Magic: The Gathering Comprehensive Rules Changes
Planar Chaos to Future Sight
| Old rule (Planar Chaos) | New rule (Future Sight) |
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| 101.3a. [Click to view this change only.] | |
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101.3a. In a Two-Headed Giant game, each team starts with a shared life total of 30 instead. |
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| 101.5b. [Click to view this change only.] | |
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101.5b. In multiplayer games, no player skips the draw step of his or her first turn. However, the Two-Headed Giant variant has a special rule: Although the starting team's first draw step isn't skipped, only the secondary player on that team draws a card during that step. See rule 606, "Two-Headed Giant Variant." |
101.5b. In a Two-Headed Giant game, the team who plays first skips the draw step of their first turn. In all other multiplayer games, no player skips the draw step of his or her first turn. |
| 104.1. [Click to view this change only.] | |
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104.1. The Magic game uses only natural numbers. You can't choose a fractional number, deal fractional damage, and so on. When a spell or ability could generate a fractional number, the spell or ability will tell you whether to round up or down. |
104.1. The Magic game uses only integers. |
| 104.1a. [Click to view this change only.] | |
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104.1a. You can't choose a fractional number, deal fractional damage, gain fractional life, and so on. If a spell or ability could generate a fractional number, the spell or ability will tell you whether to round up or down. |
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| 104.1b. [Click to view this change only.] | |
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104.1b. Most of the time, the Magic game uses only positive numbers. You can't choose a negative number, deal negative damage, gain negative life, and so on. However, it's possible for a game value, such as a creature's power, to be less than zero. If a calculation or comparison that would determine the result of an effect needs to use a negative value, it does so. If such a calculation yields a negative number, zero is used instead, unless that effect sets a creature's power or toughness, changes a creature's power or toughness, or sets a player's life total. Example: If a 3/4 creature gets -5/-0, it's a -2/4 creature. It deals no damage in combat. Its total power and toughness is 2. You'd have to give it +3/+0 to raise its power to 1. Example: Viridian Joiner is a 1/2 creature that says "{T}: Add an amount of {G} to your mana pool equal to Viridian Joiner's power." An effect gives it -2/-0, then its ability is activated. The ability adds no mana to your mana pool. |
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| 104.2. [Click to view this change only.] | |
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104.2. If a numerical value (such as a creature's power, toughness, or total power and toughness; a mana cost; a player's life total; or an amount of damage) would be less than 0, it's treated as 0 for all purposes except changing that total, if applicable. If anything needs to use a number that can't be determined, it uses 0 instead. Example: If a 3/3 creature gets -5/-0, it deals 0 damage in combat. But to raise its power back to 1, you'd have to give it +3/+0 (3 minus 5 plus 3 is 1). Example: If you control no permanents, the "highest converted mana cost among permanents you control" can't be determined, so 0 is used instead. |
104.2. If anything needs to use a number that can't be determined, either as a result or in a calculation, it uses 0 instead. |
| 104.3f. [Click to view this change only.] | |
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104.3f. Each of the hybrid mana symbols represents a cost that can be paid with one of two colors: {W/U} in a cost can be paid with either white or blue mana, {W/B} white or black, {U/B} blue or black, {U/R} blue or red, {B/R} black or red, {B/G} black or green, {R/G} red or green, {R/W} red or white, {G/W} green or white, and {G/U} green or blue. Example: {G/W}{G/W} can be paid by spending {G}{G}, {G}{W}, or {W}{W}. |
104.3f. Each of the hybrid mana symbols represents a cost that can be paid with one of two colors: {W/U} in a cost can be paid with either white or blue mana, {W/B} white or black, {U/B} blue or black, {U/R} blue or red, {B/R} black or red, {B/G} black or green, {R/G} red or green, {R/W} red or white, {G/W} green or white, and {G/U} green or blue. A hybrid mana symbol is each of its component colors. Example: {G/W}{G/W} can be paid by spending {G}{G}, {G}{W}, or {W}{W}. |
| 200.9. [Click to view this change only.] | |
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200.9. If a spell or ability uses a type or subtype without the word "card," "spell," or "source," it means a permanent of that type in play. |
200.9. If a spell or ability uses a description of an object that includes a type or subtype, but doesn't include the word "card," "spell," or "source," it means a permanent of that type or subtype in play. |
| 200.9a. [Click to view this change only.] | |
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200.9a. If a spell or ability uses a type, supertype, or subtype in conjunction with the word "card" and the name of a zone, it means a card with that type in the stated zone. |
200.9a. If a spell or ability uses a description of an object that includes the word "card" and the name of a zone, it means a card matching that description in the stated zone. |
| 200.9b. [Click to view this change only.] | |
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200.9b. If a spell or ability uses a type, supertype, or subtype in conjunction with the word "spell," it means a spell of that type on the stack. |
200.9b. If a spell or ability uses a description of an object that includes the word "spell," it means a spell matching that description on the stack. |
| 200.9c. [Click to view this change only.] | |
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200.9c. If a spell or ability uses a type, supertype, or subtype in conjunction with the word "source," it means a source of that type-either a source of an ability or a source of damage. See rule 419.8 "Sources of Damage." |
200.9c. If a spell or ability uses a description of an object that includes the word "source," it means a source matching that description-either a source of an ability or a source of damage-in any zone. See rule 419.8 "Sources of Damage." |
| 203.1. [Click to view this change only.] | |
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203.1. The mana cost of a card is indicated by mana symbols printed on its upper right corner. If a card has no mana symbols printed in its upper right corner, it has no mana cost. Paying an object's mana cost requires matching the color of any colored mana symbols as well as paying the generic mana indicated in the cost. |
203.1. The mana cost of a card is indicated by mana symbols near the top of the card. On most cards, these symbols are printed in the upper right corner. Some cards from the Future Sight (tm) set have alternate frames in which the mana symbols appear to the left of the art. Paying an object's mana cost requires matching the color of any colored mana symbols as well as paying the generic mana indicated in the cost. |
| 203.1a. [Click to view this change only.] | |
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203.1a. Lands normally have no mana cost. Tokens have no mana cost unless the effect that creates them specifies otherwise. A copy of an object copies that object's mana cost. |
203.1a. A copy of an object copies that object's mana cost. See rule 503, "Copying Objects." |
| 203.1b. [Click to view this change only.] | |
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203.1b. Some cards have no mana symbols where their mana cost would appear. This represents an unpayable cost. An ability can also have an unpayable cost if its cost is based on the mana cost of a spell with no mana cost. Attempting to play a spell or ability that has an unpayable cost is a legal action. However, attempting to pay an unpayable cost is an illegal action. If an unpayable cost is increased by an effect or an additional cost is imposed, the cost is still unpayable. If an alternative cost is applied to an unpayable cost, including an effect that allows you to play a spell without paying its mana cost, the alternative cost may be paid. |
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| 203.1c. [Click to view this change only.] | |
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203.1c. Lands normally have no mana cost. Lands are played without paying any costs. |
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| 203.1d. [Click to view this change only.] | |
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203.1d. Tokens have no mana cost unless the effect that creates them specifies otherwise. |
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| 203.3b. [Click to view this change only.] | |
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203.3b. When calculating the converted mana cost of an object with an {X} in its mana cost, X is treated as 0 while the object is not on the stack, and X is treated as the number chosen for it while the object is on the stack. |
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| 205.2a. [Click to view this change only.] | |
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205.2a. The types are artifact, creature, enchantment, instant, land, and sorcery. |
205.2a. The types are artifact, creature, enchantment, instant, land, sorcery, and tribal. |
| 205.3d. [Click to view this change only.] | |
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205.3d. Most card types each have their own unique set of possible subtypes. (You can find complete lists of subtypes in the glossary at the end of this document under "Creature Types," "Land Types," and so on.) However, instants and sorceries can share subtypes. Collectively, instant and sorcery subtypes are called spell types. |
205.3d. Artifact, enchantment, and land each have their own unique set of possible subtypes. Instant and sorcery share their lists of subtypes; these subtypes are called spell types. Creature and tribal also share their lists of subtypes; these subtypes are called creature types. (You can find complete lists of subtypes in the glossary at the end of this document under "Creature Types," "Land Types," and so on.) |
| 205.3e. [Click to view this change only.] | |
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205.3e. If an artifact creature card has subtypes printed on its type line, those subtypes are creature types. If an artifact land card has subtypes printed on its type line, those types are land types. |
205.3e. If a card with multiple types has one or more subtypes, each subtype is correlated to its appropriate type. Example: Dryad Arbor's type line says "Land Creature — Forest Dryad." Forest is a land type, and Dryad is a creature type. |
| 207.3. [Click to view this change only.] | |
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207.3. A guild icon appears in the text box of many 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. |
207.3. A guild icon appears in the text box of many Ravnica(r) 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. |
