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MagicCompRules
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MagicCompRules
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Magic: The Gathering Comprehensive Rules
These rules are effective as of June 8, 2018.
Introduction
This document is the ultimate authority for Magic: The Gathering� competitive game play. It consists of a series of numbered rules followed by a glossary. Many of the numbered rules are divided into subrules, and each separate rule and subrule of the game has its own number. (Note that subrules skip the letters �l� and �o� due to potential confusion with the numbers �1� and �0�; subrule 704.5k is followed by 704.5m, then 704.5n, then 704.5p, for example.)
Changes may have been made to this document since its publication. You can download the most recent version from the Magic rules website at Magic.Wizards.com/Rules. If you have questions, you can get the answers from us at Wizards.CustHelp.com.
Contents
1. Game Concepts
100. General
101. The Magic Golden Rules
102. Players
103. Starting the Game
104. Ending the Game
105. Colors
106. Mana
107. Numbers and Symbols
108. Cards
109. Objects
110. Permanents
111. Spells
112. Abilities
113. Emblems
114. Targets
115. Special Actions
116. Timing and Priority
117. Costs
118. Life
119. Damage
120. Drawing a Card
121. Counters
2. Parts of a Card
200. General
201. Name
202. Mana Cost and Color
203. Illustration
204. Color Indicator
205. Type Line
206. Expansion Symbol
207. Text Box
208. Power/Toughness
209. Loyalty
210. Hand Modifier
211. Life Modifier
212. Information Below the Text Box
3. Card Types
300. General
301. Artifacts
302. Creatures
303. Enchantments
304. Instants
305. Lands
306. Planeswalkers
307. Sorceries
308. Tribals
309. Planes
310. Phenomena
311. Vanguards
312. Schemes
313. Conspiracies
4. Zones
400. General
401. Library
402. Hand
403. Battlefield
404. Graveyard
405. Stack
406. Exile
407. Ante
408. Command
5. Turn Structure
500. General
501. Beginning Phase
502. Untap Step
503. Upkeep Step
504. Draw Step
505. Main Phase
506. Combat Phase
507. Beginning of Combat Step
508. Declare Attackers Step
509. Declare Blockers Step
510. Combat Damage Step
511. End of Combat Step
512. Ending Phase
513. End Step
514. Cleanup Step
6. Spells, Abilities, and Effects
600. General
601. Casting Spells
602. Activating Activated Abilities
603. Handling Triggered Abilities
604. Handling Static Abilities
605. Mana Abilities
606. Loyalty Abilities
607. Linked Abilities
608. Resolving Spells and Abilities
609. Effects
610. One-Shot Effects
611. Continuous Effects
612. Text-Changing Effects
613. Interaction of Continuous Effects
614. Replacement Effects
615. Prevention Effects
616. Interaction of Replacement and/or Prevention Effects
7. Additional Rules
700. General
701. Keyword Actions
702. Keyword Abilities
703. Turn-Based Actions
704. State-Based Actions
705. Flipping a Coin
706. Copying Objects
707. Face-Down Spells and Permanents
708. Split Cards
709. Flip Cards
710. Leveler Cards
711. Double-Faced Cards
712. Meld Cards
713. Checklist Cards
714. Saga Cards
715. Controlling Another Player
716. Ending the Turn
717. The Monarch
718. Restarting the Game
719. Subgames
720. Taking Shortcuts
721. Handling Illegal Actions
8. Multiplayer Rules
800. General
801. Limited Range of Influence Option
802. Attack Multiple Players Option
803. Attack Left and Attack Right Options
804. Deploy Creatures Option
805. Shared Team Turns Option
806. Free-for-All Variant
807. Grand Melee Variant
808. Team vs. Team Variant
809. Emperor Variant
810. Two-Headed Giant Variant
811. Alternating Teams Variant
9. Casual Variants
900. General
901. Planechase
902. Vanguard
903. Commander
904. Archenemy
905. Conspiracy Draft
Glossary
Credits
1. Game Concepts
100. General
100.1. These Magic rules apply to any Magic game with two or more players, including two-player games and multiplayer games.
100.1a A two-player game is a game that begins with only two players.
100.1b A multiplayer game is a game that begins with more than two players. See section 8, �Multiplayer Rules.�
100.2. To play, each player needs their own deck of traditional Magic cards, small items to represent any tokens and counters, and some way to clearly track life totals.
100.2a In constructed play (a way of playing in which each player creates their own deck ahead of time), each deck must contain at least sixty cards. A constructed deck may contain any number of basic land cards and no more than four of any card with a particular English name other than basic land cards.
100.2b In limited play (a way of playing in which each player gets the same quantity of unopened Magic product such as booster packs and creates their own deck using only this product and basic land cards), each deck must contain at least forty cards. A limited deck may contain as many duplicates of a card as are included with the product.
100.3. Some casual variants require additional items, such as specially designated cards, nontraditional Magic cards, and dice. See section 9, �Casual Variants.�
100.4. Each player may also have a sideboard, which is a group of additional cards the player may use to modify their deck between games of a match.
100.4a In constructed play, a sideboard may contain no more than fifteen cards. The four-card limit (see rule 100.2a) applies to the combined deck and sideboard.
100.4b In limited play involving individual players, all cards in a player�s card pool not included in their deck are in that player�s sideboard.
100.4c In limited play involving the Two-Headed Giant multiplayer variant, all cards in a team�s card pool but not in either player�s deck are in that team�s sideboard.
100.4d In limited play involving other multiplayer team variants, each card in a team�s card pool but not in any player�s deck is assigned to the sideboard of one of those players. Each player has their own sideboard; cards may not be transferred between players.
