Resources

Magic Rules Changes

Journey into Nyx to Conspiracy

General

Journey into NyxConspiracy
100.2b.100.2b.

In limited play (a way of playing in which each player gets the same quantity of unopened Magic product and creates his or her own deck using only this product), each deck must contain at least forty cards. A limited deck may contain as many duplicates of a card as are included with the product.

In limited play (a way of playing in which each player gets the same quantity of unopened Magic product such as booster packs and creates his or her own deck using only this product), each deck must contain at least forty cards. A limited deck may contain as many duplicates of a card as are included with the product.

100.4b.100.4b.

In limited play involving individual players, all cards a player opens but doesn't include in his or her deck are in that player's sideboard.

In limited play involving individual players, all cards in a player's card pool not included in his or her deck are in that player's sideboard.

100.4c.100.4c.

In limited play involving the Two-Headed Giant multiplayer variant, all cards a team opens but doesn't include in either player's deck are in that team's sideboard.

In limited play involving the Two-Headed Giant multiplayer variant, all cards in a team's card pool but not in either player's deck are in that team's sideboard.

100.4d.100.4d.

In limited play involving other multiplayer team variants, each card a team opens but doesn't include in any player's deck is assigned to the sideboard of one of those players. Each player has his or her own sideboard; cards may not be transferred between players.

In limited play involving other multiplayer team variants, each card in a team's card pool but not in any player's deck is assigned to the sideboard of one of those players. Each player has his or her own sideboard; cards may not be transferred between players.

103.1c.

In a Conspiracy Draft game, each player puts any number of conspiracy cards from his or her sideboard into the command zone before shuffling. See rule 905.4.

103.2c.

One card, Power Play, states that its controller is the starting player. This effect supersedes these methods.

109.4.109.4.

Only objects on the stack or on the battlefield have a controller. Objects that are neither on the stack nor on the battlefield aren't controlled by any player. See rule 108.4. There are four exceptions to this rule:

Only objects on the stack or on the battlefield have a controller. Objects that are neither on the stack nor on the battlefield aren't controlled by any player. See rule 108.4. There are five exceptions to this rule:

109.4e.

In a Conspiracy Draft game, each conspiracy card is controlled by its owner. See rule 905.5.

112.6m.112.6m.

An ability that modifies the rules for deck construction functions before the game begins. Such an ability modifies not just the Comprehensive Rules, but also the Magic: The Gathering Tournament Rules and any other documents that set the deck construction rules for a specific Constructed format. However, such an ability can't affect the format legality of a card, including whether it's banned or restricted. The current Magic: The Gathering Tournament Rules can be found at Wizards.com/WPN/Events/Rules.aspx.

An ability that modifies the rules for deck construction functions before the game begins. Such an ability modifies not just the Comprehensive Rules, but also the Magic: The Gathering Tournament Rules and any other documents that set the deck construction rules for a specific format. However, such an ability can't affect the format legality of a card, including whether it's banned or restricted. The current Magic: The Gathering Tournament Rules can be found at Wizards.com/WPN/Events/Rules.aspx.

112.6n.112.6n.

Abilities of emblems, plane cards, vanguard cards, and scheme cards function in the command zone. See rule 113, "Emblems"; rule 901, "Planechase"; rule 902, "Vanguard"; and rule 904, "Archenemy."

Abilities of emblems, plane cards, vanguard cards, scheme cards, and conspiracy cards function in the command zone. See rule 113, "Emblems"; rule 901, "Planechase"; rule 902, "Vanguard"; rule 904, "Archenemy"; and rule 905, "Conspiracy Draft."

115.2.115.2.

There are six special actions:

There are seven special actions:

115.2g.

In a Conspiracy Draft game, turning a face-down conspiracy card in the command zone face up is a special action. A player can take this action any time he or she has priority. See rule 905.4a.

205.3j.205.3j.

Planeswalkers have their own unique set of subtypes; these subtypes are called planeswalker types. The planeswalker types are Ajani, Ashiok, Bolas, Chandra, Domri, Elspeth, Garruk, Gideon, Jace, Karn, Kiora, Koth, Liliana, Nissa, Ral, Sarkhan, Sorin, Tamiyo, Tezzeret, Tibalt, Venser, Vraska, and Xenagos. If a player controls two or more planeswalkers that share a planeswalker type, that player chooses one of them, and the rest are put into their owners' graveyards. This "planeswalker uniqueness rule" is a state-based action. See rule 704.