| 208.2. [Click to view this change only.] | |
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208.2. Some creature cards have power and/or toughness of *, where * is a value determined by the abilities of that object. As long as the object is in play, the ability sets the value of *. The * is 0 while the object is not in play. |
208.2. Some creature cards have power and/or toughness represented by a * instead of a number. The object has a characteristic-defining ability that sets its power and/or toughness according to some stated condition. This ability functions in all zones. If the ability needs to use a number that can't be determined, use 0 instead of that number. Example: Lost Order of Jarkeld has power and toughness each equal to 1+*. It says "As Lost Order of Jarkeld comes into play, choose an opponent" and "Lost Order of Jarkeld's power and toughness are each equal to 1 plus the number of creatures that opponent controls." While Lost Order of Jarkeld isn't in play, there won't be a chosen opponent. Its power and toughness will each be equal to 1 plus 0, so it's a 1/1. |
| 212.1b. [Click to view this change only.] | |
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212.1b. When an object's type changes, the new type(s) replaces any existing types. Counters, effects, and damage affecting the object remain with it, even if they are meaningless to the new type. Similarly, when the subtypes of one of an object's types change, the new subtype(s) replaces any existing subtypes of that type. If an object's type is removed, the subtypes of its old type don't exist in any way under the new type. Those subtypes disappear completely for the entire time the object's type is removed. Removing an object's subtype doesn't affect its types at all. |
212.1b. When an object's type changes, the new type(s) replaces any existing types. Counters, effects, and damage affecting the object remain with it, even if they are meaningless to the new type. Similarly, when one or more of an object's subtypes changes, the new subtype(s) replaces any existing subtypes from the appropriate set (creature types, land types, artifact types, enchantment types, or spell types). If an object's type is removed, the subtypes correlated with that type will remain if they are also the subtypes of a type the object currently has; otherwise, they are also removed for the entire time the object's type is removed. Removing an object's subtype doesn't affect its types at all. |
| 212.1c. [Click to view this change only.] | |
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212.1c. Some effects change an object's type, supertype, or subtype but specify that the object retains a prior type, supertype, or subtype. In such cases, all the object's prior types, supertypes, and subtypes are retained. This rule applies to effects that use the phrase "in addition to its types" or that state that something is "still a [type]." Some effects state that an object becomes an "artifact creature"; these effects also allow the object to retain all of its prior types and subtypes. Example: An ability reads, "All lands are 1/1 creatures that are still lands." The affected lands now have two types: creature and land. If there were any lands that also had the artifact type before the ability's effect applied to them, those lands would become "artifact land creatures," not just "creatures," or "land creatures." The effect allows them to retain both the artifact type and the land type. Example: An ability reads, "All artifacts are 1/1 artifact creatures." If a permanent is both an artifact and an enchantment, it will become an "artifact enchantment creature." |
212.1c. Some effects change an object's type, supertype, or subtype but specify that the object retains a prior type, supertype, or subtype. In such cases, all the object's prior types, supertypes, and subtypes are retained. This rule applies to effects that use the phrase "in addition to its types" or that state that something is "still a [type]." Some effects state that an object becomes an "artifact creature"; these effects also allow the object to retain all of its prior types and subtypes. Example: An ability reads, "All lands are 1/1 creatures that are still lands." The affected lands now have two types: creature and land. If there were any lands that were also artifacts before the ability's effect applied to them, those lands would become "artifact land creatures," not just "creatures," or "land creatures." The effect allows them to retain both the type "artifact" and the type "land." Example: An ability reads, "All artifacts are 1/1 artifact creatures." If a permanent is both an artifact and an enchantment, it will become an "artifact enchantment creature." |
| 212.2c. [Click to view this change only.] | |
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212.2c. Artifact subtypes are always a single word and are listed after a long dash: "Artifact — Equipment." Artifact subtypes are also called artifact types. Artifacts may have multiple subtypes. |
212.2c. Artifact subtypes are always a single word and are listed after a long dash: "Artifact — Equipment." Artifact subtypes are also called artifact types. Artifacts may have multiple subtypes. (You can find the complete list of artifact subtypes under "Artifact Types" in the glossary at the end of this document.) |
| 212.2d. [Click to view this change only.] | |
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212.2d. Artifacts have no characteristics specific to their type. Because artifacts have no colored mana in their mana costs, they're colorless. Effects can give artifacts one or more colors, however, and colored objects can become artifacts without losing any colors they had. |
212.2d. Artifacts have no characteristics specific to their type. Most artifacts have no colored mana symbols in their mana costs, and are therefore colorless. However, there is no correlation between being colorless and being an artifact: artifacts may be colored, and colorless objects may be types other than artifact. |
| 212.2e. [Click to view this change only.] | |
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212.2e. Artifact creatures combine the characteristics of both the creature and artifact types and are subject to spells and abilities that affect either or both types. |
212.2e. Artifact creatures combine the characteristics of both creatures and artifacts , and are subject to spells and abilities that affect either or both types. |
| 212.2f. [Click to view this change only.] | |
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212.2f. Artifact lands combine the characteristics of both the land and artifact types, and are subject to spells and abilities that affect either or both types. Artifact lands can only be played as lands. They can't be played as spells. |
212.2f. Artifact lands combine the characteristics of both lands and artifacts, and are subject to spells and abilities that affect either or both types. Artifact lands can only be played as lands. They can't be played as spells. |
| 212.2m. [Click to view this change only.] | |
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212.2m. Some artifacts have the subtype "Fortification." A Fortification can be attached to a land. It can't legally be attached to an object that isn't a land. Rules 212.2h-k apply to Fortifications in relation to lands just as they apply to Equipment in relation to creatures. Fortification's analog to the equip keyword ability is the fortify keyword ability. (See rule 502.65, "Fortify.") |
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| 212.3c. [Click to view this change only.] | |
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212.3c. Creature subtypes are always a single word and are listed after a long dash: "Creature — Human Soldier," "Artifact Creature — Golem," and so on. Creature subtypes are also called creature types. Creatures may have multiple subtypes. Example: "Creature — Goblin Wizard" means the card is a creature with the subtypes Goblin and Wizard. |
212.3c. Creature subtypes are always a single word and are listed after a long dash: "Creature — Human Soldier," "Artifact Creature — Golem," and so on. Creature subtypes are also called creature types. Creatures may have multiple subtypes. (You can find the complete list of creature subtypes under "Creature Types" in the glossary at the end of this document.) Example: "Creature — Goblin Wizard" means the card is a creature with the subtypes Goblin and Wizard. |
| 212.3d. [Click to view this change only.] | |
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212.3d. Each creature has a power (the amount of damage it deals in combat) and a toughness (the amount of damage needed to destroy it). To determine a creature's power and toughness, start with the numbers printed in its lower right corner, then apply any applicable continuous effects. (See rule 418.5, "Interaction of Continuous Effects.") |
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| 212.3e. [Click to view this change only.] | |
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212.3e. Creatures can attack and block. (See rule 308, "Declare Attackers Step," and rule 309, "Declare Blockers Step.") |
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| 212.3d. → 212.3f. [Click to view this change only.] | |
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212.3d. A creature's activated ability with the tap symbol in its activation cost can't be played unless the creature has been under its controller's control since the start of his or her most recent turn. A creature can't attack unless it has been under its controller's control since the start of his or her most recent turn. This rule is informally called the "summoning sickness" rule. Ignore this rule for creatures with haste (see rule 502.5). |
212.3f. A creature's activated ability with the tap symbol in its activation cost can't be played unless the creature has been under its controller's control since the start of his or her most recent turn. A creature can't attack unless it has been under its controller's control since the start of his or her most recent turn. This rule is informally called the "summoning sickness" rule. Ignore this rule for creatures with haste (see rule 502.5). |
| 212.3g. [Click to view this change only.] | |
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212.3g. Creature lands combine the characteristics of both lands and creatures, and are subject to spells and abilities that affect either or both types. Creature lands can only be played as lands. They can't be played as spells. |
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| 212.4c. [Click to view this change only.] | |
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212.4c. Enchantment subtypes are always a single word and are listed after a long dash: "Enchantment — Shrine." Each word after the dash is a separate subtype. Enchantment subtypes are also called enchantment types. Enchantments may have multiple subtypes. |
212.4c. Enchantment subtypes are always a single word and are listed after a long dash: "Enchantment — Shrine." Each word after the dash is a separate subtype. Enchantment subtypes are also called enchantment types. Enchantments may have multiple subtypes. (You can find the complete list of enchantment subtypes under "Enchantment Types" in the glossary at the end of this document.) |
| 212.4d. [Click to view this change only.] | |
