes first, then the other player. This is an exception to rule 101.4.
602.4Activating an ability that alters costs won’t affect spells and abilities that are already on the stack.
602.5A player can’t begin to activate an ability that’s prohibited from being activated.
602.5aA creature’s activated ability with the tap symbol ({T}) or the untap symbol ({Q}) in its activation cost can’t be activated unless the creature has been under its controller’s control since the start of their most recent turn. Ignore this rule for creatures with haste (see rule 702.10).
602.5bIf an activated ability has a restriction on its use (for example, “Activate only once each turn”), the restriction continues to apply to that object even if its controller changes.
602.5cIf an object acquires an activated ability with a restriction on its use from another object, that restriction applies only to that ability as acquired from that object. It doesn’t apply to other, identically worded abilities.
602.5dActivated abilities that read “Activate only as a sorcery” mean the player must follow the timing rules for casting a sorcery spell, though the ability isn’t actually a sorcery. The player doesn’t actually need to have a sorcery card that they could cast.
602.5eActivated abilities that read “Activate only as an instant” mean the player must follow the timing rules for casting an instant spell, though the ability isn’t actually an instant. The player doesn’t actually need to have an instant card that they could cast.
603.1Triggered abilities have a trigger condition and an effect. They are written as “[When/Whenever/At] [trigger condition or event], [effect]. [Instructions (if any).]”
603.1aA triggered ability may include instructions after its effects that limit what the ability may target or state that it can’t be countered. This text is not part of the ability’s effect. It functions while the ability is on the stack.
603.1bA triggered ability may have more than one trigger condition, and an instruction that refers to whether “all” of those conditions have happened during a particular period. This refers to whether or not all of those conditions have occurred during that period, regardless of whether that ability has triggered based on those conditions.
603.2Whenever a game event or game state matches a triggered ability’s trigger event, that ability automatically triggers. The ability doesn’t do anything at this point.
603.2aBecause they aren’t cast or activated, triggered abilities can trigger even when it isn’t legal to cast spells and activate abilities. Effects that preclude abilities from being activated don’t affect them.
603.2bWhen a phase or step begins, all abilities that trigger “at the beginning of” that phase or step trigger.
603.2cAn ability triggers only once each time its trigger event occurs. However, it can trigger repeatedly if one event contains multiple occurrences.
603.2dAn ability may state that a triggered ability triggers additional times. In this case, rather than simply determining that such an ability has triggered, determine how many times it should trigger, then that ability triggers that many times. An effect that states that an ability triggers additional times doesn’t invoke itself repeatedly and doesn’t apply to other effects that affect how many times an ability triggers. An effect that states a triggered ability of an object triggers additional times refers only to triggered abilities that object has, not to any delayed or reflexive triggered abilities (see rule 603.7 and rule 603.12) that may be created by abilities the object has.
603.2eSome trigger events use the word “becomes” (for example, “becomes attached” or “becomes blocked”). These trigger only at the time the named event happens—they don’t trigger if that state already exists or retrigger if it persists. An ability that triggers when a permanent “becomes tapped” or “becomes untapped” doesn’t trigger if the permanent enters the battlefield in that state.
603.2fIf a triggered ability’s trigger condition is met, but the object with that triggered ability is at no time visible to all players, the ability does not trigger.
603.2gAn ability triggers only if its trigger event actually occurs. An event that’s prevented or replaced won’t trigger anything.
603.2hA triggered ability may have an instruction followed by “Do this only once each turn.” This ability triggers only if its source’s controller has not yet taken the indicated action that turn.
603.3Once an ability has triggered, its controller puts it on the stack as an object that’s not a card the next time a player would receive priority. See rule 117, “Timing and Priority.” The ability becomes the topmost object on the stack. It has the text of the ability that created it, and no other characteristics. It remains on the stack until it’s countered, it resolves, a rule causes it to be removed from the stack, or an effect moves it elsewhere.
603.3aA triggered ability is controlled by the player who controlled its source at the time it triggered, unless it’s a delayed triggered ability. To determine the controller of a delayed triggered ability, see rules 603.7d–f.
603.3bIf multiple abilities have triggered since the last time a player received priority, the abilities are placed on the stack in a two-part process. First, each player, in APNAP order, puts each triggered ability they control with a trigger condition that isn’t another ability triggering on the stack in any order they choose. (See rule 101.4.) Second, each player, in APNAP order, puts all remaining triggered abilities they control on the stack in any order they choose. Then the game once again checks for and performs state-based actions until none are performed, then abilities that triggered during this process go on the stack. This process repeats until no new state-based actions are performed and no abilities trigger. Then the appropriate player gets priority.
603.3cIf a triggered ability is modal, its controller announces the mode choice when putting the ability on the stack. If one of the modes would be illegal (due to an inability to choose legal targets, for example), that mode can’t be chosen. If no mode is chosen, the ability is removed from the stack. (See rule 700.2.)
603.3dThe remainder of the process for putting a triggered ability on the stack is identical to the process for casting a spell listed in rules 601.2c–d. If a choice is required when the triggered ability goes on the stack but no legal choices can be made for it, or if a rule or a continuous effect otherwise makes the ability illegal, the ability is simply removed from the stack.
603.4A triggered ability may read “When/Whenever/At [trigger event], if [condition], [effect].” When the trigger event occurs, the ability checks whether the stated condition is true. The ability triggers only if it is; otherwise it does nothing. If the ability triggers, it checks the stated condition again as it resolves. If the condition isn’t true at that time, the ability is removed from the stack and does nothing. Note that this mirrors the check for legal targets. This rule is referred to as the “intervening ‘if’ clause” rule. (The word “if” has only its normal English meaning anywhere else in the text of a card; this rule only applies to an “if” that immediately follows a trigger condition.)
603.5Some triggered abilities’ effects are optional (they contain “may,” as in “At the beginning of your upkeep, you may draw a card”). These abilities go on the stack when they trigger, regardless of whether their controller intends to exercise the ability’s option or not. The choice is made when the ability resolves. Likewise, triggered abilities that have an effect “unless” something is true or a player chooses to do something will go on the stack normally; the “unless” part of the ability is dealt with when the ability resolves.
603.6Trigger events that involve objects changing zones are called “zone-change triggers.” Many abilities with zone-change triggers attempt to do something to that object after it changes zones. During resolution, these abilities look for the object in the zone that it moved to. If the object is unable to be found in the zone it went to, the part of the ability attempting to do something to the object will fail to do anything. The ability could be unable to find the object because the object never entered the specified zone, because it left the zone before the ability resolved, or because it is in a zone that is hidden from a player, such as a library or an opponent’s hand. (This rule applies even if the object leaves the zone and returns again before the ability resolves.) The most common zone-change triggers are enters-the-battlefield triggers and leaves-the-battlefield triggers.
603.6aEnters-the-battlefield abilities trigger when a permanent enters the battlefield. These are written, “When [this object] enters, . . . “ or “Whenever a [type] enters, . . .” Each time an event puts one or more permanents onto the battlefield, all permanents on the battlefield (including the newcomers) are checked for any enters-the-battlefield triggers that match the event.
603.6bContinuous effects that modify characteristics of a permanent do so the moment the permanent is on the battlefield (and not before then). The permanent is never on the battlefield with its unmodified characteristics. Continuous effects don’t apply before the permanent is on the battlefield, however (see rule 603.6d).
603.6cLeaves-the-battlefield abilities trigger when a permanent moves from the battlefield to another zone, or when a phased-in permanent leaves the game because its owner leaves the game. These are written as, but aren’t limited to, “When [this object] leaves the battlefield, . . .” or “Whenever [something] is put into a graveyard from the battlefield, . . . .” (See also rule 603.10.) An ability that attempts to do something to the card that left the battlefield checks for it only in the first zone that it went to. An ability that triggers when a card is put into a certain zone “from anywhere” is never treated as a leaves-the-battlefield ability, even if an object is put into that zone from the battlefield.
603.6dSome permanents have text that reads “[This permanent] enters with . . . ,” “As [this permanent] enters . . . ,” “[This permanent] enters as . . . ,” or “[This permanent] enters tapped.” Such text is a static ability—not a triggered ability—whose effect occurs as part of the event that puts the permanent onto the battlefield.
603.6eSome Auras have triggered abilities that trigger on the enchanted permanent leaving the battlefield. These triggered abilities can find the new object that permanent card became in the zone it moved to; they can also find the new object the Aura card became in its owner’s graveyard after state-based actions have been checked. See rule 400.7.
603.7An effect may create a delayed triggered ability that can do something at a later time. A delayed triggered ability will contain “when,” “whenever,” or “at,” although that word won’t usually begin the ability.
603.7aDelayed triggered abilities are created during the resolution of spells or abilities, as the result of a replacement effect being applied, or as a result of a static ability that allows a player to take an action. A delayed triggered ability won’t trigger until it has actually been created, even if its trigger event occurred just beforehand. Other events that happen earlier may make the trigger event impossible.
603.7bA delayed triggered ability will trigger only once—the next time its trigger event occurs—unless it has a stated duration, such as “this turn.” If its trigger event occurs more than once simultaneously and the ability doesn’t have a stated duration, the controller of the delayed triggered ability chooses which event causes the ability to trigger.
603.7cA delayed triggered ability that refers to a particular object still affects it even if the object changes characteristics. However, if that object is no longer in the zone it’s expected to be in at the time the delayed triggered ability resolves, the ability won’t affect it. (Note that if that object left that zone and then returned, it’s a new object and thus won’t be affected. See rule 400.7.)
603.7dIf a spell creates a delayed triggered ability, the source of that delayed triggered ability is that spell. The controller of that delayed triggered ability is the player who controlled that spell as it resolved.
603.7eIf an activated or triggered ability creates a delayed triggered ability, the source of that delayed triggered ability is the same as the source of that other ability. The controller of that delayed triggered ability is the player who controlled that other ability as it resolved.
603.7fIf a static ability generates a replacement effect which causes a delayed triggered ability to be created, the source of that delayed triggered ability is the object with that static ability. The controller of that delayed triggered ability is the same as the controller of that object at the time the replacement effect was applied.
603.7gIf a static ability allows a player to take an action and creates a delayed triggered ability if that player does so, the source of that delayed triggered ability is the object with that static ability. The controller of that delayed triggered ability is the same as the controller of that object at the time the action was taken.
603.7hAn activated or triggered ability may create a delayed triggered ability that triggers when the ability that created it has resolved a certain number of times in a turn. In that case, that delayed triggered ability is created only once, during the appropriate resolution of that ability.
603.8Some triggered abilities trigger when a game state (such as a player controlling no permanents of a particular card type) is true, rather than triggering when an event occurs. These abilities trigger as soon as the game state matches the condition. They’ll go onto the stack at the next available opportunity. These are called state triggers. (Note that state triggers aren’t the same as state-based actions.) A state-triggered ability doesn’t trigger again until the ability has resolved, has been countered, or has otherwise left the stack. Then, if the object with the ability is still in the same zone and the game state still matches its trigger condition, the ability will trigger again.
603.9Some triggered abilities trigger specifically when a player loses the game. These abilities trigger when a player loses or leaves the game, regardless of the reason, unless that player leaves the game as the result of a draw. See rule 104.3.
603.10Normally, objects that exist immediately after an event are checked to see if the event matched any trigger conditions, and continuous effects that exist at that time are used to determine what the trigger conditions are and what the objects involved in the event look like. However, some triggered abilities are exceptions to this rule; the game “looks back in time” to determine if those abilities trigger, using the existence of those abilities and the appearance of objects immediately prior to the event. The list of exceptions is as follows:
603.10aSome zone-change triggers look back in time. These are leaves-the-battlefield abilities, abilities that trigger when a card leaves a graveyard, and abilities that trigger when an object that all players can see is put into a hand or library.
603.10bAbilities that trigger when a permanent phases out look back in time.
603.10cAbilities that trigger specifically when an object becomes unattached look back in time.
603.10dAbilities that trigger when a player loses control of an object or when a player’s opponent gains control of an object from that player look back in time.
603.10eAbilities that trigger when a spell is countered look back in time.
603.10fAbilities that trigger when a player loses the game look back in time.
603.10gAbilities that trigger when a player planeswalks away from a plane look back in time.
603.11Some objects have a static ability that’s linked to one or more triggered abilities. (See rule 607, “Linked Abilities.”) These objects combine the abilities into one paragraph, with the static ability first, followed by each triggered ability that’s linked to it. A very few objects have triggered abilities which are written with the trigger condition in the middle of the ability, rather than at the beginning.
603.12A resolving spell or ability may allow or instruct a player to take an action and create a triggered ability that triggers “when [a player] [does or doesn’t]” take that action or “when [something happens] this way.” These reflexive triggered abilities follow the rules for delayed triggered abilities (see rule 603.7), except that they’re checked immediately after being created and trigger based on whether the trigger event or events occurred earlier during the resolution of the spell or ability that created them.
603.12aNormally, if the trigger event or events occur multiple times during the resolution of the spell or ability that created it, the reflexive triggered ability will trigger once for each of those times. However, if a resolving spell or ability includes a choice to pay a cost “any number of times” and creates a triggered ability that triggers “when [a player] pays [that cost] one or more times,” paying that cost one or more times causes the reflexive triggered ability to trigger only once.
604.1Static abilities do something all the time rather than being activated or triggered. They are written as statements, and they’re simply true.
604.2Static abilities create continuous effects, some of which are prevention effects or replacement effects. These effects are active as long as the permanent with the ability remains on the battlefield and has the ability, or as long as the object with the ability remains in the appropriate zone, as described in rule 113.6.
604.3Some static abilities are characteristic-defining abilities. A characteristic-defining ability conveys information about an object’s characteristics that would normally be found elsewhere on that object (such as in its mana cost, type line, or power/toughness box). Characteristic-defining abilities can add to or override information found elsewhere on that object. Characteristic-defining abilities function in all zones. They also function outside the game and before the game begins.
604.3aA static ability is a characteristic-defining ability if it meets the following criteria: (1) It defines an object’s colors, subtypes, power, or toughness; (2) it is printed on the card it affects, it was granted to the token it affects by the effect that created the token, or it was acquired by the object it affects as the result of a copy effect or text-changing effect; (3) it does not directly affect the characteristics of any other objects; (4) it is not an ability that an object grants to itself; and (5) it does not set the values of such characteristics only if certain conditions are met.
604.4Many Auras, Equipment, and Fortifications have static abilities that modify the object they’re attached to, but those abilities don’t target that object. If an Aura, Equipment, or Fortification is moved to a different object, the ability stops applying to the original object and starts modifying the new one.
604.5Some static abilities apply while a spell is on the stack. These are often abilities that refer to countering the spell. Also, abilities that say “As an additional cost to cast . . . ,” “You may pay [cost] rather than pay [this object]’s mana cost,” and “You may cast [this object] without paying its mana cost” work while a spell is on the stack.
604.6Some static abilities apply while a card is in any zone that you could cast or play it from (usually your hand). These are limited to those that read, “You may [cast/play] [this card] . . . ,” “You can’t [cast/play] [this card] . . . ,” and “[Cast/Play] [this card] only . . . .”
604.7Unlike spells and other kinds of abilities, static abilities can’t use an object’s last known information for purposes of determining how their effects are applied.
605.1Some activated abilities and some triggered abilities are mana abilities, which are subject to special rules. Only abilities that meet either of the following two sets of criteria are mana abilities, regardless of what other effects they may generate or what timing restrictions (such as “Activate only as an instant”) they may have.
605.1aAn activated ability is a mana ability if it meets all of the following criteria: it doesn’t require a target (see rule 115.6), it could add mana to a player’s mana pool when it resolves, and it’s not a loyalty ability. (See rule 606, “Loyalty Abilities.”)
605.1bA triggered ability is a mana ability if it meets all of the following criteria: it doesn’t require a target (see rule 115.6), it triggers from the activation or resolution of an activated mana ability (see rule 605.1a) or from mana being added to a player’s mana pool, and it could add mana to a player’s mana pool when it resolves.
605.2A mana ability remains a mana ability even if the game state doesn’t allow it to produce mana.
605.3Activating an activated mana ability follows the rules for activating any other activated ability (see rule 602.2), with the following exceptions:
605.3aA player may activate an activated mana ability whenever they have priority, whenever they are casting a spell or activating an ability that requires a mana payment, or whenever a rule or effect asks for a mana payment, even if it’s in the middle of casting or resolving a spell or activating or resolving an ability.
605.3bAn activated mana ability doesn’t go on the stack, so it can’t be targeted, countered, or otherwise responded to. Rather, it resolves immediately after it is activated. (See rule 405.6c.)
605.3cOnce a player begins to activate a mana ability, that ability can’t be activated again until it has resolved.
605.4Triggered mana abilities follow all the rules for other triggered abilities (see rule 603, “Handling Triggered Abilities”), with the following exception:
605.4aA triggered mana ability doesn’t go on the stack, so it can’t be targeted, countered, or otherwise responded to. Rather, it resolves immediately after the mana ability that triggered it, without waiting for priority.
605.5Abilities that don’t meet the criteria specified in rules 605.1a–b and spells aren’t mana abilities.
605.5aAn ability with a target is not a mana ability, even if it could put mana into a player’s mana pool when it resolves. The same is true for a triggered ability that could produce mana but triggers from an event other than activating a mana ability, or a triggered ability that triggers from activating a mana ability but couldn’t produce mana. These follow the normal rules for activated or triggered abilities, as appropriate.
605.5bA spell can never be a mana ability, even if it could put mana into a player’s mana pool when it resolves. It’s cast and resolves just like any other spell. Some older cards were printed with the card type “mana source”; these cards have received errata in the Oracle card reference and are now instants.
606.1Some activated abilities are loyalty abilities, which are subject to special rules.
606.2An activated ability with a loyalty symbol in its cost is a loyalty ability. Normally, only planeswalkers have loyalty abilities.
606.3A player may activate a loyalty ability of a permanent they control any time they have priority and the stack is empty during a main phase of their turn, but only if no player has previously activated a loyalty ability of that permanent that turn.
606.4The cost to activate a loyalty ability of a permanent is to put on or remove from that permanent a certain number of loyalty counters, as shown by the loyalty symbol in the ability’s cost. This cost may be modified by other effects.