Planeswalkers have their own unique set of subtypes; these subtypes are called planeswalker types. The planeswalker types are Ajani, Ashiok, Bolas, Chandra, Dack, Domri, Elspeth, Garruk, Gideon, Jace, Karn, Kiora, Koth, Liliana, Nissa, Ral, Sarkhan, Sorin, Tamiyo, Tezzeret, Tibalt, Venser, Vraska, and Xenagos. If a player controls two or more planeswalkers that share a planeswalker type, that player chooses one of them, and the rest are put into their owners' graveyards. This "planeswalker uniqueness rule" is a state-based action. See rule 704.

205.3p.205.3p.

Phenomenon cards, scheme cards, and vanguard cards have no subtypes.

Phenomenon cards, scheme cards, vanguard cards, and conspiracy cards have no subtypes.

207.2c.207.2c.

An ability word appears in italics at the beginning of some abilities. Ability words are similar to keywords in that they tie together cards that have similar functionality, but they have no special rules meaning and no individual entries in the Comprehensive Rules. The ability words are battalion, bloodrush, channel, chroma, constellation, domain, fateful hour, grandeur, hellbent, heroic, imprint, inspired, join forces, kinship, landfall, metalcraft, morbid, radiance, strive, sweep, tempting offer, and threshold.

An ability word appears in italics at the beginning of some abilities. Ability words are similar to keywords in that they tie together cards that have similar functionality, but they have no special rules meaning and no individual entries in the Comprehensive Rules. The ability words are battalion, bloodrush, channel, chroma, constellation, domain, fateful hour, grandeur, hellbent, heroic, imprint, inspired, join forces, kinship, landfall, metalcraft, morbid, parley, radiance, strive, sweep, tempting offer, threshold, and will of the council.

207.3.207.3.

A guild icon appears in the text box of many Ravnica(r) and Return to Ravnica (tm) block cards. These cards either have the specified guild's exclusive mechanic or somehow relate to the two colors associated with that guild. Guild icons have no effect on game play. Similarly, a faction icon appears in the text box of most Scars of Mirrodin (tm) block cards. These faction icons have no effect on game play.

Some cards have decorative icons in the background of their text boxes. For example, a guild icon appears in the text box of many Ravnica: City of Guilds(r) and Return to Ravnica (tm) block cards, and a faction icon appears in the text box of most Scars of Mirrodin (tm) block cards. Similarly, many promotional cards include decorative icons. These icons have no effect on game play.

313.

Conspiracies

313.1.

Conspiracy cards are used only in limited play, particularly in the Conspiracy Draft variant (see rule 905). Conspiracy cards aren't used in constructed play.

313.2.

At the start of a game, before decks are shuffled, each player may put any number of conspiracy cards from his or her sideboard into the command zone. Conspiracy cards with hidden agenda are put into the command zone face down. (See rule 702.105, "Hidden Agenda.")

313.3.

Conspiracy cards remain in the command zone throughout the game. They're not permanents. They can't be cast or included in a deck. If a conspiracy card would leave the command zone, it remains in the command zone.

313.4.

Conspiracy cards have no subtypes.

313.5.

Conspiracy cards may have any number of static or triggered abilities. As long as a conspiracy card is face up in the command zone, its static abilities affect the game, and its triggered abilities may trigger.

313.5a.

Abilities of conspiracy cards may affect the start-of-game procedure.

313.5b.

Face-down conspiracy cards have no characteristics.

313.6.

The owner of a conspiracy card is the player who put it into the command zone at the start of the game. The controller of a conspiracy card is its owner.

313.7.

At any time, you may look at a face-down conspiracy card you control. You can't look at face-down conspiracy cards controlled by other players.

611.2e.

If 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 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.

Example: Arbiter of the Ideal puts an artifact, creature, or land card onto the battlefield and says, in part, "That permanent is an enchantment in addition to its other types." An ability that triggers whenever an enchantment enters the battlefield would trigger. The permanent doesn't enter the battlefield and then become an enchantment.

701.29.

Vote

701.29a.

Some 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.

701.29b.

The 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.

701.29c.

If 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."

701.29d.

If an effect gives a player multiple votes, those votes all happen at the same time the player would otherwise have voted.

702.36d.702.36d.