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212.4d. Some enchantments have the subtype "Aura." An Aura comes into play attached to a permanent or player. What an Aura can be attached to is restricted by its enchant keyword ability (see rule 502.45, "Enchant"). Other effects can limit what a permanent can be enchanted by. |
212.4d. Some enchantments have the subtype "Aura." An Aura comes into play attached to an object or player. What an Aura can be attached to is restricted by its enchant keyword ability (see rule 502.45, "Enchant"). Other effects can limit what a permanent can be enchanted by. |
| 212.4f. [Click to view this change only.] | |
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212.4f. If an Aura is enchanting an illegal permanent, or the permanent it was attached to no longer exists, the Aura is put into its owner's graveyard. (This is a state-based effect. See rule 420.) |
212.4f. If an Aura is enchanting an illegal object or player, the object it was attached to no longer exists, or the player it was attached to has left the game, the Aura is put into its owner's graveyard. (This is a state-based effect. See rule 420.) |
| 212.4g. [Click to view this change only.] | |
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212.4g. An Aura can't enchant itself, and an Aura that's also a creature can't enchant a permanent. If this occurs somehow, the Aura is put into its owner's graveyard. (This is a state-based effect. See rule 420.) |
212.4g. An Aura can't enchant itself, and an Aura that's also a creature can't enchant anything. If this occurs somehow, the Aura is put into its owner's graveyard. (This is a state-based effect. See rule 420.) |
| 212.4h. [Click to view this change only.] | |
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212.4h. The permanent an Aura is attached to is called enchanted. The Aura is attached to, or "enchants," that permanent. |
212.4h. The object or player an Aura is attached to is called enchanted. The Aura is attached to, or "enchants," that object or player. |
| 212.4i. [Click to view this change only.] | |
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212.4i. An Aura's controller is separate from the enchanted permanent's controller; the two need not be the same. Changing control of the permanent doesn't change control of the Aura, and vice versa. Only the Aura's controller can play its abilities. However, if the Aura adds an ability to the enchanted permanent (with "gains" or "has"), the enchanted permanent's controller is the only one who can play that ability. |
212.4i. An Aura's controller is separate from the enchanted object's controller; the two need not be the same. Changing control of the object doesn't change control of the Aura, and vice versa. Only the Aura's controller can play its abilities. However, if the Aura adds an ability to the enchanted object (with "gains" or "has"), the enchanted object's controller is the only one who can play that ability. |
| 212.4j. [Click to view this change only.] | |
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212.4j. If an Aura is coming into play by any means other than by being played and the effect putting it into play doesn't specify the permanent or player the Aura will enchant, the player putting it into play chooses what it will enchant as the Aura comes into play. The player must choose a legal permanent or player according to the Aura's enchant ability and any other applicable effects. If the player can't make a legal choice, the Aura remains in its current zone, unless that zone is the stack. In that case, the Aura is put into its owner's graveyard instead of coming into play. |
212.4j. If an Aura is coming into play by any means other than by being played and the effect putting it into play doesn't specify the object or player the Aura will enchant, the player putting it into play chooses what it will enchant as the Aura comes into play. The player must choose a legal object or player according to the Aura's enchant ability and any other applicable effects. If the player can't make a legal choice, the Aura remains in its current zone, unless that zone is the stack. In that case, the Aura is put into its owner's graveyard instead of coming into play. |
| 212.4k. [Click to view this change only.] | |
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212.4k. If an effect attempts to attach an Aura in play to a permanent or player, that permanent or player must be able to be enchanted by it. If the permanent or player can't be, the Aura doesn't move. |
212.4k. If an effect attempts to attach an Aura in play to an object or player, that object or player must be able to be enchanted by it. If the object or player can't be, the Aura doesn't move. |
| 212.5c. [Click to view this change only.] | |
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212.5c. Instant subtypes are always single words and are listed after a long dash: "Instant — Arcane." Each word after the dash is a separate subtype. Instant subtypes are also called instant types. An instant subtype that's also a sorcery subtype is also called a spell type. Instants may have multiple subtypes. |
212.5c. Instant subtypes are always single words and are listed after a long dash: "Instant — Arcane." Each word after the dash is a separate subtype. Instant subtypes are also called instant types. An instant subtype that's also a sorcery subtype is also called a spell type. Instants may have multiple subtypes. (You can find the complete list of instant subtypes under "Spell Types" in the glossary at the end of this document.) |
| 212.6. [Click to view this change only.] | |
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212.6. Land |
212.6. Lands |
| 212.6b. [Click to view this change only.] | |
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212.6b. A player may play only one land card during each of his or her own turns. Effects may allow the playing of additional lands; playing an additional land in this way doesn't prevent a player from taking the normal action of playing a land. Players can't begin to play a land that an effect prohibits from being played. As a player plays a land, he or she announces whether he or she is using the once-per-turn action of playing a land. If not, he or she specifies which effect is allowing the additional land play. Effects may also allow you to "put" lands into play. This isn't the same as "playing a land" and doesn't count as the player's one land played during his or her turn. |
212.6b. A player may play only one land card during each of his or her own turns. Effects may allow the playing of additional lands; playing an additional land in this way doesn't prevent a player from taking the normal action of playing a land. Players can't begin to play a land that an effect prohibits from being played. As a player plays a land, he or she announces whether he or she is using the once-per-turn action of playing a land. If not, he or she specifies which effect is allowing the additional land play. Effects may also allow you to "put" lands into play. This isn't the same as "playing a land" and doesn't count as the player's one land played during his or her turn. A player may not play a land during another player's turn, even if an effect would seem to allow the player to do so. |
| 212.6c. [Click to view this change only.] | |
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212.6c. Land subtypes are always a single word and are listed after a long dash. Land subtypes are also called land types. Lands may have multiple subtypes. Example: "Basic Land — Mountain" means the card is a land with the Mountain subtype. |
212.6c. Land subtypes are always a single word and are listed after a long dash. Land subtypes are also called land types. Lands may have multiple subtypes. (You can find the complete list of land subtypes under "Land Types" in the glossary at the end of this document.) Example: "Basic Land — Mountain" means the card is a land with the Mountain subtype. |
| 212.7c. [Click to view this change only.] | |
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212.7c. Sorcery subtypes are always single words and are listed after a long dash: "Sorcery — Arcane." Each word after the dash is a separate subtype. Sorcery subtypes are also called sorcery types. A sorcery subtype that's also an instant subtype is also called a spell type. Sorceries may have multiple subtypes. |
212.7c. Sorcery subtypes are always single words and are listed after a long dash: "Sorcery — Arcane." Each word after the dash is a separate subtype. Sorcery subtypes are also called sorcery types. A sorcery subtype that's also an instant subtype is also called a spell type. Sorceries may have multiple subtypes. (You can find the complete list of sorcery subtypes under "Spell Types" in the glossary at the end of this document.) |
| 212.8. [Click to view this change only.] | |
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212.8. Tribals |
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| 212.8a. [Click to view this change only.] | |
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212.8a. Each tribal card has another card type. Playing and resolving a tribal card follows the rules for playing and resolving a card of the other type. |
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| 212.8b. [Click to view this change only.] | |
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212.8b. Tribal subtypes are always single words and are listed after a long dash: In "Tribal Enchantment — Rebel Aura," "Rebel" is a subtype of tribal. The set of tribal subtypes is the same as the set of creature subtypes; these subtypes are called creature types. Tribals may have multiple subtypes. (You can find the complete list of tribal subtypes under "Creature Types" in the glossary at the end of this document.) |
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| 213.1a. [Click to view this change only.] | |
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213.1a. A nonexistent mana cost can't be paid. |
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| 214.1. [Click to view this change only.] | |
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214.1. A permanent is a card or token in play. Permanents stay in play unless moved to another zone by an effect or rule. There are four types of permanents: artifacts, creatures, enchantments, and lands. Instant and sorcery cards can't come into play. |
214.1. A permanent is a card or token in play. Permanents stay in play unless moved to another zone by an effect or rule. There are four permanent types: artifact, creature, enchantment, and land. Instant and sorcery cards can't come into play. Some tribal cards can come into play and some can't, depending on their other types. |
| 214.1a. [Click to view this change only.] | |
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214.1a. The term "permanent card" is used to refer to a card that could be put into play. Specifically, it means an artifact, creature, enchantment, or land card. |
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| 214.1b. [Click to view this change only.] | |
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214.1b. If a permanent somehow loses all its permanent types, it remains in play. It's still a permanent. |
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| 214.2. [Click to view this change only.] | |