606.5If the total cost to activate a loyalty ability contains multiple costs to add or remove loyalty counters, those costs are combined into a single cost to add or remove loyalty counters, as appropriate.
606.6A loyalty ability with a negative loyalty cost, taking into account any additional costs, can’t be activated unless the permanent has at least that many loyalty counters on it.
607.1An object may have two abilities printed on it such that one of them causes actions to be taken or objects or players to be affected and the other one directly refers to those actions, objects, or players. If so, these two abilities are linked: the second refers only to actions that were taken or objects or players that were affected by the first, and not by any other ability.
607.1aAn ability printed on an object within another ability that grants that ability to that object is considered to be “printed on” that object for these purposes.
607.1bAn ability printed on either face of a nonmodal double-faced object (see rule 712) is considered to be “printed on” that object for these purposes, regardless of which face is up.
607.1cAn ability printed on an object that fulfills both criteria described in rule 607.1 is linked to itself.
607.1dAbilities printed on two objects can be linked if one object is a token, emblem, or nontoken permanent and the second object was the source of the ability that either created the token or emblem or put that nontoken permanent onto the battlefield. In these cases, the abilities fit the criteria listed for one of the different kinds of linked abilities in rule 607.2 except they are printed on two objects rather than one.
607.2There are different kinds of linked abilities.
607.2aIf an object has an activated or triggered ability printed on it that instructs a player to exile one or more cards and an ability printed on it that refers either to “the exiled cards” or to cards “exiled with [this object],” these abilities are linked. The second ability refers only to cards in the exile zone that were put there as a result of an instruction to exile them in the first ability.
607.2bIf an object has an ability printed on it that generates a replacement effect which causes one or more cards to be exiled and an ability printed on it that refers either to “the exiled cards” or to cards “exiled with [this object],” these abilities are linked. The second ability refers only to cards in the exile zone that were put there as a direct result of a replacement event caused by the first ability. See rule 614, “Replacement Effects.”
607.2cIf an object has an activated or triggered ability printed on it that puts one or more objects onto the battlefield and an ability printed on it that refers to objects “put onto the battlefield with [this object]” or “created with [this object],” those abilities are linked. The second can refer only to objects put onto the battlefield as a result of the first.
607.2dIf an object has an ability printed on it that causes a player to “choose a [value]” and an ability printed on it that refers to “the chosen [value],” “the last chosen [value],” or similar, those abilities are linked. The second ability refers only to a choice made as a result of the first ability.
607.2eIf an object has an ability printed on it that allows some information to be noted and another ability which refers to information noted for that object, those abilities are linked. The second ability refers only to information noted as a result of the first ability.
607.2fIf an object has an ability printed on it that causes a player to choose from between two or more words that otherwise have no rules meaning and an ability printed on it that refers to a choice involving one or more of those words, those abilities are linked. The second can refer only to a choice made as a result of the first ability.
607.2gIf an object has an ability printed on it that causes a player to pay a cost as it enters the battlefield and an ability printed on it that refers to the cost paid “as [this object] entered,” these abilities are linked. The second ability refers only to a cost paid as a result of the first ability.
607.2hIf an object has both a static ability and one or more triggered abilities printed on it in the same paragraph, each of those triggered abilities is linked to the static ability. Each triggered ability refers only to actions taken as a result of the static ability. See rule 603.11.
607.2iIf an object has an ability printed on it that allows an additional cost to be paid and an ability printed on it that refers to whether that cost was paid, those abilities are linked. The second refers only to whether the intent to pay the additional cost listed in the first was declared as the object was cast as a spell. If an ability lists multiple such costs, it may have multiple abilities linked to it. Each of those abilities will specify which cost it refers to.
607.2jIf an object has an ability printed on it that causes a player to pay a variable additional cost as it’s cast and an ability printed on it that refers to the cost paid “as [this object] was cast,” these abilities are linked. The second refers only to the value chosen for the cost listed in the first as the object was cast as a spell. See rule 601.2b.
607.2kThe two abilities represented by the champion keyword are linked abilities. See rule 702.72, “Champion.”
607.2mAbilities preceded by an anchor word are linked to the ability that allows a player to choose that anchor word. See rule 614.12b.
607.2nIf an object has a static ability printed on it that allows a player to exile one or more cards “before you shuffle your deck to start the game” and an ability printed on it that refers to cards “exiled with cards named [this object’s name],” the second ability is linked to the first ability of any objects that had the specified name before the game began.
607.2pIf an object has both a static ability that causes a player to make a choice for a characteristic-defining ability before the game begins and that characteristic-defining ability printed on it in the same paragraph, those abilities are linked. The second ability refers only to the choice made as a result of the first ability and continues to refer to that choice as the object changes zones during the game.
607.2qIf a permanent spell has an ability printed on it that allows one or more cards to be exiled while paying a cost to cast it and the permanent that spell becomes has an ability that refers to cards “exiled with [this object],” those abilities are linked. The second ability refers only to cards exiled to pay the cost of the spell that became that permanent.
607.3If, within a pair of linked abilities, one ability refers to a single object as “the exiled card,” “a card exiled with [this object],” or a similar phrase, and the other ability has exiled multiple cards (usually because it was copied), the ability refers to each of the exiled cards. If that ability asks for any information about the exiled card, such as a characteristic or mana value, it gets multiple answers. If these answers are used to determine the value of a variable, the sum of the answers is used. If that ability performs any actions on “the” card, it performs that action on each exiled card. If that ability creates a token that is a copy of “the” card, then for each exiled card, it creates a token that is a copy of that card. If that ability performs any actions on “a” card, the controller of the ability chooses which card is affected.
607.4An ability may be part of more than one pair of linked abilities.
607.5If an object acquires a pair of linked abilities as part of the same effect, the abilities will be similarly linked to one another on that object even though they weren’t printed on that object. They can’t be linked to any other ability, regardless of what other abilities the object may currently have or may have had in the past.
607.5aIf an object gains an ability that refers to a choice, but either (a) doesn’t copy that ability’s linked ability or (b) does copy the linked ability but no choice is made for it, then the choice is considered to be “undefined.” If an ability refers to an undefined choice, that part of the ability won’t do anything.
608.1Each time all players pass in succession, the spell or ability on top of the stack resolves. (See rule 609, “Effects.”)
608.2If the object that’s resolving is an instant spell, a sorcery spell, or an ability, its resolution may involve several steps. The steps described in rules 608.2a and 608.2b are followed first. The steps described in rules 608.2c–m are then followed as appropriate, in no specific order. The steps described in rule 608.2n and 608.2p are followed last.
608.2aIf a triggered ability has an intervening “if” clause, it checks whether the clause’s condition is true. If it isn’t, the ability is removed from the stack and does nothing. Otherwise, it continues to resolve. See rule 603.4.
608.2bIf the spell or ability specifies targets, it checks whether the targets are still legal. A target that’s no longer in the zone it was in when it was targeted is illegal. Other changes to the game state may cause a target to no longer be legal; for example, its characteristics may have changed or an effect may have changed the text of the spell. If the source of an ability has left the zone it was in, its last known information is used during this process. If all its targets, for every instance of the word “target,” are now illegal, the spell or ability doesn’t resolve. It’s removed from the stack and, if it’s a spell, put into its owner’s graveyard. Otherwise, the spell or ability will resolve normally. Illegal targets, if any, won’t be affected by parts of a resolving spell’s effect for which they’re illegal. Other parts of the effect for which those targets are not illegal may still affect them. If the spell or ability creates any continuous effects that affect game rules (see rule 613.11), those effects don’t apply to illegal targets. If part of the effect requires information about an illegal target, it fails to determine any such information. Any part of the effect that requires that information won’t happen.
608.2cThe controller of the spell or ability follows its instructions in the order written. However, replacement effects may modify these actions. In some cases, later text on the card may modify the meaning of earlier text (for example, “Destroy target creature. It can’t be regenerated” or “Counter target spell. If that spell is countered this way, put it on top of its owner’s library instead of into its owner’s graveyard.”) Don’t just apply effects step by step without thinking in these cases—read the whole text and apply the rules of English to the text.
608.2dIf an effect of a spell or ability offers any choices other than choices already made as part of casting the spell, activating the ability, or otherwise putting the spell or ability on the stack, the player announces these while applying the effect. The player can’t choose an option that’s illegal or impossible, with the exception that having a library with no cards in it doesn’t make drawing a card an impossible action (see rule 121.3). If an effect divides or distributes something, such as damage or counters, as a player chooses among any number of untargeted players and/or objects, the player chooses the amount and division such that each chosen player or object receives at least one of whatever is being divided. (Note that if an effect divides or distributes something, such as damage or counters, as a player chooses among some number of target objects and/or players, the amount and division were determined as the spell or ability was put onto the stack rather than at this time; see rule 601.2d.)
608.2eSome spells and abilities have multiple steps or actions, denoted by separate sentences or clauses, that involve multiple players. In these cases, the choices for the first action are made in APNAP order, and then the first action is processed simultaneously. Then the choices for the second action are made in APNAP order, and then that action is processed simultaneously, and so on. See rule 101.4.
608.2fSome spells and abilities include actions taken on multiple players and/or objects. In most cases, each such action is processed simultaneously. If the action can’t be processed simultaneously, it’s instead processed considering each affected player or object individually. APNAP order is used to make the primary determination of the order of those actions. Secondarily, if the action is to be taken on both a player and an object they control or on multiple objects controlled by the same player, the player who controls the resolving spell or ability chooses the relative order of those actions.
608.2gIf an effect gives a player the option to pay mana, they may activate mana abilities before taking that action. If an effect specifically instructs or allows a player to cast a spell during resolution, they do so by following the steps in rules 601.2a–i, except no player receives priority after it’s cast. That spell becomes the topmost object on the stack, and the currently resolving spell or ability continues to resolve, which may include casting other spells this way. No other spells can normally be cast and no other abilities can normally be activated during resolution.
608.2hIf an effect requires information from the game (such as the number of creatures on the battlefield), the answer is determined only once, when the effect is applied. If the effect requires information from a specific object, including the source of the ability itself, the effect uses the current information of that object if it’s in the public zone it was expected to be in; if it’s no longer in that zone, or if the effect has moved it from a public zone to a hidden zone, the effect uses the object’s last known information. See rule 113.7a. If an ability states that an object does something, it’s the object as it exists—or as it most recently existed—that does it, not the ability.
608.2iSome effects look back in time and require information about previous game states and actions rather than considering the current game state. If such an effect requires information from the game about an object or group of objects, and that effect is not taking any actions on those objects, they don’t need to be currently in the zone they were in at the time of that previous game state or action, nor do they need to currently meet the criteria described in the action, as long as they did so at the specified time. This is an exception to 608.2h.
608.2jIf an effect refers to certain characteristics, it checks only for the value of the specified characteristics, regardless of any related ones an object may also have.
608.2kIf an ability’s effect refers to a specific untargeted object that has been previously referred to by that ability’s cost or trigger condition, it still affects that object even if the object has changed characteristics.
608.2mIf an instant spell, sorcery spell, or ability that can legally resolve leaves the stack once it starts to resolve, it will continue to resolve fully.
608.2nAs the final part of an instant or sorcery spell’s resolution, the spell is put into its owner’s graveyard. As the final part of an ability’s resolution, the ability is removed from the stack and ceases to exist.
608.2pOnce all possible steps described in 608.2c–n are completed, any abilities that trigger when that spell or ability resolves trigger.
608.3If the object that’s resolving is a permanent spell, its resolution may involve several steps. The instructions in rules 608.3a and b are always performed first. Then one of the steps in rule 608.3c–e is performed, if appropriate.
608.3aIf the object that’s resolving has no targets, it becomes a permanent and enters the battlefield under the control of the spell’s controller.
608.3bIf the object that’s resolving has a target, it checks whether the target is still legal, as described in 608.2b. If a spell with an illegal target is a bestowed Aura spell (see rule 702.103e) or a mutating creature spell (see rule 702.140b), it becomes a creature spell and will resolve as described in rule 608.3a. Otherwise, the spell doesn’t resolve. It is removed from the stack and put into its owner’s graveyard.
608.3cIf the object that’s resolving is an Aura spell, it becomes a permanent and is put onto the battlefield under the control of the spell’s controller attached to the player or object it was targeting.
608.3dIf the object that’s resolving is a mutating creature spell, the object representing that spell merges with the permanent it is targeting (see rule 729, “Merging with Permanents”).
608.3eIf a permanent spell resolves but its controller can’t put it onto the battlefield, that player puts it into its owner’s graveyard.
608.3fIf the object that’s resolving is a copy of a permanent spell, it will become a token permanent as it is put onto the battlefield in any of the steps above. A token put onto the battlefield this way is no longer a copy of a spell and is not “created” for the purposes of any rules or effects that refer to creating a token.
608.3gIf the object that’s resolving has a static ability that functions on the stack and creates a delayed triggered ability, that delayed triggered ability is created as that permanent is put onto the battlefield in any of the steps above. (See rules 702.109, “Dash,” 702.152, “Blitz,” and 702.185, “Warp.”)
609.1An effect is something that happens in the game as a result of a spell or ability. When a spell, activated ability, or triggered ability resolves, it may create one or more one-shot or continuous effects. Static abilities may create one or more continuous effects. Text itself is never an effect.
609.2Effects apply only to permanents unless the instruction’s text states otherwise or they clearly can apply only to objects in one or more other zones.
609.3If an effect attempts to do something impossible, it does only as much as possible.
609.4Some effects state that a player may do something “as though” some condition were true or a creature can do something “as though” some condition were true. This applies only to the stated effect. For purposes of that effect, treat the game exactly as if the stated condition were true. For all other purposes, treat the game normally.
609.4aIf two effects state that a player may (or a creature can) do the same thing “as though” different conditions were true, both conditions could apply. If one “as though” effect satisfies the requirements for another “as though” effect, then both effects will apply.
609.4bIf an effect allows a player to spend mana “as though it were mana of any [type or color],” this affects only how the player may pay a cost. It doesn’t change that cost, and it doesn’t change what mana was actually spent to pay that cost. The same is true for effects that say “mana of any type can be spent.”
609.5If an effect could result in a tie, the text of the spell or ability that created the effect will specify what to do in the event of a tie. The Magic game has no default for ties.
609.6Some continuous effects are replacement effects or prevention effects. See rules 614 and 615.
609.7Some effects apply to damage from a source—for example, “The next time a red source of your choice would deal damage to you this turn, prevent that damage.”
609.7aIf an effect requires a player to choose a source of damage, they may choose a permanent; a spell on the stack (including a permanent spell); any object referred to by an object on the stack, by a replacement or prevention effect that’s waiting to apply, or by a delayed triggered ability that’s waiting to trigger (even if that object is no longer in the zone it used to be in); or a face-up object in the command zone. A source doesn’t need to be capable of dealing damage to be a legal choice. The source is chosen when the effect is created. If the player chooses a permanent, the effect will apply to the next damage dealt by that permanent, regardless of whether it’s combat damage or damage dealt as the result of a spell or ability. If the player chooses a permanent spell, the effect will apply to any damage dealt by that spell and any damage dealt by the permanent that spell becomes when it resolves.
609.7bSome effects from resolved spells and abilities prevent or replace damage from sources with certain properties, such as a creature or a source of a particular color. When the source would deal damage, the “shield” rechecks the source’s properties. If the properties no longer match, the damage isn’t prevented or replaced. If for any reason the shield prevents no damage or replaces no damage, the shield isn’t used up.
609.7cSome effects from static abilities prevent or replace damage from sources with certain properties. For these effects, the prevention or replacement applies to sources that are permanents with that property and to any sources that aren’t on the battlefield that have that property.
610.1A one-shot effect does something just once and doesn’t have a duration. Examples include dealing damage, destroying a permanent, creating a token, and moving an object from one zone to another.
610.2Some one-shot effects create a delayed triggered ability, which instructs a player to do something later in the game (usually at a specific time) rather than as the spell or ability that’s creating the one-shot effect resolves. See rule 603.7.
610.3Some one-shot effects cause an object to change zones “until” a specified event occurs. A second one-shot effect is created immediately after the specified event. This second one-shot effect returns the object to its previous zone.
610.3aIf a resolving spell or activated ability creates the initial one-shot effect that causes the object to change zones, and the specified event has already occurred before that one-shot effect would occur but after that spell or ability was put onto the stack, the object doesn’t move.
610.3bIf a resolving triggered ability creates the initial one-shot effect that causes the object to change zones, and the specified event has already occurred before that one-shot effect would occur but after that ability triggered, the object doesn’t move.
610.3cAn object returned to the battlefield this way returns under its owner’s control unless otherwise specified.
610.3dIf multiple one-shot effects are created this way immediately after one or more simultaneous events, those one-shot effects are also simultaneous.
610.4Some one-shot effects cause a permanent to phase out “until” a specified event occurs. A second one-shot effect is created immediately after the specified event. This second one-shot effect causes the permanent to phase in.
610.4aA permanent phased out this way doesn’t phase in as a result of the turn-based action during a player’s untap step (see rule 502.1). Other effects may cause it to phase in. If a permanent phased out this way phases in due to another effect, the second one-shot effect doesn’t happen, even if that permanent has phased out again.
610.4bIf a resolving spell or activated ability creates the initial one-shot effect that causes the permanent to phase out, and the specified event has already occurred before that one-shot effect would occur but after that spell or ability was put onto the stack, the permanent doesn’t phase out.
610.4cIf a resolving triggered ability creates the initial one-shot effect that causes the permanent to phase out, and the specified event has already occurred before that one-shot effect would occur but after that ability triggered, the permanent doesn’t phase out.
610.4dIf multiple one-shot effects are created this way immediately after one or more simultaneous events, those one-shot effects are also simultaneous.
610.5Some static abilities create one-shot effects that cause spells a player casts to gain an ability as that player casts them. These effects begin to apply to appropriate spells at the time the player puts such a spell on the stack. See rule 601.2a.
611.1A continuous effect modifies characteristics of objects, modifies control of objects, or affects players or the rules of the game, for a fixed or indefinite period.
611.2A continuous effect may be generated by the resolution of a spell or ability.
611.2aA continuous effect generated by the resolution of a spell or ability lasts as long as stated by the spell or ability creating it (such as “until end of turn”). If no duration is stated, it lasts until the end of the game.