If you have priority, you may turn a face-down permanent you control face up. This is a special action; it doesn't use the stack (see rule 115). To do this, show all players what the permanent's morph cost would be if it were face up, pay that cost, then turn the permanent face up. (If the permanent wouldn't have a morph cost if it were face up, it can't be turned face up this way.) The morph effect on it ends, and it regains its normal characteristics. Any abilities relating to the permanent entering the battlefield don't trigger when it's turned face up and don't have any effect, because the permanent has already entered the battlefield.

Any time you have priority, you may turn a face-down permanent you control face up. This is a special action; it doesn't use the stack (see rule 115). To do this, show all players what the permanent's morph cost would be if it were face up, pay that cost, then turn the permanent face up. (If the permanent wouldn't have a morph cost if it were face up, it can't be turned face up this way.) The morph effect on it ends, and it regains its normal characteristics. Any abilities relating to the permanent entering the battlefield don't trigger when it's turned face up and don't have any effect, because the permanent has already entered the battlefield.

702.104.

Dethrone

702.104a.

Dethrone is a triggered ability. "Dethrone" means "Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on this creature."

702.104b.

If a creature has multiple instances of dethrone, each triggers separately.

702.105.

Hidden Agenda

702.105a.

Hidden agenda is a static ability that functions as a conspiracy card with hidden agenda is put into the command zone. "Hidden agenda" means "As you put this conspiracy card into the command zone, turn it face down and secretly name a card."

702.105b.

To secretly name a card, note that name on a piece of paper kept with the face-down conspiracy card.

702.105c.

Any time you have priority, you may turn a face-down conspiracy card you control in the command zone face up. This is a special action. Doing so will reveal the chosen name. See rule 115.2g.

702.105d.

Hidden agenda and another ability of the object with hidden agenda that refers to "the chosen name" are linked. The second ability refers only to the card name chosen as a result of that object's hidden agenda ability. See rule 607.2d.

702.105e.

If a player leaves the game, all face-down conspiracy cards controlled by that player must be revealed to all players. At the end of each game, all face-down conspiracy cards must be revealed to all players.

704.4.704.4.

Unlike triggered abilities, state-based actions pay no attention to what happens during the resolution of a spell or ability.

Example: A player controls a creature with the ability "This creature's power and toughness are each equal to the number of cards in your hand" and casts a spell whose effect is "Discard your hand, then draw seven cards." The creature will temporarily have toughness 0 in the middle of the spell's resolution but will be back up to toughness 7 when the spell finishes resolving. Thus the creature will survive when state-based actions are checked. In contrast, an ability that triggers when the player has no cards in hand goes on the stack after the spell resolves, because its trigger event happened during resolution.

Unlike triggered abilities, state-based actions pay no attention to what happens during the resolution of a spell or ability.

Example:

Example: A player controls a creature with the ability "This creature's power and toughness are each equal to the number of cards in your hand" and casts a spell whose effect is "Discard your hand, then draw seven cards." The creature will temporarily have toughness 0 in the middle of the spell's resolution but will be back up to toughness 7 when the spell finishes resolving. Thus the creature will survive when state-based actions are checked. In contrast, an ability that triggers when the player has no cards in hand goes on the stack after the spell resolves, because its trigger event happened during resolution.

707.9.707.9.

If a face-down permanent moves from the battlefield to any other zone, its owner must reveal it to all players as he or she moves it. If a face-down spell moves from the stack to any zone other than the battlefield, its owner must reveal it to all players as he or she moves it. At the end of each game, all face-down permanents and spells must be revealed to all players.

If a face-down permanent moves from the battlefield to any other zone, its owner must reveal it to all players as he or she moves it. If a face-down spell moves from the stack to any zone other than the battlefield, its owner must reveal it to all players as he or she moves it. If a player leaves the game, all face-down permanents and spells owned by that player must be revealed to all players. At the end of each game, all face-down permanents and spells must be revealed to all players.

717.1.717.1.

If a player realizes that he or she can't legally take an action after starting to do so, the entire action is reversed and any payments already made are canceled. No abilities trigger and no effects apply as a result of an undone action. If the action was casting a spell, the spell returns to the zone it came from. The player may also reverse any legal mana abilities activated while making the illegal play, unless mana from them or from any triggered mana abilities they triggered was spent on another mana ability that wasn't reversed. Players may not reverse actions that moved cards to a library, moved cards from a library to any zone other than the stack, or caused a library to be shuffled.