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214.2. Permanent type is the type of a card or token that's in play. A nontoken permanent's types, supertypes, and subtypes are the same as those printed on its card. A token's types, supertypes, and subtypes are set by the spell or ability that created it. |
214.2. A nontoken permanent's types, supertypes, and subtypes are the same as those printed on its card. A token's types, supertypes, and subtypes are set by the spell or ability that created it. |
| 214.3. [Click to view this change only.] | |
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214.3. A card or token becomes a permanent when it comes into play and it stops being a permanent when it leaves play. Permanents come into play untapped. The term "permanent" is used to refer to a card or token while it's in play. The term "card" isn't used to refer to a card that's in play as a permanent; rather, it's used to refer to a card that's not in play, such as a creature card in a player's hand. For more information, see rule 217, "Zones." |
214.3. A card or token becomes a permanent when it comes into play and it stops being a permanent when it leaves play. Permanents come into play untapped. The term "permanent" is used to refer to a card or token while it's in play. The term "card" isn't used to refer to a card that's in play as a permanent; rather, it's used to refer to a card that's not in play or on the stack, such as a creature card in a player's hand. For more information, see rule 217, "Zones." |
| 215. [Click to view this change only.] | |
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215. This section is now empty. See rule 205.4c and rule 420.5e about legendary permanents. |
215. Life |
| 215.1. [Click to view this change only.] | |
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215.1. Each player begins the game with a life total of 20. In a Two-Headed Giant game, each team begins the game with a shared life total of 30 instead; see rule 606, "Two-Headed Giant Variant." |
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| 215.2. [Click to view this change only.] | |
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215.2. Damage dealt to a player causes that player to lose that much life. |
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| 215.3. [Click to view this change only.] | |
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215.3. If an effect causes a player to gain life or lose life, that player's life total is adjusted accordingly. |
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| 215.4. [Click to view this change only.] | |
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215.4. If a cost or effect allows a player to pay life, the player may do so only if his or her life total is equal to or greater than the amount of the payment. If a player pays life, the payment is subtracted from his or her life total. |
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| 215.5. [Click to view this change only.] | |
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215.5. If an effect sets a player's life total to a specific number, the player gains or loses the necessary amount of life to end up with the new total. |
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| 215.6. [Click to view this change only.] | |
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215.6. If a player has 0 or less life, that player loses the game as a state-based effect. See rule 420.5. |
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| 216.1. [Click to view this change only.] | |
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216.1. Some effects put token creatures into play. A token is controlled by whomever put it into play and owned by the controller of the spell or ability that created it. (If no player controlled the effect that created it, the token is owned by whomever put it into play.) The spell or ability may define any number of characteristics for the token. These characteristics are functionally equivalent to the characteristics that are printed on a card; for example, they define the token's copiable values. A token doesn't have any characteristics not defined by the spell or ability that created it. The spell or ability that creates the token sets both its name and its creature type. If the spell or ability doesn't specify the name of the token, its name is the same as its creature type(s). A "Goblin Scout creature token," for example, is named "Goblin Scout" and has the creature subtypes Goblin and Scout. Once a token is in play, changing its name doesn't change its creature type, and vice versa. |
216.1. Some effects put tokens into play. A token is controlled by whomever put it into play and owned by the controller of the spell or ability that created it. (If no player controlled the effect that created it, the token is owned by whomever put it into play.) The spell or ability may define any number of characteristics for the token. This becomes the token's "text." The characteristics defined this way are functionally equivalent to the characteristics that are printed on a card; for example, they define the token's copiable values. A token doesn't have any characteristics not defined by the spell or ability that created it. |
| 216.1a. [Click to view this change only.] | |
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216.1a. A spell or ability that creates a creature token sets both its name and its creature type. If the spell or ability doesn't specify the name of the creature token, its name is the same as its creature type(s). A "Goblin Scout creature token," for example, is named "Goblin Scout" and has the creature subtypes Goblin and Scout. Once a token is in play, changing its name doesn't change its creature type, and vice versa. |
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| 217.1b. [Click to view this change only.] | |
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217.1b. The order of objects in a library, in a graveyard, or on the stack can't be changed except when effects or rules allow it. Objects in other zones can be arranged however their owners wish, although who controls those objects, whether they're tapped or flipped, and what enchants or equips them must remain clear to all players. |
217.1b. The order of objects in a library, in a graveyard, or on the stack can't be changed except when effects or rules allow it. Objects in other zones can be arranged however their owners wish, although who controls those objects, whether they're tapped or flipped, and what other objects are attached to them must remain clear to all players. |
| 217.1c. [Click to view this change only.] | |
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217.1c. An object that moves from one zone to another is treated as a new object. Effects connected with its previous location will no longer affect it. There are three exceptions to this rule: (1) Effects that change the characteristics of an artifact, creature, or enchantment spell on the stack will continue to apply to the permanent that spell creates. (2) Abilities that trigger when an object moves from one zone to another (for example, "When Rancor is put into a graveyard from play") can find the object in the zone it moved to when the ability triggered. (3) Prevention effects that apply to damage from an artifact, creature, or enchantment spell on the stack will continue to apply to damage from the permanent that spell becomes. |
217.1c. An object that moves from one zone to another is treated as a new object. Effects connected with its previous location will no longer affect it. There are four exceptions to this rule: (1) Effects that change the characteristics of an artifact, creature, or enchantment spell on the stack will continue to apply to the permanent that spell creates. (2) Abilities that trigger when an object moves from one zone to another (for example, "When Rancor is put into a graveyard from play") can find the object in the zone it moved to when the ability triggered. (3) Prevention effects that apply to damage from an artifact, creature, or enchantment spell on the stack will continue to apply to damage from the permanent that spell becomes. (4) Permanents that phase out or in "remember" their earlier states. See rule 217.8c. |
| 217.8c. [Click to view this change only.] | |
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217.8c. Phased-out objects are not in play, so they do not count as tapped or untapped, nor are they controlled by anyone. However, an object in this zone "remembers" the state of the permanent as it phased out and returns to play in the same state as when it left. (See rule 502.15, "Phasing.") This is an exception to rule 217.1c. |
217.8c. Phased-out objects are not in play, so they do not count as tapped or untapped, nor are they controlled by anyone. However, an object in this zone "remembers" the state of the permanent as it phased out and returns to play in the same state as when it left. (See rule 502.15, "Phasing.") |
| 217.8d. [Click to view this change only.] | |
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217.8d. Tokens in the phased-out zone cease to exist. This is a state-based effect (see rule 420, "State-Based Effects"). Any phased-out Auras or Equipment that were attached to those tokens remain phased out for the rest of the game. |
217.8d. Tokens in the phased-out zone cease to exist. This is a state-based effect (see rule 420, "State-Based Effects"). Any phased-out Auras, Equipment, or Fortifications that were attached to those tokens remain phased out for the rest of the game. |
| 310.4b. [Click to view this change only.] | |
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310.4b. The source of the combat damage is the creature as it currently exists, or as it most recently existed if it is no longer in play. |
310.4b. The source of the combat damage is the creature as it currently exists, if it's still in play. If it's no longer in play, its last known information is used to determine its characteristics. |
| 401.1b. [Click to view this change only.] | |
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401.1b. A nonexistent mana cost can't be paid. |
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| 402.8a. [Click to view this change only.] | |
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402.8a. A characteristic-setting ability that sets type, subtype, supertype, or color functions in all zones. |
402.8a. Characteristic-defining abilities function in all zones. (See rule 405.2.) |
| 402.8e. [Click to view this change only.] | |
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402.8e. An object's ability that modifies how it comes into play functions as that object is coming into play. See rule 419.6i. |
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| 402.8e. → 402.8f. [Click to view this change only.] | |
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402.8e. An object's activated ability that has a cost that can't be paid while the object is in play functions from any zone in which its cost can be paid. |
402.8f. An object's activated ability that has a cost that can't be paid while the object is in play functions from any zone in which its cost can be paid. |
| 402.8f. → 402.8g. [Click to view this change only.] | |