611.2bSome continuous effects generated by the resolution of a spell or ability have durations worded “for as long as . . . .” If the “for as long as” duration never starts, the effect does nothing. Similarly, if that duration ends before the moment the effect would first be applied and doesn’t begin again during that spell or ability’s resolution, the effect does nothing. It doesn’t start and immediately stop again, and it doesn’t last forever.
611.2cIf a continuous effect generated by the resolution of a spell or ability modifies the characteristics or changes the controller of any objects, the set of objects it affects is determined when that continuous effect begins. After that point, the set won’t change. (Note that this works differently than a continuous effect from a static ability.) A continuous effect generated by the resolution of a spell or ability that doesn’t modify the characteristics or change the controller of any objects modifies the rules of the game, so it can affect objects that weren’t affected when that continuous effect began. If a single continuous effect has parts that modify the characteristics or changes the controller of any objects and other parts that don’t, the set of objects each part applies to is determined independently.
611.2dIf a resolving spell or ability that creates a continuous effect contains a variable such as X, the value of that variable is determined only once, on resolution. See rule 608.2h.
611.2eIf a resolving spell or ability both puts a nontoken permanent onto the battlefield and creates a continuous effect stating that the permanent “is [characteristic],” that it “has [characteristic],” or that it doesn’t have a particular characteristic, that continuous effect applies simultaneously with the permanent entering the battlefield. This characteristic is usually a color or a creature type. If the continuous effect says the permanent “becomes [characteristic]” or “gains [an ability],” that effect applies after the permanent is on the battlefield.
611.2fSome spells and abilities generate a continuous effect that modifies the characteristics of the next spell a player casts, the next spell that fulfills certain conditions a player casts during some duration, or similar. These effects do not begin immediately. Rather, they begin to apply at the time that player next puts an appropriate spell on the stack, and they apply to that spell. See rule 601.2a.
611.3A continuous effect may be generated by the static ability of an object.
611.3aA continuous effect generated by a static ability isn’t “locked in”; it applies at any given moment to whatever its text indicates.
611.3bThe effect applies at all times that the permanent generating it is on the battlefield or the object generating it is in the appropriate zone.
611.3cContinuous effects that modify characteristics of permanents do so simultaneously with the permanent entering the battlefield. They don’t wait until the permanent is on the battlefield and then change it. Because such effects apply as the permanent enters the battlefield, they are applied before determining whether the permanent will cause an ability to trigger when it enters the battlefield.
611.3dContinuous effects from static abilities may allow a player to play a land or cast a permanent spell, or may grant an ability to a permanent spell or card that allows it to be cast. If the effect also grants that object an ability that functions only on the battlefield, that ability lasts as long as stated by the effect granting that permission or ability. If no duration is stated, it lasts until the end of the game. This is an exception to rules 611.3a–b.
612.1Some continuous effects change an object’s text. This can apply to any words or symbols printed on that object, but generally affects only that object’s rules text (which appears in its text box) and/or the text that appears in its type line. Such an effect is a text-changing effect.
612.2A text-changing effect changes only those words that are used in the correct way (for example, a Magic color word being used as a color word, a land type word used as a land type, or a creature type word used as a creature type). An effect that changes a color word or a subtype can’t change a card name, even if that name contains a word or a series of letters that is the same as a Magic color word, basic land type, or creature type.
612.2aMost spells and abilities that create creature tokens use creature types to define both the creature types and the names of the tokens. A text-changing effect that affects such a spell or an object with such an ability can change these words because they’re being used as creature types, even though they’re also being used as names.
612.3Effects that add or remove abilities don’t change the text of the objects they affect, so any abilities that are granted to an object can’t be modified by text-changing effects that affect that object.
612.4A token’s subtypes and rules text are defined by the spell or ability that created the token. A text-changing effect that affects a token can change these characteristics.
612.5One card (Exchange of Words) instructs a player to exchange the text boxes of two objects. This replaces all of the rules text of each object with the rules text of the other object. (In games involving certain cards that aren’t covered by these rules, other elements of the text box may also be exchanged. See rule 100.7.)
612.6One card (Volrath’s Shapeshifter) states that an object has the “full text” of another object. This changes not just the text that appears in the object’s text box and type line, but also changes the text that represents its name, mana cost, color indicator, power, and toughness.
612.7One card (Spy Kit) states that an object has “all names of nonlegendary creature cards.” This changes the text that represents the object’s name. That object has the name of each nonlegendary creature card in the Oracle card reference. (See rule 108.1.)
612.8Some cards create a continuous effect that sets the name of an object. This changes the text that represents the object’s name. That object loses any names it had and has only the specified name.
612.9A name sticker on a permanent or on a card not on the battlefield creates a continuous effect that adds a word to the text that represents the object’s name. (See rule 123.6.)
612.10A splice ability changes a spell’s text by adding the rules text of the card with splice to the spell, following that spell’s own rules text. It doesn’t modify or replace any of that spell’s own text. (See rule 702.47, “Splice.”)
613.1The values of an object’s characteristics are determined by starting with the actual object. For a card, that means the values of the characteristics printed on that card. For a token or a copy of a spell or card, that means the values of the characteristics defined by the effect that created it. Then all applicable continuous effects are applied in a series of layers in the following order:
613.1aLayer 1: Rules and effects that modify copiable values are applied.
613.1bLayer 2: Control-changing effects are applied.
613.1cLayer 3: Text-changing effects are applied. See rule 612, “Text-Changing Effects.”
613.1dLayer 4: Type-changing effects are applied. These include effects that change an object’s card type, subtype, and/or supertype.
613.1eLayer 5: Color-changing effects are applied.
613.1fLayer 6: Ability-adding effects, keyword counters, ability-removing effects, and effects that say an object can’t have an ability are applied.
613.1gLayer 7: Power- and/or toughness-changing effects are applied.
613.2Within layer 1, apply effects in a series of sublayers in the order described below. Within each sublayer, apply effects in timestamp order (see rule 613.7). Note that dependency may alter the order in which effects are applied within a sublayer. (See rule 613.8.)
613.2aLayer 1a: Copiable effects are applied. This includes copy effects (see rule 707, “Copying Objects”) and changes to an object’s characteristics determined by merging an object with a permanent (see rule 729, “Merging with Permanents”). “As . . . enters” and “as . . . is turned face up” abilities generate copiable effects if they set power and toughness, even if they also define other characteristics.
613.2bLayer 1b: Face-down spells and permanents have their characteristics modified as defined in rule 708.2.
613.2cAfter all rules and effects in layer 1 have been applied, the object’s characteristics are its copiable values. (See rule 707.2.)
613.3Within layers 2–6, apply effects from characteristic-defining abilities first (see rule 604.3), then all other effects in timestamp order (see rule 613.7). Note that dependency may alter the order in which effects are applied within a layer. (See rule 613.8.)
613.4Within layer 7, apply effects in a series of sublayers in the order described below. Within each sublayer, apply effects in timestamp order. (See rule 613.7.) Note that dependency may alter the order in which effects are applied within a sublayer. (See rule 613.8.)
613.4aLayer 7a: Effects from characteristic-defining abilities that define power and/or toughness are applied. See rule 604.3.
613.4bLayer 7b: Effects that set power and/or toughness to a specific number or value are applied. Effects that refer to the base power and/or toughness of a creature apply in this layer.
613.4cLayer 7c: Effects and counters that modify power and/or toughness (but don’t set power and/or toughness to a specific number or value) are applied.
613.4dLayer 7d: Effects that switch a creature’s power and toughness are applied. Such effects take the value of power and apply it to the creature’s toughness, and take the value of toughness and apply it to the creature’s power.
613.5The application of continuous effects as described by the layer system is continually and automatically performed by the game. All resulting changes to an object’s characteristics are instantaneous.
613.6If an effect should be applied in different layers and/or sublayers, the parts of the effect each apply in their appropriate ones. If an effect starts to apply in one layer and/or sublayer, it will continue to be applied to the same set of objects in each other applicable layer and/or sublayer, even if the ability generating the effect is removed during this process.
613.7Within a layer or sublayer, determining which order effects are applied in is usually done using a timestamp system. An effect with an earlier timestamp is applied before an effect with a later timestamp.
613.7aA continuous effect generated by a static ability has the same timestamp as the object the static ability is on, or the timestamp of the effect that created the ability, whichever is later. If the effect that created the ability has the later timestamp and the object the ability is on receives a new timestamp, each continuous effect generated by static abilities of that object receives a new timestamp as well, but the relative order of those timestamps remains the same.
613.7bA continuous effect generated by the resolution of a spell or ability receives a timestamp at the time it’s created.
613.7cEach counter receives a timestamp as it’s put on an object or player. If that object or player already has a counter of that kind on it, each counter of that kind receives a new timestamp identical to that of the new counter.
613.7dAn object receives a timestamp at the time it enters a zone.
613.7eAn Aura, Equipment, or Fortification receives a new timestamp each time it becomes attached to an object or player.
613.7fA permanent receives a new timestamp each time it turns face up or face down.
613.7gA double-faced permanent receives a new timestamp each time it transforms or converts.
613.7hA face-up plane card, phenomenon card, or scheme card receives a timestamp at the time it’s turned face up.
613.7iA face-up vanguard card receives a timestamp at the beginning of the game.
613.7jA conspiracy card receives a timestamp at the beginning of the game. If it’s face down, it receives a new timestamp at the time it turns face up.
613.7kA sticker receives a new timestamp each time it’s put on an object. If the object a sticker is on receives a new timestamp, the sticker receives a new timestamp immediately after that one. If the object a sticker is on becomes part of a merged permanent on the battlefield, the sticker receives a new timestamp at that time. If an object has more than one sticker on it as it enters a zone or becomes part of a merged permanent, the relative timestamp order of those stickers remains unchanged.
613.7mIf two or more objects would receive a timestamp simultaneously, such as by entering a zone simultaneously or becoming attached simultaneously, their relative timestamps are determined in APNAP order (see rule 101.4). Objects controlled by the active player (or owned by the active player, if they have no controller) have an earlier relative timestamp in the order of that player’s choice, followed by each other player in turn order.
613.7nIf a continuous effect generated by a static ability of an object and a continuous effect generated by a resolving spell or ability that applies to that object would receive a timestamp simultaneously, such as due to an effect that puts that object onto the battlefield and sets its characteristics (see rule 611.2e), the continuous effect from the object’s own static ability receives an earlier relative timestamp.
613.8Within a layer or sublayer, determining which order effects are applied in is sometimes done using a dependency system. If a dependency exists, it will override the timestamp system.
613.8aAn effect is said to “depend on” another if (a) it’s applied in the same layer (and, if applicable, sublayer) as the other effect; (b) applying the other would change the text or the existence of the first effect, what it applies to, or what it does to any of the things it applies to; and (c) neither effect is from a characteristic-defining ability or both effects are from characteristic-defining abilities. Otherwise, the effect is considered to be independent of the other effect.
613.8bAn effect dependent on one or more other effects waits to apply until just after all of those effects have been applied. If multiple dependent effects would apply simultaneously in this way, they’re applied in timestamp order relative to each other. If several dependent effects form a dependency loop, then this rule is ignored and the effects in the dependency loop are applied in timestamp order.
613.8cAfter each effect is applied, the order of remaining effects is reevaluated and may change if an effect that has not yet been applied becomes dependent on or independent of one or more other effects that have not yet been applied.
613.9One continuous effect can override another. Sometimes the results of one effect determine whether another effect applies or what another effect does.
613.10Some continuous effects affect players rather than objects. For example, an effect might give a player protection from red. All such effects are applied in timestamp order after the determination of objects’ characteristics. See also the rules for timestamp order and dependency (rules 613.7 and 613.8).
613.11Some continuous effects affect game rules rather than objects. For example, effects may modify a player’s maximum hand size, or say that a creature must attack this turn if able. These effects are applied after all other continuous effects have been applied. Continuous effects that affect the costs of spells or abilities are applied according to the order specified in rule 601.2f. All other such effects are applied in timestamp order. See also the rules for timestamp order and dependency (rules 613.7 and 613.8).
614.1Some continuous effects are replacement effects. Like prevention effects (see rule 615), replacement effects apply continuously as events happen—they aren’t locked in ahead of time. Such effects watch for a particular event that would happen and completely or partially replace that event with a different event. They act like “shields” around whatever they’re affecting.
614.1aEffects that use the word “instead” are replacement effects. Most replacement effects use the word “instead” to indicate what events will be replaced with other events.
614.1bEffects that use the word “skip” are replacement effects. These replacement effects use the word “skip” to indicate what events, steps, phases, or turns will be replaced with nothing.
614.1cEffects that read “[This permanent] enters with . . . ,” “As [this permanent] enters . . . ,” or “[This permanent] enters as . . . “ are replacement effects.
614.1dContinuous effects that read “[This permanent] enters . . .” or “[Objects] enter [the battlefield] . . .” are replacement effects.
614.1eEffects that read “As [this permanent] is turned face up . . . ,” are replacement effects.
614.2Some replacement effects apply to damage from a source. See rule 609.7.
614.3There are no special restrictions on casting a spell or activating an ability that generates a replacement effect. Such effects last until they’re used up or their duration has expired.
614.4Replacement effects must exist before the appropriate event occurs—they can’t “go back in time” and change something that’s already happened. Spells or abilities that generate these effects are often cast or activated in response to whatever would produce the event and thus resolve before that event would occur.
614.5A replacement effect doesn’t invoke itself repeatedly; it gets only one opportunity to affect an event or any modified events that may replace that event.
614.6If an event is replaced, it never happens. A modified event occurs instead, which may in turn trigger abilities. Note that the modified event may contain instructions that can’t be carried out, in which case the impossible instruction is simply ignored.
614.7If a replacement effect would replace an event, but that event never happens, the replacement effect simply doesn’t do anything.
614.7aIf a source would deal 0 damage, it does not deal damage at all. Replacement effects that would increase the damage dealt by that source, or would have that source deal that damage to a different object or player, have no event to replace, so they have no effect.
614.8Regeneration is a destruction-replacement effect. The word “instead” doesn’t appear on the card but is implicit in the definition of regeneration. “Regenerate [permanent]” means “The next time [permanent] would be destroyed this turn, instead remove all damage marked on it and its controller taps it. If it’s an attacking or blocking creature, remove it from combat.” Abilities that trigger from damage being dealt still trigger even if the permanent regenerates. See rule 701.19.
614.9Some effects replace damage dealt to one battle, creature, planeswalker, or player with the same damage dealt to another battle, creature, planeswalker, or player; such effects are called redirection effects. If one of those permanents is no longer on the battlefield when the damage would be redirected, or is no longer a battle, creature, or planeswalker when the damage would be redirected, the effect does nothing. If damage would be redirected to or from a player who has left the game, the effect does nothing.
614.10An effect that causes a player to skip an event, step, phase, or turn is a replacement effect. “Skip [something]” is the same as “Instead of doing [something], do nothing.” Once a step, phase, or turn has started, it can no longer be skipped—any skip effects will wait until the next occurrence.
614.10aAnything scheduled for a skipped step, phase, or turn won’t happen. Anything scheduled for the “next” occurrence of something waits for the first occurrence that isn’t skipped. If two effects each cause a player to skip their next occurrence, that player must skip the next two; one effect will be satisfied in skipping the first occurrence, while the other will remain until another occurrence can be skipped.
614.10bSome effects cause a player to skip a step, phase, or turn, then take another action. That action is considered to be the first thing that happens during the next step, phase, or turn to actually occur.
614.11Some effects replace card draws. These effects are applied even if no cards could be drawn because there are no cards in the affected player’s library.
614.11aIf an effect replaces a draw within a sequence of card draws, all actions required by the replacement are completed, if possible, before resuming the sequence.
614.11bIf an effect would have a player both draw a card and perform an additional action on that card, and the draw is replaced, the additional action is not performed on any cards that are drawn as a result of that replacement effect.
614.12Some replacement effects modify how a permanent enters the battlefield. (See rules 614.1c–d.) Such effects may come from the permanent itself if they affect only that permanent (as opposed to a general subset of permanents that includes it). They may also come from other sources. To determine which replacement effects apply and how they apply, check the characteristics of the permanent as it would exist on the battlefield, taking into account replacement effects that have already modified how it enters the battlefield (see rule 616.1), continuous effects from the permanent’s own static abilities that would apply to it once it’s on the battlefield, and continuous effects that already exist and would apply to the permanent.
614.12aIf a replacement effect that modifies how a permanent enters the battlefield requires a choice, that choice is made before the permanent enters the battlefield.
614.12bIf multiple replacement effects that require choices from a player would modify how multiple permanents enter the battlefield simultaneously, that player may not make choices for those effects that would cause the combined costs of those effects to not be payable.
614.12cSome replacement effects cause a permanent to enter the battlefield with its controller’s choice of one of two abilities, each marked with an anchor word and preceded by a bullet point. “[Anchor word] — [ability]” means “As long as [anchor word] was chosen as this permanent entered the battlefield, this permanent has [ability].” The abilities preceded by anchor words are each linked to the ability that causes a player to choose between them. See rule 607, “Linked Abilities.”
614.13An effect that modifies how a permanent enters the battlefield may cause other objects to change zones.
614.13aWhile applying an effect that modifies how a permanent enters the battlefield, you may have to choose a number of objects that will also change zones. You can’t choose the object that will become that permanent or any other object entering the battlefield at the same time as that object.
614.13bThe same object can’t be chosen to change zones more than once when applying replacement effects that modify how one or more permanents enter the battlefield.
614.13cWhile applying a replacement effect that modifies how a permanent enters the battlefield, another replacement effect may cause a player to mill cards or exile cards from the top of a library. In that case, any card that is entering the battlefield from that library won’t be included in that effect, even though those cards are in the library as the effect is applied.
614.14An object may have one ability printed on it that generates a replacement effect which causes one or more cards to be exiled, and another ability that refers either to “the exiled cards” or to cards “exiled with [this object].” These abilities are linked: the second refers only to cards in the exile zone that were put there as a direct result of the replacement event caused by the first. If another object gains a pair of linked abilities, the abilities will be similarly linked on that object. They can’t be linked to any other ability, regardless of what other abilities the object may currently have or may have had in the past. See rule 607, “Linked Abilities.”