If a player takes an illegal action or starts to take an action but can't legally complete it, the entire action is reversed and any payments already made are canceled. No abilities trigger and no effects apply as a result of an undone action. If the action was casting a spell, the spell returns to the zone it came from. The player may also reverse any legal mana abilities activated while making the illegal play, unless mana from them or from any triggered mana abilities they triggered was spent on another mana ability that wasn't reversed. Players may not reverse actions that moved cards to a library, moved cards from a library to any zone other than the stack, caused a library to be shuffled, or caused cards from a library to be revealed.

905.

Conspiracy Draft

905.1.

The Conspiracy Draft variant consists of a draft (a style of limited play where players choose cards from sealed booster packs to build their decks) followed by a multiplayer game. The Conspiracy Draft variant uses Magic: The Gathering—Conspiracy (tm) booster packs by default.

905.1a.

A draft typically consists of three draft rounds. In each draft round, each player opens a booster pack, drafts one card by placing that card in a face-down pile in front of the player, then passes the remaining cards to the next player. Each player then drafts a card from the booster pack passed to him or her and passes the remaining cards. This procedure continues until all cards in that draft round have been drafted.

905.1b.

In the first and third draft rounds, booster packs are passed to each player's left. In the second draft round, booster packs are passed to each player's right.

905.1c.

During the draft, a player can look only at cards in the booster pack he or she is currently drafting from, cards he or she has already drafted, cards that are currently revealed as described in rule 905.2b, and cards that have been drafted face up as described in rule 905.2c. A player may not reveal drafted cards to other players unless an ability instructs him or her to.

905.1d.

After the draft and all actions that may be taken during or after the draft, all the cards a player has drafted become that player's card pool. The player builds his or her deck from only these cards and any number of basic land cards. See rules 100.2b and 100.4b.

905.2.

Several cards in the Magic: The Gathering—Conspiracy set have abilities that function during the draft.

905.2a.

During a draft, there is no active player or system of priority. If multiple players wish to take an action at the same time during the draft and can't agree on an order, those actions are taken in a random order.

905.2b.

Some cards instruct players to reveal them as they're drafted and then note some information, such as a number or color. This information can be referred to by other abilities during the game. Any player can look at this information at any time during the draft or game. After the information is noted, the drafted card is turned face down and added to the player's drafted cards pile.

905.2c.

Some cards instruct players to draft them face up. Each such card remains face up until the draft is complete, an effect instructs the person who drafted it to turn it face down, or the card leaves that player's drafted cards pile. While the card is face up, all players may look at it.

905.3.

A Conspiracy Draft game is a multiplayer game. The default multiplayer setup is the Free-for-All variant with the attack multiple players option and without the limited range of influence option. See rule 806, "Free-for-All Variant."

905.4.

At the start of the game, before decks are shuffled, each player may put any number of conspiracy cards from his or her sideboard into the command zone.

905.4a.

Conspiracy cards with hidden agenda are put into the command zone face down. Any time a player has priority, he or she may turn a face-down conspiracy card he or she controls face up. See rule 702.105, "Hidden Agenda."

905.5.

The owner of a conspiracy card is the player who put it into the command zone at the start of the game. The controller of a conspiracy card is its owner.

905.6.

Once the starting player has been determined, each player sets his or her life total to 20 and draws a hand of seven cards.

Booster Pack

A group of unopened Magic cards from a particular expansion. Booster packs are used in Limited formats. See rule 100.2b.

Card Pool

In a Limited format, the cards a player may use, in addition to basic land cards, to build his or her deck.

Conspiracy

A card type used in Limited formats such as Conspiracy Draft. A conspiracy card is not a permanent. See rule 313, "Conspiracies."

Conspiracy Draft

A casual variant in which players participate in a booster draft and then play multiplayer games. See rule 905, "Conspiracy Draft."

Dethrone

A keyword ability that puts a +1/+1 counter on a creature when it attacks the player with the most life. See rule 702.104, "Dethrone."

Draft

1. A Limited format in which players choose cards one at a time from booster packs, then construct a deck solely from the chosen cards and basic land cards. 2. To choose a card during a draft and put it into your card pool.

Draft Round

Part of a draft in which each player opens an unopened booster pack and the cards in those booster packs are drafted. See rules 905.1a and 905.1b.

Hidden Agenda

A keyword ability that allows a conspiracy card to be put into the command zone face down. See rule 702.105, "Hidden Agenda."

Vote

Some cards instruct players to vote from among given options. See rule 701.29, "Vote."