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402.8f. A trigger condition that can trigger only in a zone other than the in-play zone triggers from that zone. Other trigger conditions of the same triggered ability may function in different zones. Example: Absolver Thrull has the ability "When Absolver Thrull comes into play or the creature it haunts is put into a graveyard, destroy target enchantment." The first trigger condition triggers from the in-play zone and the second trigger condition functions from the removed-from-the-game zone. |
402.8g. A trigger condition that can trigger only in a zone other than the in-play zone triggers from that zone. Other trigger conditions of the same triggered ability may function in different zones. Example: Absolver Thrull has the ability "When Absolver Thrull comes into play or the creature it haunts is put into a graveyard, destroy target enchantment." The first trigger condition triggers from the in-play zone and the second trigger condition functions from the removed-from-the-game zone. |
| 402.8g. → 402.8h. [Click to view this change only.] | |
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402.8g. An ability whose cost or effect specifies that it moves the object it's on out of a particular zone functions only in that zone, unless that ability's trigger condition, or a previous part of that ability's cost or effect, specifies that the object is put into that zone. Example: Necrosavant says "{3}{B}{B}, Sacrifice a creature: Return Necrosavant from your graveyard to play. Play this ability only during your upkeep." A player may play this ability only if Necrosavant is in his or her graveyard. |
402.8h. An ability whose cost or effect specifies that it moves the object it's on out of a particular zone functions only in that zone, unless that ability's trigger condition, or a previous part of that ability's cost or effect, specifies that the object is put into that zone. Example: Necrosavant says "{3}{B}{B}, Sacrifice a creature: Return Necrosavant from your graveyard to play. Play this ability only during your upkeep." A player may play this ability only if Necrosavant is in his or her graveyard. |
| 403.5. [Click to view this change only.] | |
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403.5. Activated abilities that read "Play this ability only any time you could play a sorcery" mean the player must follow the timing rules for playing a sorcery, though the ability isn't actually a sorcery. Activated abilities that read "Play this ability only any time you could play an instant" mean the player must follow the timing rules for playing an instant, though the ability isn't actually an instant. |
403.5. Activated abilities that read "Play this ability only any time you could play a sorcery" mean the player must follow the timing rules for playing a sorcery spell, though the ability isn't actually a sorcery. Activated abilities that read "Play this ability only any time you could play an instant" mean the player must follow the timing rules for playing an instant spell, though the ability isn't actually an instant. |
| 405.2. [Click to view this change only.] | |
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405.2. Some objects have intrinsic static abilities which state that the object "has" one or more characteristic values; "is" one or more particular types, supertypes, subtypes, or colors; or that one or more of its characteristics "is" or "are" a particular value. These abilities are characteristic-setting abilities. Abilities of an object that affect the characteristics of another object are not characteristic-setting abilities; neither are abilities that an object grants to itself. See rule 201, "Characteristics," and rule 418.5a. |
405.2. Some objects have intrinsic static abilities that define the object's colors, subtypes, power, or toughness. These abilities are characteristic-defining abilities, and they function in all zones. Abilities of an object that affect the characteristics of another object are not characteristic-defining abilities. Neither are abilities that an object grants to itself, or abilities that set the values of such characteristics only if certain conditions are met. See rule 201, "Characteristics," and rule 418.5a. |
| 405.2a. [Click to view this change only.] | |
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405.2a. A characteristic-setting ability that states that an object is one or more particular types, supertypes, subtypes, or colors applies no matter which zone the object it's on is in. This rule doesn't apply to other characteristic-setting abilities. |
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| 406.1. [Click to view this change only.] | |
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406.1. A mana ability is either (a) an activated ability that could put mana into a player's mana pool when it resolves or (b) a triggered ability that triggers from a mana ability and could produce additional mana. A mana ability can generate other effects at the same time it produces mana. |
406.1. A mana ability is either (a) an activated ability without a target that could put mana into a player's mana pool when it resolves or (b) a triggered ability without a target that triggers from a mana ability and could produce additional mana. A mana ability can generate other effects at the same time it produces mana. |
| 406.2. [Click to view this change only.] | |
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406.2. Spells that put mana into a player's mana pool aren't mana abilities. They're played and resolved exactly like any other spells. Triggered abilities that put mana into a player's mana pool aren't mana abilities if they trigger from events other than activating mana abilities. They go on the stack and resolve like any other triggered abilities. |
406.2. Spells that put mana into a player's mana pool aren't mana abilities. They're played and resolved exactly like any other spells. |
| 406.5. [Click to view this change only.] | |
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406.5. Abilities (other than mana abilities) that trigger on playing mana abilities do use the stack. |
406.5. Abilities that produce mana but trigger from events other than playing mana abilities do use the stack. So do abilities that don't produce mana but trigger on playing mana abilities. |
| 408.2f. [Click to view this change only.] | |
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408.2f. Characteristic-setting abilities, such as "[This object] is red," are simply read and followed as applicable. (See also rule 405.2.) |
408.2f. Characteristic-defining abilities, such as "[This object] is red," are simply read and followed as applicable. (See also rule 405.2.) |
| 409.1f. [Click to view this change only.] | |
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409.1f. The player determines the total cost of the spell or ability. Usually this is just the mana cost (for spells) or activation cost (for abilities). Some cards list additional or alternative costs in their text, and some effects may increase or reduce the cost to pay. Costs may include paying mana, tapping permanents, sacrificing permanents, discarding cards, and so on. The total cost is the mana cost, activation cost, or alternative cost, plus all cost increases and minus all cost reductions. Once the total cost is determined, it becomes "locked in." If effects would change the total cost after this time, they have no effect. |
409.1f. The player determines the total cost of the spell or ability. Usually this is just the mana cost (for spells) or activation cost (for abilities). Some cards list additional or alternative costs in their text. 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, activation cost, or alternative cost, plus all additional costs and cost increases, and minus all cost reductions. 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, it becomes "locked in." If effects would change the total cost after this time, they have no effect. |
| 409.1h. [Click to view this change only.] | |
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409.1h. The player pays the total cost in any order. Partial payments are not allowed. Example: You play Death Bomb, which costs {3}{B} and has an additional cost of sacrificing a creature. You sacrifice Thunderscape Familiar, whose effect makes your black spells cost {1} less to play. Because a spell's total cost is "locked in" before payments are actually made, you pay {2}{B}, not {3}{B}, even though you're sacrificing the Familiar. |
409.1h. The player pays the total cost in any order. Partial payments are not allowed. Unpayable costs can't be paid. Example: You play Death Bomb, which costs {3}{B} and has an additional cost of sacrificing a creature. You sacrifice Thunderscape Familiar, whose effect makes your black spells cost {1} less to play. Because a spell's total cost is "locked in" before payments are actually made, you pay {2}{B}, not {3}{B}, even though you're sacrificing the Familiar. |
| 409.1i. [Click to view this change only.] | |
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409.1i. Once the steps described in 409.1a-409.1h are completed, the spell or ability becomes played. Any abilities that trigger on a spell or ability being played or put onto the stack trigger at this time. If the spell or ability's controller had priority before playing it, he or she gets priority. |
409.1i. Once the steps described in 409.1a-h are completed, the spell or ability becomes played. Any abilities that trigger on a spell or ability being played or put onto the stack trigger at this time. If the spell or ability's controller had priority before playing it, he or she gets priority. |
| 409.4a. [Click to view this change only.] | |
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409.4a. If an effect allows a card that's prohibited from being played to be played face down, and the face-down spell would not be prohibited, that spell can be played face down. See rule 504, "Face-Down Spells and Permanents." |
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| 410.2a. [Click to view this change only.] | |
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410.2a. If a triggered ability's trigger event is met, but the object with that triggered ability is at no time visible to all players, the ability does not trigger. |
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| 410.4a. [Click to view this change only.] | |
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410.4a. If a triggered ability is modal (that is, it uses the phrase "Choose one -" or "[specified player] chooses one -"), its controller announces the mode choice when he or she puts the ability on the stack. If one of the modes would be illegal to play (due to an inability to choose legal targets, for example), that mode can't be chosen. If no mode can be chosen, the ability is removed from the stack. |
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| 410.10d. [Click to view this change only.] | |
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410.10d. Normally, objects that exist immediately after an event are checked to see if the event matched any trigger conditions. 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 must be treated specially because the object with the ability may no longer be in play, no longer be in a zone visible to all players, or no longer be controlled by the appropriate player. The game has to "look back in time" to determine if these abilities trigger. Abilities that trigger specifically when an object leaves play, when an object leaves any visible zone for a hidden one, or when a player loses control of an object will trigger based on their existence, and the appearance of objects, prior to the event rather than afterward. Example: Two creatures are in play along with an artifact that has the ability "Whenever a creature is put into a graveyard from play, you gain 1 life." Someone plays a spell that destroys all artifacts, creatures, and enchantments. The artifact's ability triggers twice, even though the artifact goes to its owner's graveyard at the same time as the creatures. |