614.15Some replacement effects are not continuous effects. Rather, they are an effect of a resolving spell or ability that replace part or all of that spell or ability’s own effect(s). Such effects are called self-replacement effects. The text creating a self-replacement effect is usually part of the ability whose effect is being replaced, but the text can be a separate ability, particularly when preceded by an ability word. When applying replacement effects to an event, self-replacement effects are applied before other replacement effects.
614.16Some replacement effects apply “if an effect would create one or more tokens” or “if an effect would put one or more counters on a permanent.” These replacement effects apply if the effect of a resolving spell or ability creates a token or puts a counter on a permanent, and they also apply if another replacement or prevention effect does so, even if the original event being modified wasn’t itself an effect.
614.17Some effects state that something can’t happen. These effects aren’t replacement effects, but follow similar rules.
614.17a“Can’t” effects must exist before the appropriate event occurs—they can’t “go back in time” and change something that’s already happened.
614.17bIf an event can’t happen, a player can’t choose to pay a cost that includes that event.
614.17cIf an event can’t happen, it can only be replaced by a self-replacement effect (see rule 614.15). Other replacement and/or prevention effects can’t modify or replace it.
614.17dSome “can’t” effects modify how a permanent enters the battlefield or whether it can enter the battlefield. Such effects may come from the permanent itself if they affect only that permanent (as opposed to a general subset of permanents that includes it). They may also come from other sources. To determine which “can’t” effects apply, check the characteristics of the permanent as it would exist on the battlefield, taking into account replacement effects that have already modified how it enters the battlefield (see rule 616.1), continuous effects from the permanent’s own static abilities that would apply to it once it’s on the battlefield, and continuous effects that already exist and would apply to the permanent.
615.1Some continuous effects are prevention effects. Like replacement effects (see rule 614), prevention effects apply continuously as events happen—they aren’t locked in ahead of time. Such effects watch for a damage event that would happen and completely or partially prevent the damage that would be dealt. They act like “shields” around whatever they’re affecting.
615.1aEffects that use the word “prevent” are prevention effects. Prevention effects use “prevent” to indicate what damage will not be dealt.
615.2Many prevention effects apply to damage from a source. See rule 609.7.
615.3There are no special restrictions on casting a spell or activating an ability that generates a prevention effect. Such effects last until they’re used up or their duration has expired.
615.4Prevention effects must exist before the appropriate damage event occurs—they can’t “go back in time” and change something that’s already happened. Spells or abilities that generate these effects are often cast or activated in response to whatever would produce the event and thus resolve before that event would occur.
615.5Some prevention effects also include an additional effect, which may refer to the amount of damage that was prevented. The prevention takes place at the time the original event would have happened; the rest of the effect takes place immediately afterward.
615.6If damage that would be dealt is prevented, it never happens. A modified event may occur instead, which may in turn trigger abilities. Note that the modified event may contain instructions that can’t be carried out, in which case the impossible instruction is simply ignored.
615.7Some prevention effects generated by the resolution of a spell or ability refer to a specific amount of damage—for example, “Prevent the next 3 damage that would be dealt to any target this turn.” These work like shields. Each 1 damage that would be dealt to the “shielded” permanent or player is prevented. Preventing 1 damage reduces the remaining shield by 1. If damage would be dealt to the shielded permanent or player by two or more applicable sources at the same time, the player or the controller of the permanent chooses which damage the shield prevents. Once the shield has been reduced to 0, any remaining damage is dealt normally. Such effects count only the amount of damage; the number of events or sources dealing it doesn’t matter.
615.8Some prevention effects generated by the resolution of a spell or ability refer to the next time a specific source would deal damage. These effects prevent the next instance of damage from that source, regardless of how much damage that is. Once an instance of damage from that source has been prevented, any subsequent instances of damage that would be dealt by that source are dealt normally.
615.9Some effects generated by the resolution of a spell or ability prevent damage from a source of a player’s choice with certain properties. When the source would deal damage, the shield rechecks the source’s properties. If the properties no longer match, the damage isn’t prevented or replaced and the shield isn’t used up. See rule 609.7b.
615.10Some prevention effects generated by static abilities refer to a specific amount of damage—for example, “If a source would deal damage to you, prevent 1 of that damage.” Such an effect prevents only the indicated amount of damage in any applicable damage event at any given time. It will apply separately to damage from other applicable events that would happen at the same time, or at a different time.
615.11Some prevention effects prevent the next N damage that would be dealt to each of a number of untargeted creatures. Such an effect creates a prevention shield for each applicable creature when the spell or ability that generates that effect resolves.
615.12Some effects state that damage “can’t be prevented.” If unpreventable damage would be dealt, any applicable prevention effects are still applied to it. Those effects won’t prevent any damage, but any additional effects they have will take place. Existing damage prevention shields won’t be reduced by damage that can’t be prevented.
615.12aA prevention effect is applied to any particular unpreventable damage event just once. It won’t invoke itself repeatedly trying to prevent that damage.
615.13Some triggered abilities trigger when damage that would be dealt is prevented. Such an ability triggers each time a prevention effect is applied to one or more simultaneous damage events and prevents some or all of that damage.
616.1If two or more replacement and/or prevention effects are attempting to modify the way an event affects an object or player, the affected object’s controller (or its owner if it has no controller) or the affected player chooses one to apply, following the steps listed below. If two or more players have to make these choices at the same time, choices are made in APNAP order (see rule 101.4).
616.1aIf any of the replacement and/or prevention effects are self-replacement effects (see rule 614.15), one of them must be chosen. If not, proceed to rule 616.1b.
616.1bIf any of the replacement and/or prevention effects would modify under whose control an object would enter the battlefield, one of them must be chosen. If not, proceed to rule 616.1c.
616.1cIf any of the replacement and/or prevention effects would cause an object to become a copy of another object as it enters the battlefield, one of them must be chosen. If not, proceed to rule 616.1d.
616.1dIf any of the replacement and/or prevention effects would cause a card to enter the battlefield with its back face up, one of them must be chosen (See rule 701.27, “Transform,” and rule 701.28, “Convert.”). If not, proceed to 616.1e.
616.1eAny of the applicable replacement and/or prevention effects may be chosen.
616.1fOnce the chosen effect has been applied, this process is repeated (taking into account only replacement or prevention effects that would now be applicable) until there are no more left to apply.
616.1gWhile following the steps in 616.1a–f, one replacement or prevention effect may apply to an event, and another may apply to an event contained within the first event. In this case, the second effect can’t be chosen until after the first effect has been chosen.
616.2A replacement or prevention effect can become applicable to an event as the result of another replacement or prevention effect that modifies the event.
700.1Anything that happens in a game is an event. Multiple events may take place during the resolution of a spell or ability. The text of triggered abilities and replacement effects defines the event they’re looking for. One “happening” may be treated as a single event by one ability and as multiple events by another.
700.2A spell or ability is modal if it has two or more options in a bulleted list preceded by instructions for a player to choose a number of those options, such as “Choose one —.” Each of those options is a mode. Modal cards printed prior to the Khans of Tarkir™ set didn’t use bulleted lists for the modes; these cards have received errata in the Oracle card reference so the modes do appear in a bulleted list.
700.2aThe controller of a modal spell or activated ability chooses the mode(s) as part of casting that spell or activating that ability. If one of the modes would be illegal (due to an inability to choose legal targets, for example), that mode can’t be chosen. (See rule 601.2b.)
700.2bThe controller of a modal triggered ability chooses the mode(s) as part of putting that ability on the stack. If one of the modes would be illegal (due to an inability to choose legal targets, for example), that mode can’t be chosen. If no mode is chosen, the ability is removed from the stack. (See rule 603.3c.)
700.2cIf a spell or ability targets one or more targets only if a particular mode is chosen for it, its controller will need to choose those targets only if they chose that mode. Otherwise, the spell or ability is treated as though it did not have those targets. (See rule 601.2c.)
700.2dIf a player is allowed to choose more than one mode for a modal spell or ability, that player normally can’t choose the same mode more than once. However, some modal spells include the instruction “You may choose the same mode more than once.” If a particular mode is chosen multiple times, the spell is treated as if that mode appeared that many times in sequence. If that mode requires a target, the same player or object may be chosen as the target for each of those modes, or different targets may be chosen.
700.2eSome spells and abilities specify that a player other than their controller chooses a mode for it. In that case, the other player does so when the spell or ability’s controller normally would do so. If there is more than one other player who could make such a choice, the spell or ability’s controller decides which of those players will make the choice.
700.2fModal spells and abilities may have different targeting requirements for each mode. Changing a spell or ability’s target can’t change its mode.
700.2gA copy of a modal spell or ability copies the mode(s) chosen for it. The controller of the copy can’t choose a different mode. (See rule 707.10.)
700.2hSome modal spells have one or more modes with a cost listed before the effect of that mode. This indicates that the mode has an additional cost that must be paid as the spell is cast if that mode is chosen. If more than one such mode is chosen, all additional costs must be paid to cast that spell. Paying these costs follows the rules for paying additional costs in rules 601.2b and 601.2f–h.
700.2iSome modal spells have one or more pawprint symbols ({P}) rather than bullet points, as well as an instruction to choose up to a specified number of {P} “worth of modes.” While casting such a spell, its controller can choose any number of modes such that the total number of pawprint symbols listed for the chosen modes is not greater than the specified number.
700.3Some effects cause objects to be temporarily grouped into piles.
700.3aEach of the affected objects must be put into exactly one of those piles, unless the effect specifies otherwise.
700.3bEach object in a pile is still an individual object. The pile is not an object.
700.3cObjects grouped into piles don’t leave the zone they’re currently in. If cards in a graveyard are split into piles, the order of the graveyard must be maintained.
700.3dA pile can contain zero or more objects.
700.4The term dies means “is put into a graveyard from the battlefield.”
700.5A player’s devotion to [color] is equal to the number of mana symbols of that color among the mana costs of permanents that player controls. A player’s devotion to [color 1] and [color 2] is equal to the number of mana symbols among the mana costs of permanents that player controls that are [color 1], [color 2], or both colors.
700.5aA player’s devotion to each color and combination of colors, taking into account any effects that modify devotion, is calculated after considering any copy, control, or text-changing effects but before any other effects that modify the characteristics of permanents. This is an exception to 613.10. See also rule 613, “Interaction of Continuous Effects.”
700.6The term historic refers to an object that has the legendary supertype, the artifact card type, or the Saga subtype.
700.7If an ability uses a phrase such as “this [something]” to identify an object, where [something] is a characteristic or other quality, it is referring to that particular object, even if it isn’t the appropriate quality at the time.
700.8Some cards refer to a player’s party. A player’s party consists of up to one Cleric creature that player controls, up to one Rogue creature they control, up to one Warrior creature they control, and up to one Wizard creature they control.
700.8aIf a spell, ability, or effect needs to determine the number of creatures in a player’s party, the calculation of that number is performed automatically by the game and results in a number between zero and four. Players don’t declare which specific creatures they control are in their party for such an effect.
700.8bIf a creature has multiple creature types for which it could be the party member, it is counted as the party member for only one of those types. If there are different ways to count such a creature that results in different numbers of creatures in a player’s party, it is counted in such a way to get the highest result.
700.8cA player has a full party if there are four creatures in that player’s party.
700.8dOne card, Stick Together, instructs players to choose a party from among creatures they control. To do so, for each of the creature types listed in rule 700.8, each player chooses up to one creature they control of that type.
700.9Some cards refer to modified permanents. A permanent is modified if it has one or more counters on it (see rule 122), if it is equipped (see rule 301.5), or if it is enchanted by an Aura that is controlled by that permanent’s controller (see rule 303.4).
700.10Some cards refer to a permanent “that was activated this turn.” This means that the permanent was the source of an ability that was activated this turn, regardless of whether that permanent still has that activated ability or the player who activated it is still in the game.
700.11Some cards refer to whether a player has “descended this turn.” This means that a permanent card has been put into that player’s graveyard from anywhere this turn. “The number of times [a player] descended this turn” means “the number of permanent cards put into [that player’s] graveyard from anywhere this turn.” In both cases, no permanent cards put into the player’s graveyard that turn are required to still be in that graveyard.
700.12The term outlaw refers to an object that has the Assassin, Mercenary, Pirate, Rogue, and/or Warlock creature types.
700.12aSome cards refer to outlaws that a player controls. Only outlaw permanents are considered for these effects unless otherwise specified.
700.13Some cards refer to committing a crime. A player commits a crime as that player casts a spell, activates an ability, or puts a triggered ability on the stack and that spell or ability targets at least one opponent; at least one permanent, spell, or ability an opponent controls; and/or at least one card in an opponent’s graveyard.
700.14Some abilities trigger “Whenever you expend N.” A player expends N if they pay a cost to cast a spell and the amount of mana that player spent this turn to cast spells prior to paying that cost was less than N and became at least N after paying that cost.
700.15The term enter[s] is short for “enter[s] the battlefield.”
701.1Most actions described in a card’s rules text use the standard English definitions of the verbs within, but some specialized verbs are used whose meanings may not be clear. These “keywords” are game terms; sometimes reminder text summarizes their meanings.
701.2Activate
701.2aTo activate an activated ability is to put it onto the stack and pay its costs, so that it will eventually resolve and have its effect. Only an object’s controller (or its owner, if it doesn’t have a controller) can activate its activated ability unless the object specifically says otherwise. A player may activate an ability if they have priority. See rule 602, “Activating Activated Abilities.”
701.3Attach
701.3aTo attach an Aura, Equipment, or Fortification to an object or player means to take it from where it currently is and put it onto that object or player. If something is attached to a permanent on the battlefield, it’s customary to place it so that it’s physically touching the permanent. An Aura, Equipment, or Fortification can’t be attached to an object or player it couldn’t enchant, equip, or fortify, respectively.
701.3bIf an effect tries to attach an Aura, Equipment, or Fortification to an object or player it can’t be attached to, the Aura, Equipment, or Fortification doesn’t move. If an effect tries to attach an Aura, Equipment, or Fortification to the object or player it’s already attached to, the effect does nothing. If an effect tries to attach an object that isn’t an Aura, Equipment, or Fortification to another object or player, the effect does nothing and the first object doesn’t move.
701.3cAttaching an Aura, Equipment, or Fortification on the battlefield to a different object or player causes the Aura, Equipment, or Fortification to receive a new timestamp.
701.3dTo “unattach” an Equipment from a creature means to move it away from that creature so the Equipment is on the battlefield but is not equipping anything. It should no longer be physically touching any creature. If an Aura, Equipment, or Fortification that was attached to an object or player ceases to be attached to it, that counts as “becoming unattached [from that object or player]”; this includes if that Aura, Equipment, or Fortification leaves the battlefield, the object leaves the zone it was in, or that player leaves the game.
701.4Behold
701.4a“Behold a [quality]” means “Reveal a [quality] card from your hand or choose a [quality] permanent you control on the battlefield.”
701.4bThe phrase “if a [quality] was beheld” refers to whether or not the object had that quality at the time the player took that action, regardless of whether or not the revealed card or chosen permanent still has that quality as the spell or ability including that phrase resolves.
701.5Cast
701.5aTo cast a spell is to take it from the zone it’s in (usually the hand), put it on the stack, and pay its costs, so that it will eventually resolve and have its effect. A player may cast a spell if they have priority. See rule 601, “Casting Spells.”
701.5bTo cast a card is to cast it as a spell.
701.6Counter
701.6aTo counter a spell or ability means to cancel it, removing it from the stack. It doesn’t resolve and none of its effects occur. A countered spell is put into its owner’s graveyard.
701.6bThe player who cast a countered spell or activated a countered ability doesn’t get a “refund” of any costs that were paid.
701.7Create
701.7aTo create one or more tokens with certain characteristics, put the specified number of tokens with the specified characteristics onto the battlefield.
701.7bIf a replacement effect applies to a token being created, that effect applies before considering any continuous effects that will modify the characteristics of that token. If a replacement effect applies to a token entering the battlefield, that effect applies after considering any continuous effects that will modify the characteristics of that token.
701.7cPreviously, an effect that created tokens instructed a player to “put [those tokens] onto the battlefield.” Cards that were printed with that text have received errata in the Oracle card reference so they now “create” those tokens.
701.8Destroy
701.8aTo destroy a permanent, move it from the battlefield to its owner’s graveyard.
701.8bThe only ways a permanent can be destroyed are as a result of an effect that uses the word “destroy” or as a result of the state-based actions that check for lethal damage (see rule 704.5g) or damage from a source with deathtouch (see rule 704.5h). If a permanent is put into its owner’s graveyard for any other reason, it hasn’t been “destroyed.”
701.8cA regeneration effect replaces a destruction event. See rule 701.19, “Regenerate.”
701.9Discard
701.9aTo discard a card, move it from its owner’s hand to that player’s graveyard.
701.9bBy default, effects that cause a player to discard a card allow the affected player to choose which card to discard. Some effects, however, require a random discard or allow another player to choose which card is discarded.
701.9cIf a card is discarded, but an effect causes it to be put into a hidden zone instead of into its owner’s graveyard without being revealed, all values of that card’s characteristics are considered to be undefined. If a card is discarded this way to pay a cost that specifies a characteristic about the discarded card, that cost payment is illegal; the game returns to the moment before the cost was paid (see rule 732, “Handling Illegal Actions”).
701.10Double
701.10aDoubling a creature’s power and/or toughness creates a continuous effect. This effect modifies that creature’s power and/or toughness but doesn’t set those characteristics to a specific value. See rule 613.4c.
701.10bTo double a creature’s power, that creature gets +X/+0, where X is that creature’s power as the spell or ability that doubles its power resolves. Similarly, an effect that doubles a creature’s toughness gives it +0/+X, where X is that creature’s toughness. Doubling a creature’s power and toughness gives it +X/+Y, where X is its power and Y is its toughness.
701.10cIf a creature’s power is less than 0 when it’s doubled, doubling that creature’s power instead means that the creature gets -X/-0, where X is the difference between 0 and its power. Similarly, if its toughness is less than 0 when doubled, it gets -0/-X. If one characteristic’s value is negative but the other isn’t when both are doubled, it gets -X/+Y or +X/-Y, as appropriate.
701.10dTo double a player’s life total, the player gains or loses an amount of life such that their new life total is twice its current value.
701.10eTo double the number of a kind of counters on a player or permanent, give that player or permanent as many of those counters as that player or permanent already has.
701.10fTo double the amount of a type of mana in a player’s mana pool, that player adds an amount of mana of that type equal to the amount they already have.
701.10gTo double an amount of damage a source would deal, that source instead deals twice that much damage. This is a replacement effect.
701.11Triple
701.11aTripling a creature’s power and/or toughness creates a continuous effect. This effect modifies that creature’s power and/or toughness but doesn’t set those characteristics to a specific value. See rule 613.4c.
701.11bTo triple a creature’s power, that creature gets +X/+0, where X is twice that creature’s power as the spell or ability that triples its power resolves. Similarly, an effect that triples a creature’s toughness gives it +0/+X, where X is twice that creature’s toughness. Tripling a creature’s power and toughness gives it +X/+Y, where X is twice its power and Y is twice its toughness.
701.11cIf a creature’s power is less than 0 when it’s tripled, tripling that creature’s power instead means that the creature gets -X/-0, where X is twice the difference between 0 and its power. Similarly, if its toughness is less than 0 when tripled, it gets -0/-X. If one characteristic’s value is negative but the other isn’t when both are tripled, it gets -X/+Y or +X/-Y, as appropriate.
701.12Exchange
701.12aA spell or ability may instruct players to exchange something (for example, life totals or control of two permanents) as part of its resolution. When such a spell or ability resolves, if the entire exchange can’t be completed, no part of the exchange occurs.
701.12bWhen control of two permanents is exchanged, if those permanents are controlled by different players, each of those players simultaneously gains control of the permanent that was controlled by the other player. If, on the other hand, those permanents are controlled by the same player, the exchange effect does nothing.
701.12cWhen life totals are exchanged, each player gains or loses the amount of life necessary to equal the other player’s previous life total. Replacement effects may modify these gains and losses, and triggered abilities may trigger on them. A player who can’t gain life can’t be given a higher life total this way, and a player who can’t lose life can’t be given a lower life total this way (see rules 119.7–8).
701.12dSome spells or abilities may instruct a player to exchange cards in one zone with cards in a different zone (for example, exiled cards and cards in a player’s hand). These spells and abilities work the same as other “exchange” spells and abilities, except they can exchange the cards only if all the cards are owned by the same player, and they can exchange the cards even if one zone is empty.
701.12eIf a card in one zone is exchanged with a card in a different zone, and either of them is attached to an object, that card stops being attached to that object and the other card becomes attached to that object.
701.12fIf a spell or ability instructs a player to simply exchange two zones, and one of the zones is empty, the cards in the zones are still exchanged.
701.12gA spell or ability may instruct a player to exchange two numerical values. In such an exchange, each value becomes equal to the previous value of the other. If either of those values is a life total, the affected player gains or loses the amount of life necessary to equal the other value. Replacement effects may modify this gain or loss, and triggered abilities may trigger on it. A player who can’t gain life can’t be given a higher life total this way, and a player who can’t lose life can’t be given a lower life total this way (see rules 119.7–8). If either of those values is a power or toughness, a continuous effect is created setting that power or toughness to the other value (see rule 613.4b). This rule does not apply to spells and abilities that switch a creature’s power and toughness.
701.12hOne card (Exchange of Words) instructs a player to exchange the text boxes of two creatures. This creates a text-changing effect (see rule 612, “Text-Changing Effects”). In such an exchange, the rules text of each permanent becomes the previous rules text of the other.
701.13Exile
701.13aTo exile an object, move it to the exile zone from wherever it is. See rule 406, “Exile.”
701.14Fight
701.14aA spell or ability may instruct a creature to fight another creature or it may instruct two creatures to fight each other. Each of those creatures deals damage equal to its power to the other creature.
701.14bIf one or both creatures instructed to fight are no longer on the battlefield or are no longer creatures, neither of them fights or deals damage. If one or both creatures are illegal targets for a resolving spell or ability that instructs them to fight, neither of them fights or deals damage.
701.14cIf a creature fights itself, it deals damage to itself equal to twice its power.
701.14dThe damage dealt when a creature fights isn’t combat damage.
701.15Goad
701.15aCertain spells and abilities can goad a creature. Until the next turn of the controller of that spell or ability, that creature is goaded.
701.15bGoaded is a designation a permanent can have. A goaded creature attacks each combat if able and attacks a player other than the controller of the permanent, spell, or ability that caused it to be goaded if able. Goaded is neither an ability nor part of the permanent’s copiable values.
701.15cA creature can be goaded by multiple players. Doing so creates additional combat requirements.
701.15dOnce a player has goaded a creature, the same player goading it again has no effect. Doing so doesn’t create additional combat requirements.
701.16Investigate
701.16a“Investigate” means “Create a Clue token.” See rule 111.10f.
701.17Mill
701.17aFor a player to mill a number of cards, that player puts that many cards from the top of their library into their graveyard.
701.17bA player can’t mill a number of cards greater than the number of cards in their library. If given the choice to do so, they can’t choose to take that action. If instructed to do so, they mill as many as possible. Similarly, the player can’t pay a cost that includes milling a number of cards greater than the number of cards in their library.
701.17cAn effect that refers to a milled card can find that card in the zone it moved to from the library, as long as that zone is a public zone.
701.17dIf an ability checks information about a single milled card but more than one card was milled, that ability refers to each of the milled cards. If that ability asks for any information about the milled card, such as a characteristic or mana value, it gets multiple answers. If these answers are used to determine the value of a variable, the sum of the answers is used. If that ability performs any actions on “the” card, it performs that action on each milled card. If that ability performs any actions on “a” card, the controller of the ability chooses which card is affected.
701.18Play
701.18aTo play a land means to put it onto the battlefield from the zone it’s in (usually the hand). A player may play a land if they have priority, it’s the main phase of their turn, the stack is empty, and they haven’t played a land this turn. Playing a land is a special action (see rule 116), so it doesn’t use the stack; it simply happens. Putting a land onto the battlefield as the result of a spell or ability isn’t the same as playing a land. See rule 305, “Lands.”
701.18bTo play a card means to play that card as a land or to cast that card as a spell, whichever is appropriate.
701.18cSome effects instruct a player to “play” with a certain aspect of the game changed, such as “Play with the top card of your library revealed.” “Play” in this sense means to play the Magic game.
701.18dPreviously, the action of casting a spell, or casting a card as a spell, was referred to on cards as “playing” that spell or that card. Cards that were printed with that text have received errata in the Oracle card reference so they now refer to “casting” that spell or that card.
701.18ePreviously, the action of using an activated ability was referred to on cards as “playing” that ability. Cards that were printed with that text have received errata in the Oracle card reference so they now refer to “activating” that ability.
701.19Regenerate
701.19aIf the effect of a resolving spell or ability regenerates a permanent, it creates a replacement effect that protects the permanent the next time it would be destroyed this turn. In this case, “Regenerate [permanent]” means “The next time [permanent] would be destroyed this turn, instead remove all damage marked on it and its controller taps it. If it’s an attacking or blocking creature, remove it from combat.”
701.19bIf the effect of a static ability regenerates a permanent, it replaces destruction with an alternate effect each time that permanent would be destroyed. In this case, “Regenerate [permanent]” means “Instead remove all damage marked on [permanent] and its controller taps it. If it’s an attacking or blocking creature, remove it from combat.”
701.19cNeither activating an ability that creates a regeneration shield nor casting a spell that creates a regeneration shield is the same as regenerating a permanent. Effects that say that a permanent can’t be regenerated don’t preclude such abilities from being activated or such spells from being cast; rather, they cause regeneration shields to not be applied.
701.20Reveal
701.20aTo reveal a card, show that card to all players for a brief time. If an effect causes a card to be revealed, it remains revealed for as long as necessary to complete the parts of the effect that card is relevant to. If the cost to cast a spell or activate an ability includes revealing a card, or if a card is revealed because an ability is activated from a hidden zone (see rule 602.2a), the card remains revealed from the time the spell or ability is announced until the time it leaves the stack. If revealing a card causes a triggered ability to trigger, the card remains revealed until that triggered ability leaves the stack. If that ability isn’t put onto the stack the next time a player would receive priority, the card ceases to be revealed.
701.20bRevealing a card doesn’t cause it to leave the zone it’s in.
701.20cA card that is currently revealed may be revealed again.
701.20dIf cards in a player’s library are shuffled or otherwise reordered, any revealed cards that are reordered stop being revealed and become new objects.
701.20eSome effects instruct a player to look at one or more cards. Looking at a card follows the same rules as revealing a card, except that the card is shown only to the specified player.
701.21Sacrifice
701.21aTo sacrifice a permanent, its controller moves it from the battlefield directly to its owner’s graveyard. A player can’t sacrifice something that isn’t a permanent, or something that’s a permanent they don’t control. Sacrificing a permanent doesn’t destroy it, so regeneration or other effects that replace destruction can’t affect this action.
701.22Scry
701.22aTo “scry N” means to look at the top N cards of your library, then put any number of them on the bottom of your library in any order and the rest on top of your library in any order.
701.22bIf a player is instructed to scry 0, no scry event occurs. Abilities that trigger whenever a player scries won’t trigger.
701.22cIf multiple players scry at once, each of those players looks at the top cards of their library at the same time. Those players decide in APNAP order (see rule 101.4) where to put those cards, then those cards move at the same time.
701.22dAn ability that triggers whenever a player scries triggers after the process described in rule 701.22a is complete, even if some or all of those actions were impossible.
701.23Search
701.23aTo search for a card in a zone, look at all cards in that zone (even if it’s a hidden zone) and find a card that matches the given description.
701.23bIf a player is searching a hidden zone for cards with a stated quality, such as a card with a certain card type or color, that player isn’t required to find some or all of those cards even if they’re present in that zone.
701.23cIf a player is instructed to search a hidden zone for cards that match an undefined quality, that player may still search that zone but can’t find any cards.
701.23dIf a player is searching a hidden zone simply for a quantity of cards, such as “a card” or “three cards,” that player must find that many cards (or as many as possible, if the zone doesn’t contain enough cards).
701.23eIf the effect that contains the search instruction doesn’t also contain instructions to reveal the found card(s), then they’re not revealed.
701.23fIf searching a zone is replaced with searching a portion of that zone, any other instructions that refer to searching the zone still apply. Any abilities that trigger on a library being searched will trigger.
701.23gIf an effect offers a player a choice to search a zone and take additional actions with the cards found, that player may choose to search even if the additional actions are illegal or impossible.
701.23hAn effect may instruct a player to search a library for one or more cards more than once before instructing a player to shuffle that library. This is the same as a single instruction for that player to search that library for all those cards. The player searches that library only once.
701.23iIf multiple players search at once, each of those players looks at the appropriate cards at the same time, then those players decide in APNAP order (see rule 101.4) which card to find.
701.23jIf an effect instructs a player to search outside the game for a card, that player may choose an appropriate card they own from outside the game.
701.24Shuffle
701.24aTo shuffle a library or a face-down pile of cards, randomize the cards within it so that no player knows their order.
701.24bSome effects cause a player to search a library for a card or cards, shuffle that library, then put some or all of the found cards into a different zone or in a certain position in that library. In such cases, the found cards aren’t included in the shuffle, even though they remain in the library at that time. Rather, all the cards in that library except those are shuffled. Abilities that trigger when a library is shuffled will still trigger. See also rule 401, “Library.”
701.24cIf an effect would cause a player to shuffle one or more specific objects into a library, that library is shuffled even if none of those objects are in the zone they’re expected to be in or an effect causes all of those objects to be moved to another zone or remain in their current zone.
701.24dIf an effect would cause a player to shuffle a set of objects into a library, that library is shuffled even if there are no objects in that set.
701.24eIf an effect causes a player to shuffle a library containing zero or one cards, abilities that trigger when a library is shuffled will still trigger.
701.24fIf two or more effects cause a library to be shuffled multiple times simultaneously, abilities that trigger when that library is shuffled will trigger that many times.
701.24gIf an effect would cause a player to shuffle a library at the same time that an object would be put into a certain position in that library, the result is a shuffled library that’s randomized except that the object is in the specified position.
701.25Surveil
701.25aTo “surveil N” means to look at the top N cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.
701.25bIf an effect allows you to look at additional cards while you surveil, those cards are included among the cards you may put into your graveyard and on top of your library in any order.
701.25cIf a player is instructed to surveil 0, no surveil event occurs. Abilities that trigger whenever a player surveils won’t trigger.
701.25dAn ability that triggers whenever a player surveils triggers after the process described in rule 701.25a is complete, even if some or all of those actions were impossible.
701.26Tap and Untap
701.26aTo tap a permanent, turn it sideways from an upright position. Only untapped permanents can be tapped.
701.26bTo untap a permanent, rotate it back to the upright position from a sideways position. Only tapped permanents can be untapped.
701.27Transform
701.27aTo transform a permanent, turn it over so that its other face is up. Only permanents represented by double-faced tokens and double-faced cards can transform. (See rule 712, “Double-Faced Cards.”)
701.27bAlthough transforming a permanent uses the same physical action as turning a permanent face up or face down, they are different game actions. Abilities that trigger when a permanent is turned face down won’t trigger when that permanent transforms, and so on.
701.27cIf a spell or ability instructs a player to transform a permanent that isn’t represented by a double-faced token or a double-faced card, nothing happens.
701.27dIf a spell or ability instructs a player to transform a permanent, and the face that permanent would transform into is an instant or sorcery face nothing happens.
701.27eSome triggered abilities trigger when an object “transforms into” an object with a specified characteristic. Such an ability triggers if the object either transforms or converts (see rule 701.28) and has the specified characteristic immediately after it does so.
701.27fIf an activated or triggered ability of a permanent that isn’t a delayed triggered ability of that permanent tries to transform it, the permanent does so only if it hasn’t transformed or converted since the ability was put onto the stack. If a delayed triggered ability of a permanent tries to transform that permanent, the permanent does so only if it hasn’t transformed or converted since that delayed triggered ability was created. In both cases, if the permanent has already transformed or converted, an instruction to do either is ignored.
701.27gSome spells and abilities refer to a “transformed permanent.” This phrase refers to a double-faced permanent on the battlefield with its back face up. A permanent with its front face up is never considered a transformed permanent, even if it had its back face up previously. Similarly, an object represented by more than one card, such as a melded or merged permanent, is never considered a transformed permanent, even if it has components that are back face up. See rules 701.42, “Meld,” and 729, “Merging with Permanents.”
701.28Convert
701.28aTo convert a permanent, turn it so that its other face is up. This follows rules 701.27a–f, 712.9–10, and 712.18. Those rules apply to converting a permanent just as they apply to transforming a permanent.
701.28bAlthough converting a permanent uses the same physical action as turning a permanent face up or face down, they are different game actions. Abilities that trigger when a permanent is turned face down won’t trigger when that permanent converts, and so on.
701.28cIf a spell or ability instructs a player to convert a permanent that isn’t represented by a double-faced token or a double-faced card, nothing happens.
701.28dIf a spell or ability instructs a player to convert a permanent, and the face that permanent would convert into is an instant or sorcery face, nothing happens.
701.28eIf an activated or triggered ability of a permanent that isn’t a delayed triggered ability of that permanent tries to convert it, the permanent does so only if it hasn’t converted or transformed since the ability was put onto the stack. If a delayed triggered ability of a permanent tries to convert that permanent, the permanent does so only if it hasn’t converted or transformed since that delayed triggered ability was created. In both cases, if the permanent has already transformed or converted, an instruction to do either is ignored.
701.28fIf a spell or ability states that a permanent can’t transform, that permanent also can’t convert.
701.29Fateseal
701.29aTo “fateseal N” means to look at the top N cards of an opponent’s library, then put any number of them on the bottom of that library in any order and the rest on top of that library in any order.
701.30Clash
701.30aTo clash, a player reveals the top card of their library. That player may then put that card on the bottom of their library.
701.30b“Clash with an opponent” means “Choose an opponent. You and that opponent each clash.”
701.30cEach clashing player reveals the top card of their library at the same time. Then those players decide in APNAP order (see rule 101.4) where to put those cards, then those cards move at the same time.
701.30dA player wins a clash if that player revealed a card with a higher mana value than all other cards revealed in that clash.
701.31Planeswalk
701.31aA player may planeswalk only during a Planechase game. Only the planar controller may planeswalk. See rule 901, “Planechase.”
701.31bTo planeswalk is to put each face-up plane card and phenomenon card on the bottom of its owner’s planar deck face down, then move the top card of your planar deck off that planar deck and turn it face up.
701.31cA 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.
701.31dThe plane card that’s turned face up is the plane the player planeswalks to. The plane card that’s turned face down or that leaves the game is the plane the player planeswalks away from. The same is true with respect to phenomena.
701.32Set in Motion
701.32aOnly a scheme card may be set in motion, and only during an Archenemy game. Only the archenemy may set a scheme card in motion. See rule 314, “Schemes,” and rule 904, “Archenemy.”
701.32bTo set a scheme in motion, move it off the top of your scheme deck if it’s on top of your scheme deck and turn it face up if it isn’t face up. That scheme is considered to have been set in motion even if neither of these actions was performed on it.
701.32cSchemes may only be set in motion one at a time. If a player is instructed to set multiple schemes in motion, that player sets a scheme in motion that many times.
701.33Abandon
701.33aOnly a face-up ongoing scheme card may be abandoned, and only during an Archenemy game. See rule 314, “Schemes,” and rule 904, “Archenemy.”
701.33bTo abandon a scheme, turn it face down and put it on the bottom of its owner’s scheme deck.
701.34Proliferate
701.34aTo proliferate means to choose any number of permanents and/or players that have a counter, then give each one additional counter of each kind that permanent or player already has.
701.34bIn a Two-Headed Giant game, poison counters are shared by the team. If more than one player on a team is chosen this way, only one of those players can be given an additional poison counter. The player who proliferates chooses which player that is. See rule 810, “Two-Headed Giant Variant.”
701.35Detain
701.35aCertain spells and abilities can detain a permanent. Until the next turn of the controller of that spell or ability, that permanent can’t attack or block and its activated abilities can’t be activated.
701.36Populate
701.36aTo populate means to choose a creature token you control and create a token that’s a copy of that creature token.