410.10d. Normally, objects that exist immediately after an event are checked to see if the event matched any trigger conditions. 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 must be treated specially because the object with the ability may no longer be in play, may have moved to a hand or library, or may no longer be controlled by the appropriate player. The game has to "look back in time" to determine if these abilities trigger. Abilities that trigger specifically when an object leaves play, when an object is put into a hand or library, or when a player loses control of an object will trigger based on their existence, and the appearance of objects, prior to the event rather than afterward. Example: Two creatures are in play along with an artifact that has the ability "Whenever a creature is put into a graveyard from play, you gain 1 life." Someone plays a spell that destroys all artifacts, creatures, and enchantments. The artifact's ability triggers twice, even though the artifact goes to its owner's graveyard at the same time as the creatures. |
| 412.2. [Click to view this change only.] | |
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412.2. Many Auras and Equipment have static abilities that modify the permanent they're attached to, but those abilities don't target that permanent. If an Aura or Equipment is moved to a different permanent, the ability stops applying to the original permanent and starts modifying the new one. |
412.2. Many 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. |
| 413.2a. [Click to view this change only.] | |
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413.2a. If the spell or ability specifies targets, it checks whether the targets are still legal. A target that's removed from play, or from the zone designated by the spell or ability, is illegal. A target may also become illegal if its characteristics changed since the spell or ability was played or if an effect changed the text of the spell. The spell or ability is countered if all its targets, for every instance of the word "target," are now illegal. If the spell or ability is not countered, it will resolve normally, affecting only the targets that are still legal. If a target is illegal, the spell or ability can't perform any actions on it or make the target perform any actions. If the spell or ability needs to know information about one or more targets that are now illegal, it will use the illegal targets' current or last known information. Example: Aura Blast is a white instant that reads, "Destroy target enchantment. Draw a card." If the enchantment isn't a legal target during Aura Blast's resolution (say, if it has gained protection from white or left play), then Aura Blast is countered. Its controller doesn't draw a card. Example: Plague Spores reads, "Destroy target nonblack creature and target land. They can't be regenerated." Suppose the same animated land is chosen both as the nonblack creature and as the land, and the color of the creature land is changed to black before Plague Spores resolves. Plagues Spores isn't countered because the black creature land is still a legal target for the "target land" part of the spell. |
413.2a. If the spell or ability specifies targets, it checks whether the targets are still legal. A target that's moved out of 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 to determine its characteristics. The spell or ability is countered if all its targets, for every instance of the word "target," are now illegal. If the spell or ability is not countered, it will resolve normally, affecting only the targets that are still legal. If a target is illegal, the spell or ability can't perform any actions on it or make the target perform any actions. Example: Aura Blast is a white instant that reads, "Destroy target enchantment. Draw a card." If the enchantment isn't a legal target during Aura Blast's resolution (say, if it has gained protection from white or left play), then Aura Blast is countered. Its controller doesn't draw a card. Example: Plague Spores reads, "Destroy target nonblack creature and target land. They can't be regenerated." Suppose the same animated land is chosen both as the nonblack creature and as the land, and the color of the creature land is changed to black before Plague Spores resolves. Plagues Spores isn't countered because the black creature land is still a legal target for the "target land" part of the spell. |
| 413.2b. [Click to view this change only.] | |
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413.2b. The controller of the spell or ability follows its instructions in the order written. However, replacement effects may modify these actions. In some cases, later text on the card may modify the meaning of earlier text (for example, "Destroy target creature. It can't be regenerated" or "Counter target spell. If you do, 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. |
413.2b. The controller of the spell or ability follows its instructions in the order written. However, replacement effects may modify these actions. In some cases, later text on the card may modify the meaning of earlier text (for example, "Destroy target creature. It 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. |
| 413.2d. [Click to view this change only.] | |
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413.2d. Some spells and abilities have multiple steps or actions, denoted by separate sentences or clauses. 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 103.4. |
413.2d. Some 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 103.4. |
| 413.2f. [Click to view this change only.] | |
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413.2f. If an effect requires information from the game (such as the number of creatures in play), the answer is determined only once, when the effect is applied. The effect uses the current information of a specific permanent if that permanent is still in play, or of a specific card in the stated zone; otherwise, the effect uses the last known information the object had before leaving that zone. There are two exceptions. If an effect deals damage divided among some number of creatures or players, the amount and division were determined as the spell or ability was put into the stack; see rule 402.6. Also, static abilities can't use last known information; see rule 412.5. If the ability text states that an object does something, it's the object as it exists (or most recently existed) that does it, not the ability. |
413.2f. If an effect requires information from the game (such as the number of creatures in play), 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 hasn't changed zones; otherwise, the effect uses the last known information the object had before leaving the zone it was expected to be in. There are two exceptions. If an effect deals damage divided among some number of creatures or players, the amount and division were determined as the spell or ability was put into the stack; see rule 402.6. Also, static abilities can't use last known information; see rule 412.5. If the ability text states that an object does something, it's the object as it exists (or most recently existed) that does it, not the ability. |
| 413.2g. [Click to view this change only.] | |
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413.2g. An effect that refers to characteristics of an object checks only for the value of the specified characteristics, regardless of any related ones the object may also have. Example: An effect that reads "Destroy all black creatures" destroys a white-and-black creature, but one that reads "Destroy all nonblack creatures" doesn't. |
413.2g. If 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. Example: An effect that reads "Destroy all black creatures" destroys a white-and-black creature, but one that reads "Destroy all nonblack creatures" doesn't. |
| 413.2h. [Click to view this change only.] | |
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413.2h. If 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. Example: Wall of Tears says "Whenever Wall of Tears blocks a creature, return that creature to its owner's hand at end of combat." If Wall of Tears blocks a creature, then that creature ceases to be a creature before the triggered ability resolves, the permanent will still be returned to its owner's hand. |
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| 413.2h. → 413.2i. [Click to view this change only.] | |
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413.2h. A spell is put into play from the stack under the control of the spell's controller (for permanents) or is put into its owner's graveyard from the stack (for instants and sorceries) as the final step of the spell's resolution. |
413.2i. A spell is put into play from the stack under the control of the spell's controller (for permanents) or is put into its owner's graveyard from the stack (for instants and sorceries) as the final step of the spell's resolution. |
| 413.2i. → 413.2j. [Click to view this change only.] | |
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413.2i. If 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. |
413.2j. If 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. |
| 415.3. [Click to view this change only.] | |
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415.3. Aura spells are always targeted. An Aura's target is specified by its enchant keyword ability (see rule 502.45, "Enchant"). An Aura permanent doesn't target anything; only the spell is targeted. An activated or triggered ability of an Aura permanent can be targeted. Neither Equipment spells nor Equipment permanents target anything. The equip ability is targeted; see rule 502.33, "Equip." An activated or triggered ability of an Equipment permanent can be targeted. |
415.3. Aura spells are always targeted. An Aura's target is specified by its enchant keyword ability (see rule 502.45, "Enchant"). An Aura permanent doesn't target anything; only the spell is targeted. An activated or triggered ability of an Aura permanent can be targeted. Neither Equipment spells nor Equipment permanents target anything. The equip ability is targeted; see rule 502.33, "Equip." An activated or triggered ability of an Equipment permanent can be targeted. Neither Fortification spells nor Fortification permanents target anything. The fortify ability is targeted; see rule 502.65, "Fortify." An activated or triggered ability of a Fortification permanent can be targeted. |
| 418.1. [Click to view this change only.] | |
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418.1. A continuous effect modifies characteristics of objects or modifies the rules of the game for a fixed or indefinite period. A continuous effect may be generated by the resolution of a spell or ability or by a static ability of an object. |
418.1. A 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. A continuous effect may be generated by the resolution of a spell or ability or by a static ability of an object. |