701.36bIf you control no creature tokens when instructed to populate, you won’t create a token.
701.37Monstrosity
701.37a“Monstrosity N” means “If this permanent isn’t monstrous, put N +1/+1 counters on it and it becomes monstrous.”
701.37bMonstrous is a designation that has no rules meaning other than to act as a marker that the monstrosity action and other spells and abilities can identify. Only permanents can be or become monstrous. Once a permanent becomes monstrous, it stays monstrous until it leaves the battlefield. Monstrous is neither an ability nor part of the permanent’s copiable values.
701.37cIf a permanent’s ability instructs a player to “monstrosity 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 as that permanent became monstrous.
701.38Vote
701.38aSome spells and abilities instruct players to vote for one choice from a list of options to determine some aspect of the effect of that spell or ability. To vote, each player, starting with a specified player and proceeding in turn order, chooses one of those choices.
701.38bThe listed choices may be objects, words with no rules meaning that are each connected to a different effect, or other variables relevant to the resolution of the spell or ability.
701.38cIf the text of a spell or ability refers to “voting,” it refers only to an actual vote, not to any spell or ability that involves the players making choices or decisions without using the word “vote.”
701.38dIf an effect gives a player multiple votes, those votes all happen at the same time the player would otherwise have voted.
701.39Bolster
701.39a“Bolster N” means “Choose a creature you control with the least toughness or tied for least toughness among creatures you control. Put N +1/+1 counters on that creature.”
701.40Manifest
701.40aTo manifest a card, turn it face down. It becomes a 2/2 face-down creature card with no text, no name, no subtypes, and no mana cost. Put that card onto the battlefield face down. That permanent is a manifested permanent for as long as it remains face down. The effect defining its characteristics works while the card is face down and ends when it’s turned face up.
701.40bAny time you have priority, you may turn a manifested permanent you control face up. This is a special action that doesn’t use the stack (see rule 116.2b). To do this, show all players that the card representing that permanent is a creature card and what that card’s mana cost is, pay that cost, then turn the permanent face up. The effect defining its characteristics while it was face down ends, and it regains its normal characteristics. (If the card representing that permanent isn’t a creature card or it doesn’t have a mana cost, it can’t be turned face up this way.)
701.40cIf a card with morph is manifested, its controller may turn that card face up using either the procedure described in rule 702.37e to turn a face-down permanent with morph face up or the procedure described above to turn a manifested permanent face up.
701.40dIf a card with disguise is manifested, its controller may turn that card face up using either the procedure described in rule 702.168d to turn a face-down permanent with disguise face up or the procedure described above to turn a manifested permanent face up.
701.40eIf an effect instructs a player to manifest multiple cards from their library, those cards are manifested one at a time.
701.40fIf an effect instructs a player to manifest a card and a rule or effect prohibits the face-down object from entering the battlefield, that card isn’t manifested. Its characteristics remain unmodified and it remains in its previous zone. If it was face up, it remains face up.
701.40gIf a manifested permanent that’s represented by an instant or sorcery card would turn face up, its controller reveals it and leaves it face down. Abilities that trigger whenever a permanent is turned face up won’t trigger.
701.40hSee rule 708, “Face-Down Spells and Permanents,” for more information.
701.41Support
701.41a“Support N” on a permanent means “Put a +1/+1 counter on each of up to N other target creatures.” “Support N” on an instant or sorcery spell means “Put a +1/+1 counter on each of up to N target creatures.”
701.42Meld
701.42aMeld is a keyword action that appears in an ability on one card in a meld pair. To meld the two cards in a meld pair, put them onto the battlefield with their back faces up and combined. The resulting permanent is a single object represented by two cards. See rule 712, “Double-Faced Cards.”
701.42bOnly two cards belonging to the same meld pair can be melded. Tokens, cards that aren’t meld cards, or meld cards that don’t form a meld pair can’t be melded.
701.42cIf an effect instructs a player to meld objects that can’t be melded, they stay in their current zone.
701.43Exert
701.43aTo exert a permanent, you choose to have it not untap during your next untap step.
701.43bA permanent can be exerted even if it’s not tapped or has already been exerted in a turn. If you exert a permanent more than once before your next untap step, each effect causing it not to untap expires during the same untap step.
701.43cAn object that isn’t on the battlefield can’t be exerted.
701.43d“You may exert [this creature] as it attacks” is an optional cost to attack (see rule 508.1g). Some objects with this static ability have a triggered ability that triggers “when you do” printed in the same paragraph. These abilities are linked. (See rule 607.2h.)
701.44Explore
701.44aCertain spells and abilities instruct a permanent to explore. To do so, that permanent’s controller reveals the top card of their library. If a land card is revealed this way, that player puts that card into their hand. Otherwise, that player puts a +1/+1 counter on the exploring permanent and may put the revealed card into their graveyard.
701.44bA permanent “explores” after the process described in rule 701.44a is complete, even if some or all of those actions were impossible.
701.44cIf a permanent changes zones before an effect causes it to explore, its last known information is used to determine which object explored and who controlled it.
701.44dIf multiple permanents are instructed to explore at the same time, the first player in APNAP order who controls (or, in the case of a permanent no longer on the battlefield, last controlled; see rule 701.44c) one or more of those permanents chooses one of them and it explores. Then this process is repeated for each remaining instruction to explore.
701.45Assemble
701.45aAssemble is a keyword action in the Unstable set that puts Contraptions onto the battlefield. Outside of silver-bordered cards, only one card (Steamflogger Boss) refers to assembling a Contraption. Cards and mechanics from the Unstable set aren’t included in these rules. See the Unstable FAQ for more information.
701.46Adapt
701.46a“Adapt N” means “If this permanent has no +1/+1 counters on it, put N +1/+1 counters on it.”
701.47Amass
701.47aTo amass [subtype] N means “If you don’t control an Army creature, create a 0/0 black [subtype] Army creature token. Choose an Army creature you control. Put N +1/+1 counters on that creature. If it isn’t a [subtype], it becomes a [subtype] in addition to its other types.”
701.47bA player “amassed” after the process described in rule 701.47a is complete, even if some or all of those actions were impossible.
701.47cThe phrases “the Army you amassed” and “the amassed Army” refer to the creature you chose, whether or not it received counters.
701.47dSome older cards were printed with amass N without including a subtype. Those cards have received errata in the Oracle card reference so that they read “amass Zombies N.”
701.48Learn
701.48a“Learn” means “You may discard a card. If you do, draw a card. If you didn’t discard a card, you may reveal a Lesson card you own from outside the game and put it into your hand.”
701.49Venture into the Dungeon
701.49aIf a player is instructed to venture into the dungeon while they don’t own a dungeon card in the command zone, they choose a dungeon card they own from outside the game and put it into the command zone. They put their venture marker on the topmost room. See rule 309, “Dungeons.”
701.49bIf a player is instructed to venture into the dungeon while their venture marker is in any room except a dungeon card’s bottommost room, they choose an adjacent room, following the direction of an arrow pointing away from their current room. If there are multiple arrows pointing away from the room the player’s venture marker is in, they choose one of them to follow. They move their venture marker to that adjacent room.
701.49cIf a player is instructed to venture into the dungeon while their venture marker is in the bottommost room of a dungeon card, they remove that dungeon card from the game. Doing so causes the player to complete that dungeon (see rule 309.7). They then choose an appropriate dungeon card they own from outside the game, put it into the command zone, and put their venture marker on the topmost room of that dungeon.
701.49dVenture into [quality] is a variant of venture into the dungeon. If a player is instructed to “venture into [quality]” while they don’t own a dungeon card in the command zone, they choose a dungeon card they own from outside the game with the indicated quality and put it into the command zone. They put their venture marker on the topmost room of that dungeon. If they already own a dungeon card in the command zone, they follow the normal procedure for venturing into the dungeon outlined in 701.49b–c.
701.50Connive
701.50aCertain spells and abilities instruct a permanent to connive. To do so, that permanent’s controller draws a card, then discards a card. If a nonland card is discarded this way, that player puts a +1/+1 counter on the conniving permanent.
701.50bA permanent “connives” after the process described in rule 701.50a is complete, even if some or all of those actions were impossible.
701.50cIf a permanent changes zones before an effect causes it to connive, its last known information is used to determine which object connived and who controlled it.
701.50dIf multiple permanents are instructed to connive at the same time, the first player in APNAP order who controls (or, in the case of a permanent no longer on the battlefield, last controlled; see rule 701.50c) one or more of those permanents chooses one of them and it connives. Then this process is repeated for each remaining instruction to connive.
701.50eConnive N is a variant of connive. The permanent’s controller draws N cards, discards N cards, then puts a number of +1/+1 counters on the permanent equal to the number of nonland cards discarded this way.
701.51Open an Attraction
701.51aA player may open an Attraction only during a game in which that player is playing with an Attraction deck (see rule 717, “Attraction Cards”).
701.51bTo open an Attraction, move the top card of your Attraction deck off the Attraction deck, turn it face up, and put it onto the battlefield under your control.
701.51cAn ability which triggers whenever a player opens an Attraction triggers when that player puts an Attraction card onto the battlefield while performing the instruction in the above rule. If an effect prevents that Attraction from entering the battlefield or replaces entering the battlefield with another event, that ability doesn’t trigger.
701.52Roll to Visit Your Attractions
701.52aTo roll to visit your Attractions, roll a six-sided die. Then if you control one or more Attractions with a number lit up that is equal to that result, each of those Attractions has been “visited” and its visit ability triggers. See rule 717, “Attraction Cards,” and rule 702.159, “Visit.”
701.53Incubate
701.53aTo incubate N, create an Incubator token that enters the battlefield with N +1/+1 counters on it. See rule 111.10i.
701.53bAn Incubator token is a double-faced token. Its front face is a colorless Incubator artifact with “{2}: Transform this token.” Its back face is a 0/0 colorless Phyrexian artifact creature named “Phyrexian Token.”
701.54The Ring Tempts You
701.54aCertain spells and abilities have the text “the Ring tempts you.” Each time the Ring tempts you, choose a creature you control. That creature becomes your Ring-bearer until another creature becomes your Ring-bearer or another player gains control of it.
701.54bRing-bearer is a designation a permanent can have. Being a Ring-bearer is not a copiable value.
701.54cIf a player doesn’t have an emblem named The Ring at the time the Ring tempts them, they get an emblem named The Ring before choosing a creature to be their Ring-bearer. The Ring has “Your Ring-bearer is legendary and can’t be blocked by creatures with greater power.” As long as the Ring has tempted that player two or more times, it has “Whenever your Ring-bearer attacks, draw a card, then discard a card.” As long as the Ring has tempted that player three or more times, it has “Whenever your Ring-bearer becomes blocked by a creature, the blocking creature’s controller sacrifices it at end of combat.” As long as the Ring has tempted that player four or more times, it has “Whenever your Ring-bearer deals combat damage to a player, each opponent loses 3 life.”
701.54dSome abilities trigger “Whenever the Ring tempts you.” The Ring tempts a player whenever they complete the actions in 701.54a, even if some or all of those actions were impossible.
701.54eSome abilities check to see if a creature “is your Ring-bearer.” For the purposes of those abilities, that condition is true if that creature is on the battlefield under your control and has the Ring-bearer designation.
701.55Face a Villainous Choice
701.55a“[A player] faces a villainous choice — [option A], or [option B]” means “[A player] chooses [option A] or [option B]. Then all actions in the chosen option are performed.”
701.55bWhile facing a villainous choice, a player may choose an option that is illegal or impossible. In that case, they perform as much of the action as is possible. This is an exception to rule 608.2d.
701.55cA replacement effect may replace an instruction to face a villainous choice with an instruction to face that choice some number of additional times. In that case, the entire process described in rule 701.55a is performed for that player the appropriate number of times one at a time.
701.55dIf more than one player is instructed to face a villainous choice, the entire process described in rule 701.55a is performed for each of those players one at a time in APNAP order. This is an exception to rule 608.2e.
701.56Time Travel
701.56aTo time travel means to choose any number of permanents you control with one or more time counters on them and/or suspended cards you own in exile with one or more time counters on them and, for each of those objects, put a time counter on it or remove a time counter from it. See rule 702.62, “Suspend.”
701.57Discover
701.57a“Discover N” means “Exile cards from the top of your library until you exile a nonland card with mana value N or less. You may cast that card without paying its mana cost if the resulting spell’s mana value is less than or equal to N. If you don’t cast it, put that card into your hand. Put the remaining exiled cards on the bottom of your library in a random order.”
701.57bA player has “discovered” after the process described in 701.57a is complete, even if some or all of those actions were impossible.
701.57cIf the final card exiled during the process described in rule 701.57a has mana value N or less, it is the “discovered card,” regardless of whether it was cast or put into a player’s hand.
701.58Cloak
701.58aTo cloak a card, turn it face down. It becomes a 2/2 face-down creature card with ward {2}, no name, no subtypes, and no mana cost. Put that card onto the battlefield face down. That permanent is a cloaked permanent for as long as it remains face down. The effect defining its characteristics works while the card is face down and ends when it’s turned face up.
701.58bAny time you have priority, you may turn a cloaked permanent you control face up. This is a special action that doesn’t use the stack (see rule 116.2b). To do this, show all players that the card representing that permanent is a creature card and what that card’s mana cost is, pay that cost, then turn the permanent face up. The effect defining its characteristics while it was face down ends, and it regains its normal characteristics. (If the card representing that permanent isn’t a creature card or it doesn’t have a mana cost, it can’t be turned face up this way.)
701.58cIf a card with morph is cloaked, its controller may turn that card face up using either the procedure described in rule 702.37e to turn a face-down permanent with morph face up or the procedure described above to turn a cloaked permanent face up.
701.58dIf a card with disguise is cloaked, its controller may turn that card face up using either the procedure described in rule 702.168d to turn a face-down permanent with disguise face up or the procedure described above to turn a cloaked permanent face up.
701.58eIf an effect instructs a player to cloak multiple cards from a single library, those cards are cloaked one at a time.
701.58fIf an effect instructs a player to cloak a card and a rule or effect prohibits the face-down object from entering the battlefield, that card isn’t cloaked. Its characteristics remain unmodified and it remains in its previous zone. If it was face up, it remains face up.
701.58gIf a cloaked permanent that’s represented by an instant or sorcery card would turn face up, its controller reveals it and leaves it face down. Abilities that trigger whenever a permanent is turned face up won’t trigger.
701.58hSee rule 708, “Face-Down Spells and Permanents,” for more information.
701.59Collect Evidence
701.59aTo “collect evidence N” means to exile any number of cards from your graveyard with total mana value N or greater.
701.59bIf a player is given the choice to collect evidence but is unable to exile cards with total mana value N or greater from their graveyard (usually because there aren’t enough cards to do so) they can’t choose to collect evidence.
701.59cA spell that has an ability that allows a player to collect evidence as an additional cost to cast it may have another ability that refers to whether evidence was collected. These abilities are linked. See rule 607, “Linked Abilities.”
701.60Suspect
701.60aCertain spells and abilities instruct a player to suspect a creature. That creature becomes suspected until it leaves the battlefield or until a spell or ability causes it to no longer be suspected.
701.60bSuspected is a designation a permanent can have. Only permanents can have the suspected designation. Suspected is neither an ability nor part of the permanent’s copiable values.
701.60cA suspected permanent has menace and “This creature can’t block” for as long as it’s suspected.
701.60dA suspected permanent can’t become suspected again.
701.61Forage
701.61aTo forage means “Exile three cards from your graveyard or sacrifice a Food.”
701.62Manifest Dread
701.62a“Manifest dread” means “Look at the top two cards of your library. Manifest one of them, then put the cards you looked at that were not manifested this way into your graveyard.” See rule 701.40, “Manifest.”
701.62bAn ability that triggers whenever a player manifests dread triggers after the process described in rule 701.62a is complete, even if some or all of those actions were impossible.
701.63Endure
701.63aCertain abilities instruct a permanent to endure N. To do so, that permanent’s controller creates an N/N white Spirit creature token unless they put N +1/+1 counters on that permanent.
701.63bIf a permanent is instructed to endure 0, nothing happens. No counters are put on that permanent and no tokens are created.
701.64Harness
701.64a“Harness [this permanent]” means “If this permanent isn’t harnessed, it becomes harnessed.”
701.64bHarnessed is a designation that has no rules meaning other than to act as a marker that other spells and abilities can identify. Only permanents can be or become harnessed. Once a permanent becomes harnessed, it stays harnessed until it leaves the battlefield. Harnessed is neither an ability nor part of the permanent’s copiable values.
701.65Airbend
701.65aCertain spells and abilities instruct a player to airbend one or more permanents and/or spells. To do so, that player exiles those objects. For each card exiled this way, for as long as it remains exiled, its owner may cast it by paying {2} rather than paying its mana cost.
701.65bAn ability that triggers whenever a player airbends triggers when that player exiles one or more objects as a result of an instruction to airbend.
701.66Earthbend
701.66a“Earthbend N” means “Target land you control becomes a 0/0 land creature with haste in addition to its other types. Put N +1/+1 counters on it. When that land dies or is put into exile, return it to the battlefield tapped under your control.”
701.66bAn ability that triggers whenever a player earthbends triggers when the delayed triggered ability described in rule 701.66a is created.
701.67Waterbend
701.67a“Waterbend [cost]” means “Pay [cost]. For each generic mana in that cost, you may tap an untapped artifact or creature you control rather than pay that mana.”
701.67bIf a waterbend cost is part of the total cost to cast a spell or activate an ability (usually because the waterbend cost itself is an additional cost), the alternate method to pay for mana described in rule 701.67a may be used only to pay for the amount of generic mana in the waterbend cost, even if the total cost to cast that spell or activate that ability includes other generic mana components.
701.67cAn ability that triggers whenever a player waterbends triggers whenever that player pays a waterbend cost, regardless of how they paid that cost.
701.68Blight
701.68aTo “blight N” means to put N -1/-1 counters on a creature you control.
701.68bIf a player is given the choice to blight but is unable to put N -1/-1 counters on a creature they control (usually because they control no creatures), they can’t choose to blight.
701.68cSome spells and abilities that instruct a player to blight refer to the “blighted creature.” This phrase refers to the object that the player who was instructed to blight chose to put -1/-1 counters on when blighting.