| 418.5a. [Click to view this change only.] | |
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418.5a. The values of an object's characteristics are determined by starting with the actual object, then applying continuous effects in a series of layers in the following order: (1) copy effects (see rule 503, "Copying Objects"); (2) control-changing effects; (3) text-changing effects; (4) type-, subtype-, and supertype-changing effects; (5) all other continuous effects, except those that change power and/or toughness; and (6) power- and/or toughness-changing effects. Inside each layer from 1 through 5, apply effects from characteristic-setting abilities first, then all other effects in timestamp order. Inside layer 6, apply effects in a series of sublayers in the following order: (6a) effects from characteristic-setting abilities; (6b) all other effects not specifically applied in 6c, 6d, or 6e; (6c) changes from counters; (6d) effects from static abilities that modify power and/or toughness but don't set power and/or toughness to a specific number or value; and (6e) effects that switch a creature's power and toughness. Within each sublayer, apply effects in timestamp order. Note that dependency may alter the order in which effects are applied within a layer or sublayer. See also the rules for timestamp order and dependency (rules 418.5b-418.5g). Example: Crusade is an enchantment that reads "White creatures get +1/+1." Crusade and a 2/2 black creature are in play. If an effect then turns the creature white (layer 5), it gets +1/+1 from Crusade (layer 6d), becoming 3/3. If the creature's color is later changed to red (layer 5), Crusade's effect stops applying to it, and it will return to being a 2/2. Example: Gray Ogre, a 2/2 creature, is in play. An effect puts a +1/+1 counter on it (layer 6c), making it 3/3. An effect that says "Target creature gets +4/+4 until end of turn" is applied to it (layer 6b), making it 7/7. An enchantment that says "Creatures you control get +0/+2" enters play (layer 6d), making it a 7/9. An effect that says "Target creature becomes 0/1 until end of turn" is applied to it (layer 6b), making it a 1/4 (0/1, plus +1/+1 from the counter, plus +0/+2 from the enchantment). |
418.5a. The values of an object's characteristics are determined by starting with the actual object, then applying continuous effects in a series of layers in the following order: (1) copy effects (see rule 503, "Copying Objects"); (2) control-changing effects; (3) text-changing effects; (4) type-, subtype-, and supertype-changing effects; (5) all other continuous effects, except those that change power and/or toughness; and (6) power- and/or toughness-changing effects. Inside each layer from 1 through 5, apply effects from characteristic-defining abilities first, then all other effects in timestamp order. Inside layer 6, apply effects in a series of sublayers in the following order: (6a) effects from characteristic-setting abilities; (6b) all other effects not specifically applied in 6c, 6d, or 6e; (6c) changes from counters; (6d) effects from static abilities that modify power and/or toughness but don't set power and/or toughness to a specific number or value; and (6e) effects that switch a creature's power and toughness. Within each sublayer, apply effects in timestamp order. Note that dependency may alter the order in which effects are applied within a layer or sublayer. See also the rules for timestamp order and dependency (rules 418.5b-418.5g). Example: Crusade is an enchantment that reads "White creatures get +1/+1." Crusade and a 2/2 black creature are in play. If an effect then turns the creature white (layer 5), it gets +1/+1 from Crusade (layer 6d), becoming 3/3. If the creature's color is later changed to red (layer 5), Crusade's effect stops applying to it, and it will return to being a 2/2. Example: Gray Ogre, a 2/2 creature, is in play. An effect puts a +1/+1 counter on it (layer 6c), making it 3/3. An effect that says "Target creature gets +4/+4 until end of turn" is applied to it (layer 6b), making it 7/7. An enchantment that says "Creatures you control get +0/+2" enters play (layer 6d), making it a 7/9. An effect that says "Target creature becomes 0/1 until end of turn" is applied to it (layer 6b), making it a 1/4 (0/1, plus +1/+1 from the counter, plus +0/+2 from the enchantment). |
| 418.5c. [Click to view this change only.] | |
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418.5c. An effect is said to "depend on" another if (a) it's applied in the same layer (and, if applicable, sublayer) as the other effect (see rule 418.5a) and (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. Otherwise, the effect is considered to be independent of the other effect. |
418.5c. An effect is said to "depend on" another if (a) it's applied in the same layer (and, if applicable, sublayer) as the other effect (see rule 418.5a); (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. Otherwise, the effect is considered to be independent of the other effect. |
| 418.5d. [Click to view this change only.] | |
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418.5d. An effect dependent on one or more other effects waits to apply until just after all of those effects have been applied, even if this causes a characteristic-setting ability to apply after another effect. 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. |
418.5d. An 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. |
| 418.5e. [Click to view this change only.] | |
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418.5e. An object's timestamp is the time it entered the zone it's currently in, with three exceptions: (a) If two or more objects enter a zone (or zones) simultaneously, the active player determines their timestamp order at the time they enter that zone. (b) Whenever an Aura or Equipment becomes attached to a permanent, the Aura or Equipment receives a new timestamp. (c) Permanents that phase in keep the same timestamps they had when they phased out. |
418.5e. An object's timestamp is the time it entered the zone it's currently in, with three exceptions: (a) If two or more objects enter a zone (or zones) simultaneously, the active player determines their timestamp order at the time they enter that zone. (b) Whenever an Aura, Equipment, or Fortification becomes attached to an object or player, the Aura, Equipment, or Fortification receives a new timestamp. (c) Permanents that phase in keep the same timestamps they had when they phased out. |
| 418.5j. [Click to view this change only.] | |
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418.5j. Some continuous effects affect players rather than objects. For example, effects may modify a player's maximum hand size. All such effects are applied in timestamp order following the determination of objects' characteristics. See also the rules for timestamp order and dependency (rules 418.5b-418.5g). |
418.5j. Some 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 418.5b-418.5g). |
| 418.5k. [Click to view this change only.] | |
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418.5k. Some continuous effects affect game rules rather than objects. For example, effects may modify a player's maximum hand size. 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 419.1f. All other such effects are applied in timestamp order. See also the rules for timestamp order and dependency (rules 418.5b-g). |
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| 419.6i. [Click to view this change only.] | |
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419.6i. Some replacement effects modify how a permanent would be put into play. (See rules 419.1b-c.) Such effects check only the copiable characteristics of that permanent as it would exist in play. Continuous effects that affected its characteristics in its previous zone or that will affect its characteristics once it's in play are not taken into account. Replacement effects that have already modified how it would be put into play are taken into account, however. (See rule 503.5.) If, once the permanent is in play, it would have a static ability whose effect would modify how permanents are put into play, it does not affect itself or other permanents coming into play at the same time. Example: Voice of All says "As Voice of All comes into play, choose a color" and "Voice of All has protection from the chosen color." An effect creates a token that's a copy of Voice of All. As that token is put into play, its controller chooses a color for it. Example: Yixlid Jailer says "Cards in graveyards have no abilities." Scarwood Treefolk says "Scarwood Treefolk is put into play tapped." A Scarwood Treefolk that's put into play from a graveyard is put into play tapped. Example: Orb of Dreams is an artifact that says "Permanents come into play tapped." It will not affect itself, so Orb of Dreams is put into play untapped. |
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| 419.7b. [Click to view this change only.] | |
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419.7b. Some prevention effects refer to a specific amount of damage-for example, "Prevent the next 3 damage that would be dealt to target creature or player this turn." These work like shields. Each 1 damage that would be dealt to the "shielded" creature or player is prevented. Preventing 1 damage reduces the remaining shield by 1. If damage would be dealt to the shielded creature or player by two or more sources at the same time, the player or the controller of the creature chooses which damage the shield prevents first. 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. |
419.7b. Some 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 target creature or player this turn." These work like shields. Each 1 damage that would be dealt to the "shielded" creature or player is prevented. Preventing 1 damage reduces the remaining shield by 1. If damage would be dealt to the shielded creature or player by two or more applicable sources at the same time, the player or the controller of the creature chooses which damage the shield prevents first. 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. |
| 419.7c. [Click to view this change only.] | |
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419.7c. Some 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 from any applicable source at any given time. It will apply separately to damage from other applicable sources, or to damage that would be dealt by the same source at a different time. |
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| 419.7c. → 419.7d. [Click to view this change only.] | |
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419.7c. Some 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. Example: Wojek Apothecary has an ability that says "{T}: Prevent the next 1 damage that would be dealt to target creature and each other creature that shares a color with it this turn." When the ability resolves, it gives the target creature and each other creature in play that shares a color with it at that time a shield preventing the next 1 damage that would be dealt to it. Changing creatures' colors after the ability resolves doesn't add or remove shields, and creatures that come into play later in the turn don't get the shield. |
419.7d. Some 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. Example: Wojek Apothecary has an ability that says "{T}: Prevent the next 1 damage that would be dealt to target creature and each other creature that shares a color with it this turn." When the ability resolves, it gives the target creature and each other creature in play that shares a color with it at that time a shield preventing the next 1 damage that would be dealt to it. Changing creatures' colors after the ability resolves doesn't add or remove shields, and creatures that come into play later in the turn don't get the shield. |
| 420.5d. [Click to view this change only.] | |
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420.5d. An Aura attached to an illegal permanent or player, or not attached to a permanent or player, is put into its owner's graveyard. |
420.5d. An Aura attached to an illegal object or player, or not attached to an object or player, is put into its owner's graveyard. |
| 420.5k. [Click to view this change only.] | |
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420.5k. An Equipment attached to an illegal permanent becomes unattached from that permanent but remains in play. |
420.5k. An Equipment or Fortification attached to an illegal permanent becomes unattached from that permanent. It remains in play. |
| 420.5m. [Click to view this change only.] | |
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420.5m. A non-Aura, non-Equipment permanent attached to another permanent becomes unattached from that permanent but remains in play. |
420.5m. A permanent that's neither an Aura, an Equipment, nor a Fortification, but is attached to another permanent, becomes unattached from that permanent. It remains in play. |
| 424. [Click to view this change only.] | |
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424. Costs |
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| 424.1. [Click to view this change only.] | |
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424.1. A cost is an action or payment necessary to take another action. |
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| 424.2. [Click to view this change only.] | |
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424.2. A player can't pay a cost unless he or she has the necessary resources to pay it fully. For example, a player with only 1 life can't pay a cost of 2 life, and a permanent that's already tapped can't be tapped to pay a cost. See rule 203, "Mana Cost and Color," and rule 403, "Activated Abilities." |
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| 424.3. [Click to view this change only.] | |
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424.3. Unpayable costs can't be paid. (See rule 203.1b.) |
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| 424.4. [Click to view this change only.] | |
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424.4. What a player actually needs to do to pay a cost may be changed or reduced by effects. If the mana component of a cost is reduced to nothing by cost reduction effects, it is considered to be {0}. Paying a cost altered by an effect counts as paying the original cost. Example: You play a spell with mana cost {W} that has kicker {1}. You choose to pay the kicker, but a cost reduction effect means you spend only {W} when paying for the spell. The spell's "if the kicker cost was paid" effect will be applied. |
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| 424.5. [Click to view this change only.] | |
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424.5. If a cost includes a mana payment, the player paying the cost has a chance to play mana abilities. Paying the cost to play a spell or activated ability follows the steps in rules 409.1f-h. |
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| 423.2b. → 432.2b. [Click to view this change only.] | |
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423.2b. If an effect instructs more than one player to draw cards in a Two-Headed Giant game, first the primary player (seated on the right) on the active team performs all of his or her draws, then the secondary player on that team performs all of his or her draws, then the nonactive team does the same. |
432.2b. If an effect instructs more than one player to draw cards in a Two-Headed Giant game, first the primary player (seated on the right) on the active team performs all of his or her draws, then the secondary player on that team performs all of his or her draws, then the nonactive team does the same. |
| 500.2. [Click to view this change only.] | |
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500.2. As part of declaring attackers, the active player checks each creature he or she controls to see whether it must attack, can't attack, or has some other attacking restriction or requirement. If such a restriction or requirement conflicts with the proposed attack, the attack is illegal, and the active player must then propose another set of attacking creatures. (Tapped creatures and creatures with unpaid costs to attack are exempt from effects that would require them to attack.) Example: A player controls two creatures, each with a restriction that states "[This creature] can't attack alone." It's legal to declare both as attackers. Example: A player controls two creatures: one that "attacks if able" and one with no abilities. An effect states, "No more than one creature may attack each turn." The only legal attack is for just the creature that "attacks if able" to attack. It's illegal to attack with the other creature, attack with both, or attack with neither. |
500.2. As part of declaring attackers, the active player checks each creature he or she controls to see whether it must attack, can't attack, or is affected by some other attacking restriction or requirement. If such a restriction or requirement conflicts with the proposed attack, the attack is illegal, and the active player must then propose another set of attacking creatures. (Tapped creatures and creatures with unpaid costs to attack are exempt from effects that would require them to attack.) Example: A player controls two creatures, each with a restriction that states "[This creature] can't attack alone." It's legal to declare both as attackers. Example: A player controls two creatures: one that "attacks if able" and one with no abilities. An effect states, "No more than one creature can attack each turn." The only legal attack is for just the creature that "attacks if able" to attack. It's illegal to attack with the other creature, attack with both, or attack with neither. |
| 500.3. [Click to view this change only.] | |
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500.3. As part of declaring blockers, the defending player checks each creature he or she controls to see whether it must block, can't block, or has some other blocking restriction or requirement. If such a restriction or requirement conflicts with the proposed set of blocking creatures, the block is illegal, and the defending player must then propose another set of blocking creatures. (Tapped creatures and creatures with unpaid costs to block are exempt from effects that would require them to block.) |
500.3. As part of declaring blockers, the defending player checks each creature he or she controls to see whether it must block, can't block, or is affected by some other blocking restriction or requirement. If such a restriction or requirement conflicts with the proposed set of blocking creatures, the block is illegal, and the defending player must then propose another set of blocking creatures. (Tapped creatures and creatures with unpaid costs to block are exempt from effects that would require them to block.) |
| 500.3a. [Click to view this change only.] | |
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500.3a. An evasion ability is an ability an attacking creature has that restricts what can block it. Evasion abilities are static abilities that modify the declare blockers step of the combat phase. If a creature gains or loses an evasion ability after a legal block has been declared, it doesn't affect that block. Evasion abilities are cumulative. Example: A creature with flying and shadow can't be blocked by a creature with flying but without shadow. |
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| 500.4. [Click to view this change only.] | |
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500.4. A restriction conflicts with a proposed set of attackers or blockers if it isn't being followed. A requirement conflicts with a proposed set of attackers or blockers if it isn't being followed and (1) the requirement could be obeyed without violating a restriction and (2) doing so will allow the total number of requirements that the set obeys to increase. |
500.4. A restriction conflicts with a proposed set of attackers or blockers if it isn't being followed. A requirement conflicts with a proposed set of attackers or blockers if it isn't being followed and (1) the requirement could be obeyed without violating a restriction and (2) doing so will allow the total number of requirements that the set obeys to increase. If there are multiple scenarios in which all restrictions are being followed and the maximum possible number of requirements are being followed (even if not all of them are), then any of those scenarios are legal. Example: A player controls one creature that "blocks if able" and another creature with no abilities. An effect states, "Creatures can't be blocked except by two or more creatures." Having only the first creature block violates the restriction. Having neither creature block fulfills the restriction but not the requirement. Having both creatures block the same attacking creature fulfills both the restriction and the requirement, so that's the only option. |
| 500.5. [Click to view this change only.] | |
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500.5. When determining what requirements could be obeyed without violating restrictions, you don't need to consider any options for a creature that don't satisfy a requirement on it. But you do need to consider any options for any creature(s) that will satisfy a requirement, as long as the total number of obeyed requirements is increased (even if the option means not obeying another requirement that was previously met). Example: A player controls one creature that "blocks if able" and another creature with no abilities. An effect states, "Creatures can't be blocked except by two or more creatures." The creature with no abilities isn't required to block. It's legal to declare both creatures as blockers, or to declare neither creature as a blocker, but illegal to block with only one of the two. |
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| 501. [Click to view this change only.] | |
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501. Evasion Abilities |
501. Keyword Actions |
| 501.1. [Click to view this change only.] | |
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501.1. Evasion abilities restrict what can block an attacking creature. These are static abilities that modify the declare blockers step of the combat phase. |
501.1. Most actions described in a card's rules text use the standard English definitions of the verbs within, but some specialized verbs are used whose meanings may not be clear. These "keywords" are game terms; sometimes reminder text summarizes their meanings. |
| 501.2. [Click to view this change only.] | |
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501.2. Evasion abilities are cumulative. Example: A creature with flying and shadow can't be blocked by a creature with flying but without shadow. |
501.2. Attach |