701.68dAn ability that triggers whenever a player blights triggers after the process described in rule 701.68a is complete, regardless of what events actually occurred.
702.1Most abilities describe exactly what they do in the card’s rules text. Some, though, are very common or would require too much space to define on the card. In these cases, the object lists only the name of the ability as a “keyword”; sometimes reminder text summarizes the game rule.
702.1aIf an effect refers to a “[keyword ability] cost,” it refers only to the variable costs for that keyword.
702.1bAn effect that grants an object a keyword ability may define a variable in that ability based on characteristics of that object or other information about the game state. For these abilities, the value of that variable is constantly reevaluated.
702.1cAn effect may state that “the same is true for” a list of keyword abilities or similar. If one of those keyword abilities has variants or variables and the effect grants that keyword or counters of that keyword to one or more objects and/or players, it grants each appropriate variant and variable of that keyword.
702.1dAn effect may refer to an object “with [keyword ability]” or “that has [keyword ability].” This means the same thing as an object “with a [keyword ability] ability” or an object “that has a [keyword ability] ability.”
702.2Deathtouch
702.2aDeathtouch is a static ability.
702.2bA creature with toughness greater than 0 that’s been dealt damage by a source with deathtouch since the last time state-based actions were checked is destroyed as a state-based action. See rule 704.
702.2cAny nonzero amount of combat damage assigned to a creature by a source with deathtouch is considered to be lethal damage for the purposes of determining if excess damage is being dealt.
702.2dThe deathtouch rules function no matter what zone an object with deathtouch deals damage from.
702.2eIf an object changes zones before an effect causes it to deal damage, its last known information is used to determine whether it had deathtouch.
702.2fMultiple instances of deathtouch on the same object are redundant.
702.3Defender
702.3aDefender is a static ability.
702.3bA creature with defender can’t attack.
702.3cMultiple instances of defender on the same creature are redundant.
702.4Double Strike
702.4aDouble strike is a static ability that modifies the rules for the combat damage step. (See rule 510, “Combat Damage Step.”)
702.4bIf at least one attacking or blocking creature has first strike (see rule 702.7) or double strike as the combat damage step begins, the only creatures that assign combat damage in that step are those with first strike or double strike. After that step, instead of proceeding to the end of combat step, the phase gets a second combat damage step. The only creatures that assign combat damage in that step are the remaining attackers and blockers that had neither first strike nor double strike as the first combat damage step began, as well as the remaining attackers and blockers that currently have double strike. After that step, the phase proceeds to the end of combat step.
702.4cRemoving double strike from a creature during the first combat damage step will stop it from assigning combat damage in the second combat damage step.
702.4dGiving double strike to a creature with first strike after it has already dealt combat damage in the first combat damage step will allow the creature to assign combat damage in the second combat damage step.
702.4eMultiple instances of double strike on the same creature are redundant.
702.5Enchant
702.5aEnchant is a static ability, written “Enchant [object or player].” The enchant ability restricts what an Aura spell can target and what an Aura can enchant.
702.5bFor more information about Auras, see rule 303, “Enchantments.”
702.5cIf an Aura has multiple instances of enchant, all of them apply. The Aura’s target must follow the restrictions from all the instances of enchant. The Aura can enchant only objects or players that match all of its enchant abilities.
702.5dAuras that can enchant a player can target and be attached to players. Such Auras can’t target permanents and can’t be attached to permanents.
702.6Equip
702.6aEquip is an activated ability of Equipment cards. “Equip [cost]” means “[Cost]: Attach this permanent to target creature you control. Activate only as a sorcery.”
702.6bFor more information about Equipment, see rule 301, “Artifacts.”
702.6cEquip abilities may further restrict what creatures may be chosen as legal targets. Such restrictions usually appear in the form “Equip [quality]” or “Equip [quality] creature.” These equip abilities may legally target only a creature that’s controlled by the player activating the ability and that has the chosen quality. Additional restrictions for an equip ability don’t restrict what the Equipment may be attached to.
702.6dIf a permanent has multiple equip abilities, any of its equip abilities may be activated.
702.6e“Equip planeswalker” is a variant of the equip ability. “Equip planeswalker [cost]” means “[Cost]: Attach this permanent to target planeswalker you control as though that planeswalker were a creature. Activate only as a sorcery.”
702.7First Strike
702.7aFirst strike is a static ability that modifies the rules for the combat damage step. (See rule 510, “Combat Damage Step.”)
702.7bIf at least one attacking or blocking creature has first strike or double strike (see rule 702.4) as the combat damage step begins, the only creatures that assign combat damage in that step are those with first strike or double strike. After that step, instead of proceeding to the end of combat step, the phase gets a second combat damage step. The only creatures that assign combat damage in that step are the remaining attackers and blockers that had neither first strike nor double strike as the first combat damage step began, as well as the remaining attackers and blockers that currently have double strike. After that step, the phase proceeds to the end of combat step.
702.7cGiving first strike to a creature without it after combat damage has already been dealt in the first combat damage step won’t preclude that creature from assigning combat damage in the second combat damage step. Removing first strike from a creature after it has already dealt combat damage in the first combat damage step won’t allow it to also assign combat damage in the second combat damage step (unless the creature has double strike).
702.7dMultiple instances of first strike on the same creature are redundant.
702.8Flash
702.8aFlash is a static ability that functions in any zone from which you could play the card it’s on. “Flash” means “You may play this card any time you could cast an instant.”
702.8bMultiple instances of flash on the same object are redundant.
702.9Flying
702.9aFlying is an evasion ability.
702.9bA creature with flying can’t be blocked except by creatures with flying and/or reach. A creature with flying can block a creature with or without flying. (See rule 509, “Declare Blockers Step,” and rule 702.17, “Reach.”)
702.9cMultiple instances of flying on the same creature are redundant.
702.10Haste
702.10aHaste is a static ability.
702.10bIf a creature has haste, it can attack even if it hasn’t been controlled by its controller continuously since their most recent turn began. (See rule 302.6.)
702.10cIf a creature has haste, its controller can activate its activated abilities whose cost includes the tap symbol or the untap symbol even if that creature hasn’t been controlled by that player continuously since their most recent turn began. (See rule 302.6.)
702.10dMultiple instances of haste on the same creature are redundant.
702.11Hexproof
702.11aHexproof is a static ability.
702.11b“Hexproof” on a permanent means “This permanent can’t be the target of spells or abilities your opponents control.”
702.11c“Hexproof” on a player means “You can’t be the target of spells or abilities your opponents control.”
702.11d“Hexproof from [quality]” is a variant of the hexproof ability. “Hexproof from [quality]” on a permanent means “This permanent can’t be the target of [quality] spells your opponents control or abilities your opponents control from [quality] sources.” A “hexproof from [quality]” ability is a hexproof ability.
702.11eAny effect that causes an object to lose hexproof will cause an object to lose all “hexproof from [quality]” abilities. Any effect that allows a player to choose a creature with hexproof as a target as though it didn’t have hexproof will allow a player to choose a creature with a “hexproof from [quality]” ability. Any effect that looks for a card with hexproof will find a card with a “hexproof from [quality]” ability.
702.11f“Hexproof from [quality A] and from [quality B]” is shorthand for “hexproof from [quality A]” and “hexproof from [quality B]”; it behaves as two separate hexproof abilities.
702.11g“Hexproof from each [characteristic]” is shorthand for “hexproof from [quality A],” “hexproof from [quality B],” and so on for each possible quality the listed characteristic could have; it behaves as multiple separate hexproof abilities.
702.11hMultiple instances of the same hexproof ability on the same permanent or player are redundant.
702.12Indestructible
702.12aIndestructible is a static ability.
702.12bA permanent with indestructible can’t be destroyed. Such permanents aren’t destroyed by lethal damage, and they ignore the state-based action that checks for lethal damage (see rule 704.5g).
702.12cMultiple instances of indestructible on the same permanent are redundant.
702.13Intimidate
702.13aIntimidate is an evasion ability.
702.13bA creature with intimidate can’t be blocked except by artifact creatures and/or creatures that share a color with it. (See rule 509, “Declare Blockers Step.”)
702.13cMultiple instances of intimidate on the same creature are redundant.
702.14Landwalk
702.14aLandwalk is a generic term that appears within an object’s rules text as “[type]walk,” where [type] is usually a land type, but it can also be the card type land plus any combination of land types, card types, and/or supertypes.
702.14bLandwalk is an evasion ability.
702.14cA creature with landwalk can’t be blocked as long as the defending player controls at least one land with the specified land type (as in “islandwalk”), with the specified type or supertype (as in “artifact landwalk”), without the specified type or supertype (as in “nonbasic landwalk”), or with both the specified type or supertype and the specified subtype (as in “snow swampwalk”). (See rule 509, “Declare Blockers Step.”)
702.14dLandwalk abilities don’t “cancel” one another.
702.14eMultiple instances of the same kind of landwalk on the same creature are redundant.
702.15Lifelink
702.15aLifelink is a static ability.
702.15bDamage dealt by a source with lifelink causes that source’s controller, or its owner if it has no controller, to gain that much life (in addition to any other results that damage causes). See rule 120.3.
702.15cIf an object changes zones before an effect causes it to deal damage, its last known information is used to determine whether it had lifelink.
702.15dThe lifelink rules function no matter what zone an object with lifelink deals damage from.
702.15eIf multiple sources with lifelink deal damage at the same time, they cause separate life gain events (see rules 119.9–10).
702.15fMultiple instances of lifelink on the same object are redundant.
702.16Protection
702.16aProtection is a static ability, written “Protection from [quality].” This quality is usually a color (as in “protection from black”) but can be any characteristic value or information. If the quality happens to be a card name, it is treated as such only if the protection ability specifies that the quality is a name. If the quality is a card type, subtype, or supertype, the ability applies to sources that are permanents with that card type, subtype, or supertype and to any sources not on the battlefield that are of that card type, subtype, or supertype. This is an exception to rule 109.2.
702.16bA permanent or player with protection can’t be targeted by spells with the stated quality and can’t be targeted by abilities from a source with the stated quality.
702.16cA permanent or player with protection can’t be enchanted by Auras that have the stated quality. Such Auras attached to the permanent or player with protection will be put into their owners’ graveyards as a state-based action. (See rule 704, “State-Based Actions.”)
702.16dA permanent with protection can’t be equipped by Equipment that have the stated quality or fortified by Fortifications that have the stated quality. Such Equipment or Fortifications become unattached from that permanent as a state-based action, but remain on the battlefield. (See rule 704, “State-Based Actions.”)
702.16eAny damage that would be dealt by sources that have the stated quality to a permanent or player with protection is prevented.
702.16fAttacking creatures with protection can’t be blocked by creatures that have the stated quality.
702.16g“Protection from [quality A] and from [quality B]” is shorthand for “protection from [quality A]” and “protection from [quality B]”; it behaves as two separate protection abilities.
702.16h“Protection from each [characteristic]” is shorthand for “protection from [quality A],” “protection from [quality B],” and so on for each possible quality the listed characteristic could have; it behaves as multiple separate protection abilities.
702.16i“Protection from each [set of characteristics, qualities, or players]” is shorthand for “protection from [A],” “protection from [B],” and so on for each characteristic, quality, or player in the set. It behaves as multiple separate protection abilities.
702.16j“Protection from everything” is a variant of the protection ability. A permanent or player with protection from everything has protection from each object regardless of that object’s characteristic values. Such a permanent or player can’t be targeted by spells or abilities and can’t be enchanted by Auras. Such a permanent can’t be equipped by Equipment, fortified by Fortifications, or blocked by creatures. All damage that would be dealt to such a permanent or player is prevented.
702.16k“Protection from [a player]” is a variant of the protection ability. A permanent or player with protection from a specific player has protection from each object that player controls and protection from each object that player owns not controlled by another player, regardless of that object’s characteristic values. Such a permanent or player can’t be targeted by spells or abilities the specified player controls and can’t be enchanted by Auras that player controls. Such a permanent can’t be equipped by Equipment that player controls, fortified by Fortifications that player controls, or blocked by creatures that player controls. All damage that would be dealt to such a permanent or player by sources controlled by the specified player or owned by that player but not controlled by another player is prevented.
702.16mMultiple instances of protection from the same quality on the same permanent or player are redundant.
702.16nSome Auras both give the enchanted creature protection from a quality and say “this effect doesn’t remove” either that specific Aura or all Auras. This means that the specified Auras aren’t put into their owners’ graveyards as a state-based action. If the creature has other instances of protection from the same quality, those instances affect Auras as normal.
702.16pOne Aura (Benevolent Blessing) gives the enchanted creature protection from a quality and says the effect doesn’t remove certain permanents that are “already attached to” that creature. This means that, when the protection effect starts to apply, any objects with the stated quality that are already attached to that creature (including the Aura giving that creature protection) will not be put into their owners’ graveyards as a state-based action. Other permanents with the stated quality can’t become attached to the creature. If the creature has other instances of protection from the same quality, those instances affect attached permanents as normal.
702.17Reach
702.17aReach is a static ability.
702.17bA creature with flying can’t be blocked except by creatures with flying and/or reach. (See rule 509, “Declare Blockers Step,” and rule 702.9, “Flying.”)
702.17cMultiple instances of reach on the same creature are redundant.
702.18Shroud
702.18aShroud is a static ability. “Shroud” means “This permanent or player can’t be the target of spells or abilities.”
702.18bMultiple instances of shroud on the same permanent or player are redundant.
702.19Trample
702.19aTrample is a static ability that modifies the rules for assigning an attacking creature’s combat damage. The ability has no effect when a creature with trample is blocking or is dealing noncombat damage. (See rule 510, “Combat Damage Step.”)
702.19bThe controller of an attacking creature with trample first assigns damage to the creature(s) blocking it. Once all those blocking creatures are assigned lethal damage, any excess damage is assigned as its controller chooses among those blocking creatures and the player, planeswalker, or battle the creature is attacking. When checking for assigned lethal damage, take into account damage already marked on the creature and damage from other creatures that’s being assigned during the same combat damage step, but not any abilities or effects that might change the amount of damage that’s actually dealt. The attacking creature’s controller need not assign lethal damage to all those blocking creatures but in that case can’t assign any damage to the player or planeswalker it’s attacking.
702.19cTrample over planeswalkers is a variant of trample that modifies the rules for assigning combat damage to planeswalkers. The controller of a creature with trample over planeswalkers assigns that creature’s combat damage as described in rule 702.19b, with one exception. If that creature is attacking a planeswalker, after lethal damage is assigned to all blocking creatures and damage at least equal to the loyalty of the planeswalker the creature is attacking is assigned to that planeswalker, further excess damage may be assigned as the attacking creature’s controller chooses among those blocking creatures, that planeswalker, and that planeswalker’s controller. When checking for assigned damage equal to a planeswalker’s loyalty, take into account damage from other creatures that’s being assigned during the same combat damage step, but not any abilities or effects that might change the amount of damage that’s actually dealt.
702.19dIf an attacking creature with trample or trample over planeswalkers is blocked, but there are no creatures blocking it when damage is assigned, its damage is assigned to the defending player and/or planeswalker as though all blocking creatures have been assigned lethal damage.
702.19eIf a creature with trample over planeswalkers is attacking a planeswalker and that planeswalker is removed from combat, the creature’s damage may be assigned to the defending player once all blocking creatures have been dealt lethal damage or, if there are no blocking creatures when damage is assigned, all its damage is assigned to the defending player. This is an exception to rule 506.4c, and it does not cause the creature to be attacking that player.
702.19fIf a creature without trample over planeswalkers is attacking a planeswalker, none of its combat damage can be assigned to the defending player, even if that planeswalker has been removed from combat or the damage the attacking creature could assign is greater than the planeswalker’s loyalty.
702.19gMultiple instances of trample on the same creature are redundant. Multiple instances of trample over planeswalkers on the same creature are redundant.
702.20Vigilance
702.20aVigilance is a static ability that modifies the rules for the declare attackers step.
702.20bAttacking doesn’t cause creatures with vigilance to tap. (See rule 508, “Declare Attackers Step.”)
702.20cMultiple instances of vigilance on the same creature are redundant.
702.21Ward
702.21aWard is a triggered ability. Ward [cost] means “Whenever this permanent becomes the target of a spell or ability an opponent controls, counter that spell or ability unless that player pays [cost].”
702.21bSome ward abilities include an X in their cost and state what X is equal to. This value is determined at the time the ability resolves, not locked in as the ability triggers.
702.22Banding
702.22aBanding is a static ability that modifies the rules for combat.
702.22b“Bands with other” is a special form of banding. If an effect causes a permanent to lose banding, the permanent loses all “bands with other” abilities as well.
702.22cAs a player declares attackers, they may declare that one or more attacking creatures with banding and up to one attacking creature without banding (even if it has “bands with other”) are all in a “band.” They may also declare that one or more attacking [quality] creatures with “bands with other [quality]” and any number of other attacking [quality] creatures are all in a band. A player may declare as many attacking bands as they want, but each creature may be a member of only one of them. (Defending players can’t declare bands but may use banding in a different way; see rule 702.22j.)
702.22dAll creatures in an attacking band must attack the same player, planeswalker, or battle.
702.22eOnce an attacking band has been announced, it lasts for the rest of combat, even if something later removes banding or “bands with other” from one or more of the creatures in the band.
702.22fAn attacking creature that’s removed from combat is also removed from the band it was in.
702.22gBanding doesn’t cause attacking creatures to share abilities, nor does it remove any abilities. The attacking creatures in a band are separate permanents.
702.22hIf an attacking creature becomes blocked by a creature, each other creature in the same band as the attacking creature becomes blocked by that same blocking creature.
702.22iIf one member of a band would become blocked due to an effect, the entire band becomes blocked.
702.22jDuring the combat damage step, if an attacking creature is being blocked by a creature with banding, or by both a [quality] creature with “bands with other [quality]” and another [quality] creature, the defending player (rather than the active player) chooses how the attacking creature’s damage is assigned. That player can divide that creature’s combat damage as they choose among any creatures blocking it. This is an exception to the procedure described in rule 510.1c.
702.22kDuring the combat damage step, if a blocking creature is blocking a creature with banding, or both a [quality] creature with “bands with other [quality]” and another [quality] creature, the active player (rather than the defending player) chooses how the blocking creature’s damage is assigned. That player can divide that creature’s combat damage as they choose among any creatures it’s blocking. This is an exception to the procedure described in rule 510.1d.
702.22mMultiple instances of banding on the same creature are redundant. Multiple instances of “bands with other” of the same kind on the same creature are redundant.
702.23Rampage
702.23aRampage is a triggered ability. “Rampage N” means “Whenever this creature becomes blocked, it gets +N/+N until end of turn for each creature blocking it beyond the first.” (See rule 509, “Declare Blockers Step.”)
702.23bThe rampage bonus is calculated only once per combat, when the triggered ability resolves. Adding or removing blockers later in combat won’t change the bonus.
702.23cIf a creature has multiple instances of rampage, each triggers separately.
702.24Cumulative Upkeep
702.24aCumulative upkeep is a triggered ability that imposes an increasing cost on a permanent. “Cumulative upkeep [cost]” means “At the beginning of your upkeep, if this permanent is on the battlefield, put an age counter on this permanent. Then you may pay [cost] for each age counter on it. If you don’t, sacrifice it.” If [cost] has choices associated with it, each choice is made separately for each age counter, then either the entire set of costs is paid, or none of them is paid. Partial payments aren’t allowed.
702.24bIf a permanent has multiple instances of cumulative upkeep, each triggers separately. However, the age counters are not connected to any particular ability; each cumulative upkeep ability will count the total number of age counters on the permanent at the time that ability resolves.
702.25Flanking
702.25aFlanking is a triggered ability that triggers during the declare blockers step. (See rule 509, “Declare Blockers Step.”) “Flanking” means “Whenever this creature becomes blocked by a creature without flanking, the blocking creature gets -1/-1 until end of turn.”
702.25bIf a creature has multiple instances of flanking, each triggers separately.
702.26Phasing
702.26aPhasing is a static ability that modifies the rules of the untap step. During each player’s untap step, before the active player untaps permanents, all phased-in permanents with phasing that player controls “phase out.” Simultaneously, all phased-out permanents that had phased out under that player’s control “phase in.”
702.26bIf a permanent phases out, its status changes to “phased out.” Except for rules and effects that specifically mention phased-out permanents, a phased-out permanent is treated as though it does not exist. It can’t affect or be affected by anything else in the game. A permanent that phases out is removed from combat. (See rule 506.4.)
702.26cIf a permanent phases in, its status changes to “phased in.” The game once again treats it as though it exists.
702.26dThe phasing event doesn’t actually cause a permanent to change zones or control, even though it’s treated as though it’s not on the battlefield and not under its controller’s control while it’s phased out. Zone-change triggers don’t trigger when a permanent phases in or out. Tokens continue to exist on the battlefield while phased out. Counters and stickers remain on a permanent while it’s phased out. Effects that check a phased-in permanent’s history won’t treat the phasing event as having caused the permanent to leave or enter the battlefield or its controller’s control.
702.26eIf a continuous effect generated by the resolution of a spell or ability modifies the characteristics or changes the controller of any objects, a phased-out permanent won’t be included in the set of affected objects. This includes continuous effects that reference the permanent specifically, unless they also specifically refer to the permanent as phased out.
702.26fContinuous effects that affect a phased-out permanent may expire while that permanent is phased out. If so, they will no longer affect that permanent once it’s phased in. In particular, effects with “for as long as” durations that track that permanent (see rule 611.2b) end when that permanent phases out because they can no longer see it.
702.26gWhen a permanent phases out, any Auras, Equipment, or Fortifications attached to that permanent phase out at the same time. This alternate way of phasing out is known as phasing out “indirectly.” An Aura, Equipment, or Fortification that phased out indirectly won’t phase in by itself, but instead phases in along with the permanent it’s attached to.
702.26hIf an object would simultaneously phase out directly and indirectly, it just phases out indirectly.
702.26iAn Aura, Equipment, or Fortification that phased out directly will phase in attached to the object or player it was attached to when it phased out, if that object is still in the same zone or that player is still in the game. If not, that Aura, Equipment, or Fortification phases in unattached. State-based actions apply as appropriate. (See rules 704.5m and 704.5n.)
702.26jAbilities that trigger when a permanent becomes attached or unattached from an object or player don’t trigger when that permanent phases in or out.
702.26kPhased-out permanents owned by a player who leaves the game also leave the game. This doesn’t cause zone-change abilities to trigger. See rule 800.4.
702.26mIf an effect causes a player to skip their untap step, the phasing event simply doesn’t occur that turn.
702.26nIn a multiplayer game, game rules may cause a phased-out permanent to leave the game or to be exiled once a player leaves the game. (See rules 800.4a and 800.4c.) If a phased-out permanent phased out under the control of a player who has left the game, that permanent phases in during the next untap step after that player’s next turn would have begun.
702.26pMultiple instances of phasing on the same permanent are redundant.
702.27Buyback
702.27aBuyback appears on some instants and sorceries. It represents two static abilities that function while the spell is on the stack. “Buyback [cost]” means “You may pay an additional [cost] as you cast this spell” and “If the buyback cost was paid, put this spell into its owner’s hand instead of into that player’s graveyard as it resolves.” Paying a spell’s buyback cost follows the rules for paying additional costs in rules 601.2b and 601.2f–h.
702.28Shadow
702.28aShadow is an evasion ability.
702.28bA creature with shadow can’t be blocked by creatures without shadow, and a creature without shadow can’t be blocked by creatures with shadow. (See rule 509, “Declare Blockers Step.”)
702.28cMultiple instances of shadow on the same creature are redundant.
702.29Cycling
702.29aCycling is an activated ability that functions only while the card with cycling is in a player’s hand. “Cycling [cost]” means “[Cost], Discard this card: Draw a card.”
702.29bAlthough the cycling ability can be activated only if the card is in a player’s hand, it continues to exist while the object is on the battlefield and in all other zones. Therefore objects with cycling will be affected by effects that depend on objects having one or more activated abilities.
702.29cSome cards with cycling have abilities that trigger when they’re cycled. “When you cycle this card” means “When you discard this card to pay an activation cost of a cycling ability.” These abilities trigger from whatever zone the card winds up in after it’s cycled.
702.29dSome cards have abilities that trigger whenever a player “cycles or discards” a card. These abilities trigger only once when a card is cycled.
702.29eTypecycling is a variant of the cycling ability. “[Type]cycling [cost]” means “[Cost], Discard this card: Search your library for a [type] card, reveal it, and put it into your hand. Then shuffle your library.” This type is usually a subtype (as in “mountaincycling”) but can be any card type, subtype, supertype, or combination thereof (as in “basic landcycling”).
702.29fTypecycling abilities are cycling abilities, and typecycling costs are cycling costs. Any cards that trigger when a player cycles a card will trigger when a card is discarded to pay an activation cost of a typecycling ability. Any effect that stops players from cycling cards will stop players from activating cards’ typecycling abilities. Any effect that increases or reduces a cycling cost will increase or reduce a typecycling cost. Any effect that looks for a card with cycling will find a card with typecycling.
702.30Echo
702.30aEcho is a triggered ability. “Echo [cost]” means “At the beginning of your upkeep, if this permanent came under your control since the beginning of your last upkeep, sacrifice it unless you pay [cost].”
702.30bUrza block cards with the echo ability were printed without an echo cost. These cards have been given errata in the Oracle card reference; each one now has an echo cost equal to its mana cost.
702.31Horsemanship
702.31aHorsemanship is an evasion ability.
702.31bA creature with horsemanship can’t be blocked by creatures without horsemanship. A creature with horsemanship can block a creature with or without horsemanship. (See rule 509, “Declare Blockers Step.”)
702.31cMultiple instances of horsemanship on the same creature are redundant.
702.32Fading
702.32aFading is a keyword that represents two abilities. “Fading N” means “This permanent enters with N fade counters on it” and “At the beginning of your upkeep, remove a fade counter from this permanent. If you can’t, sacrifice the permanent.”
702.33Kicker
702.33aKicker is a static ability that functions while the spell with kicker is on the stack. “Kicker [cost]” means “You may pay an additional [cost] as you cast this spell.” Paying a spell’s kicker cost(s) follows the rules for paying additional costs in rules 601.2b and 601.2f–h.
702.33bThe phrase “Kicker [cost 1] and/or [cost 2]” means the same thing as “Kicker [cost 1], kicker [cost 2].”
702.33cMultikicker is a variant of the kicker ability. “Multikicker [cost]” means “You may pay an additional [cost] any number of times as you cast this spell.” A multikicker cost is a kicker cost.
702.33dIf a spell’s controller declares the intention to pay any of that spell’s kicker costs, that spell has been “kicked.” If a spell has two kicker costs or has multikicker, it may be kicked multiple times. See rule 601.2b.
702.33eObjects with kicker or multikicker have additional abilities that specify what happens if they were kicked. These abilities are linked to the kicker or multikicker abilities printed on that object: they can refer only to those specific kicker or multikicker abilities. See rule 607, “Linked Abilities.”
702.33fObjects with more than one kicker cost may also have abilities that each correspond to a specific kicker cost. Those abilities contain the phrases “if it was kicked with its [A] kicker” and “if it was kicked with its [B] kicker,” where A and B are the first and second kicker costs listed on the card, respectively. Each of those abilities is linked to the appropriate kicker ability.
702.33gIf part of a spell’s ability has its effect only if that spell was kicked, and that part of the ability includes any targets, the spell’s controller chooses those targets only if that spell was kicked. Otherwise, the spell is cast as if it did not have those targets. See rule 601.2c.
702.33hSticker kicker is a keyword ability that represents a kicker ability and an ability that imposes an additional cost if the spell is kicked. “Sticker kicker [cost]” means “Kicker [cost]” and “As an additional cost to cast this spell, if it’s kicked, you get a ticket counter and you may put a sticker on this spell.”
702.34Flashback
702.34aFlashback 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. “Flashback [cost]” means “You may cast this card from your graveyard if the resulting spell is an instant or sorcery spell by paying [cost] rather than paying its mana cost” and “If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack.” Casting a spell using its flashback ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.
702.35Madness
702.35aMadness is a keyword that represents two abilities. The first is a static ability that functions while the card with madness is in a player’s hand. The second is a triggered ability that functions when the first ability is applied. “Madness [cost]” means “If a player would discard this card, that player discards it, but exiles it instead of putting it into their graveyard” and “When this card is exiled this way, its owner may cast it by paying [cost] rather than paying its mana cost. If that player doesn’t, they put this card into their graveyard.”
702.35bCasting a spell using its madness ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.
702.35cAfter resolving a madness triggered ability, if the exiled card wasn’t cast and was moved to a public zone, effects referencing the discarded card can find that card. See rule 400.7k.
702.36Fear
702.36aFear is an evasion ability.
702.36bA creature with fear can’t be blocked except by artifact creatures and/or black creatures. (See rule 509, “Declare Blockers Step.”)
702.36cMultiple instances of fear on the same creature are redundant.
702.37Morph
702.37aMorph is a static ability that functions in any zone from which you could play the card it’s on, and the morph effect works any time the card is face down. “Morph [cost]” means “You may cast this card as a 2/2 face-down creature with no text, no name, no subtypes, and no mana cost by paying {3} rather than paying its mana cost.” (See rule 708, “Face-Down Spells and Permanents.”)
702.37bMegamorph is a variant of the morph ability. “Megamorph [cost]” means “You may cast this card as a 2/2 face-down creature with no text, no name, no subtypes, and no mana cost by paying {3} rather than paying its mana cost” and “As this permanent is turned face up, put a +1/+1 counter on it if its megamorph cost was paid to turn it face up.” A megamorph cost is a morph cost.
702.37cTo cast a card using its morph ability, turn it face down and announce that you’re using a morph ability. It becomes a 2/2 face-down creature card with no text, 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 morph 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 morph effect applies to the face-down object wherever it is, and it ends when the permanent is turned face up.
702.37dYou can’t normally cast a card face down. A morph ability allows you to do so.
702.37eAny time you have priority, you may turn a face-down permanent you control with a morph 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 morph cost would be if it were face up, pay that cost, then turn the permanent face up. (If the permanent wouldn’t have a morph cost if it were face up, it can’t be turned face up this way.) The morph effect on it ends, and it regains its normal characteristics. Any abilities relating to the permanent entering the battlefield don’t trigger when it’s turned face up and don’t have any effect, because the permanent has already entered the battlefield.
702.37fIf a permanent’s morph 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 morph special action was taken.
702.37gSee rule 708, “Face-Down Spells and Permanents,” for more information about how to cast cards with a morph ability.
702.38Amplify
702.38aAmplify is a static ability. “Amplify N” means “As this object enters, reveal any number of cards from your hand that share a creature type with it. This permanent enters with N +1/+1 counters on it for each card revealed this way. You can’t reveal this card or any other cards that are entering the battlefield at the same time as this card.”
702.38bIf a creature has multiple instances of amplify, each one works separately.
702.39Provoke
702.39aProvoke is a triggered ability. “Provoke” means “Whenever this creature attacks, you may choose to have target creature defending player controls block this creature this combat if able. If you do, untap that creature.”
702.39bIf a creature has multiple instances of provoke, each triggers separately.
702.40Storm
702.40aStorm is a triggered ability that functions on the stack. “Storm” means “When you cast this spell, copy it for each other spell that was cast before it this turn. If the spell has any targets, you may choose new targets for any of the copies.”
702.40bIf a spell has multiple instances of storm, each triggers separately.
702.41Affinity
702.41aAffinity is a static ability that functions while the spell with affinity is on the stack. “Affinity for [text]” means “This spell costs {1} less to cast for each [text] you control.”
702.41bIf a spell has multiple instances of affinity, each of them applies.
702.42Entwine
702.42aEntwine is a static ability of modal spells (see rule 700.2) that functions while the spell is on the stack. “Entwine [cost]” means “You may choose all modes of this spell instead of just the number specified. If you do, you pay an additional [cost].” Using the entwine ability follows the rules for choosing modes and paying additional costs in rules 601.2b and 601.2f–h.
702.42bIf the entwine cost was paid, follow the text of each of the modes in the order written on the card when the spell resolves.
702.43Modular
702.43aModular represents both a static ability and a triggered ability. “Modular N” means “This permanent enters with N +1/+1 counters on it” and “When this permanent is put into a graveyard from the battlefield, you may put a +1/+1 counter on target artifact creature for each +1/+1 counter on this permanent.”
702.43bIf a creature has multiple instances of modular, each one works separately.
702.44Sunburst
702.44aSunburst is a static ability that functions as an object is entering the battlefield. “Sunburst” means “If this object is entering as a creature, ignoring any type-changing effects that would affect it, it enters with a +1/+1 counter on it for each color of mana spent to cast it. Otherwise, it enters with a charge counter on it for each color of mana spent to cast it.”
702.44bSunburst adds counters only if the object with sunburst is entering the battlefield from the stack as a resolving spell and only if one or more colored mana was spent on its costs, including additional or alternative costs.
702.44cSunburst can also be used to set a variable number for another ability. If the keyword is used in this way, it doesn’t matter whether the ability is on a creature spell or on a noncreature spell.
702.44dIf an object has multiple instances of sunburst, each one works separately.
702.45Bushido
702.45aBushido is a triggered ability. “Bushido N” means “Whenever this creature blocks or becomes blocked, it gets +N/+N until end of turn.” (See rule 509, “Declare Blockers Step.”)
702.45bIf a creature has multiple instances of bushido, each triggers separately.
702.46Soulshift
702.46aSoulshift is a triggered ability. “Soulshift N” means “When this permanent is put into a graveyard from the battlefield, you may return target Spirit card with mana value N or less from your graveyard to your hand.”
702.46bIf a permanent has multiple instances of soulshift, each triggers separately.
702.47Splice
702.47aSplice is a static ability that functions while a card is in your hand. “Splice onto [quality] [cost]” means “You may reveal this card from your hand as you cast a [quality] spell. If you do, that spell gains the text of this card’s rules text and you pay [cost] as an additional cost to cast that spell.” Paying a card’s splice cost follows the rules for paying additional costs in rules 601.2b and 601.2f–h.
702.47bYou can’t choose to use a splice ability if you can’t make the required choices (targets, etc.) for that card’s rules text. You can’t splice any one card onto the same spell more than once. If you’re splicing more than one card onto a spell, reveal them all at once and choose the order in which their effects will happen. The effects of the main spell must happen first.
702.47cThe spell has the characteristics of the main spell, plus the rules text of each of the spliced cards. This is a text-changing effect (see rule 612, “Text-Changing Effects”). The spell doesn’t gain any other characteristics (name, mana cost, color, supertypes, card types, subtypes, etc.) of the spliced cards. Text gained by the spell that refers to a card by name refers to the spell on the stack, not the card from which the text was copied.
702.47dChoose targets for the added text normally (see rule 601.2c). Note that a spell with one or more targets won’t resolve if all of its targets are illegal on resolution.
702.47eThe spell loses any splice changes once it leaves the stack for any reason.
702.48Offering
702.48aOffering is a static ability that functions while the spell with offering is on the stack. “[Quality] offering” means “As an additional cost to cast this spell, you may sacrifice a [quality] permanent. If you chose to pay the additional cost, this spell’s total cost is reduced by the sacrificed permanent’s mana cost, and you may cast this spell any time you could cast an instant.”
702.48bYou choose which permanent to sacrifice as you make choices for the spell (see rule 601.2b), and you sacrifice that permanent as you pay the total cost (see rule 601.2h).
702.48cGeneric mana in the sacrificed permanent’s mana cost reduces generic mana in the spell’s total cost. Colored and colorless mana in the sacrificed permanent’s mana cost reduces mana of the same type in spell’s total cost, and any excess reduces that much generic mana in spell’s total cost. (See rule 118.7.)
702.49Ninjutsu
702.49aNinjutsu is an activated ability that functions only while the card with ninjutsu is in a player’s hand. “Ninjutsu [cost]” means “[Cost], Reveal this card from your hand, Return an unblocked attacking creature you control to its owner’s hand: Put this card onto the battlefield from your hand tapped and attacking.”
702.49bThe card with ninjutsu remains revealed from the time the ability is announced until the ability leaves the stack.