100.5. There is no maximum deck size.
100.6. Most Magic tournaments (organized play activities where players compete against other players to win prizes) have additional rules covered in the Magic: The Gathering Tournament Rules (found at WPN.Wizards.com/en/resources/rules-documents). These rules may limit the use of some cards, including barring all cards from some older sets.
100.6a Tournaments usually consist of a series of matches. A two-player match usually involves playing until one player has won two games. A multiplayer match usually consists of only one game.
100.6b Players can use the Magic Store & Event Locator at Wizards.com/Locator to find tournaments in their area.
100.7. Certain promotional cards and cards in the Unglued, Unhinged, and Unstable sets are printed with a silver border. These cards are intended for casual play and may have features and text that aren�t covered by these rules.
101. The Magic Golden Rules
101.1. Whenever a card�s text directly contradicts these rules, the card takes precedence. The card overrides only the rule that applies to that specific situation. The only exception is that a player can concede the game at any time (see rule 104.3a).
101.2. When a rule or effect allows or directs something to happen, and another effect states that it can�t happen, the �can�t� effect takes precedence.
Example: If one effect reads �You may play an additional land this turn� and another reads �You can�t play lands this turn,� the effect that precludes you from playing lands wins.
101.2a Adding abilities to objects and removing abilities from objects don�t fall under this rule. (See rule 112.10.)
101.3. Any part of an instruction that�s impossible to perform is ignored. (In many cases the card will specify consequences for this; if it doesn�t, there�s no effect.)
101.4. If multiple players would make choices and/or take actions at the same time, the active player (the player whose turn it is) makes any choices required, then the next player in turn order (usually the player seated to the active player�s left) makes any choices required, followed by the remaining nonactive players in turn order. Then the actions happen simultaneously. This rule is often referred to as the �Active Player, Nonactive Player (APNAP) order� rule.
Example: A card reads �Each player sacrifices a creature.� First, the active player chooses a creature they control. Then each of the nonactive players, in turn order, chooses a creature they control. Then all creatures chosen this way are sacrificed simultaneously.
101.4a If an effect has each player choose a card in a hidden zone, such as their hand or library, those cards may remain face down as they�re chosen. However, each player must clearly indicate which face-down card they are choosing.
101.4b A player knows the choices made by the previous players when making their choice, except as specified in 101.4a.
101.4c If a player would make more than one choice at the same time, the player makes the choices in the order specified. If no order is specified, they player chooses the order.
101.4d If a choice made by a nonactive player causes the active player, or a different nonactive player earlier in the turn order, to have to make a choice, APNAP order is restarted for all outstanding choices.
102. Players
102.1. A player is one of the people in the game. The active player is the player whose turn it is. The other players are nonactive players.
102.2. In a two-player game, a player�s opponent is the other player.
102.3. In a multiplayer game between teams, a player�s teammates are the other players on their team, and the player�s opponents are all players not on their team.
102.4. A spell or ability may use the term �your team� as shorthand for �you and/or your teammates.� In a game that isn�t a multiplayer game between teams, �your team� means the same thing as �you.�
103. Starting the Game
103.1. At the start of a game, each player shuffles their deck so that the cards are in a random order. Each player may then shuffle or cut their opponents� decks. The players� decks become their libraries.
103.1a If a player is using a sideboard (see rule 100.4) or cards being represented by checklist cards (see rule 713), those cards are set aside before shuffling.
103.1b In a Commander game, each player puts their commander from their deck face up into the command zone before shuffling. See rule 903.6.
103.1c In a Conspiracy Draft game, each player puts any number of conspiracy cards from their sideboard into the command zone before shuffling. See rule 905.4.
103.2. After the decks have been shuffled, the players determine which one of them will choose who takes the first turn. In the first game of a match (including a single-game match), the players may use any mutually agreeable method (flipping a coin, rolling dice, etc.) to do so. In a match of several games, the loser of the previous game chooses who takes the first turn. If the previous game was a draw, the player who made the choice in that game makes the choice in this game. The player chosen to take the first turn is the starting player. The game�s default turn order begins with the starting player and proceeds clockwise.
103.2a In a game using the shared team turns option, there is a starting team rather than a starting player.
103.2b In an Archenemy game, these methods aren�t used to determine who takes the first turn. Rather, the archenemy takes the first turn.
103.2c One card (Power Play) states that its controller is the starting player. This effect supersedes these methods.
103.3. Each player begins the game with a starting life total of 20. Some variant games have different starting life totals.
103.3a In a Two-Headed Giant game, each team�s starting life total is 30.
103.3b In a Vanguard game, each player�s starting life total is 20 plus or minus the life modifier of their vanguard card.
103.3c In a Commander game, each player�s starting life total is 40.
103.3d In an Archenemy game, the archenemy�s starting life total is 40.
103.4. Each player draws a number of cards equal to their starting hand size, which is normally seven. (Some effects can modify a player�s starting hand size.) A player who is dissatisfied with their initial hand may take a mulligan. First, the starting player declares whether they will take a mulligan. Then each other player in turn order does the same. Once each player has made a declaration, all players who decided to take mulligans do so at the same time. To take a mulligan, a player shuffles their hand back into their library, then draws a new hand of one fewer cards than they had before. If a player kept their hand of cards, those cards become the player�s opening hand, and that player may not take any further mulligans. This process is then repeated until no player takes a mulligan. (Note that if a player�s hand size reaches zero cards, that player must keep that hand.) After all players have kept an opening hand, each player in turn order whose hand contains fewer cards than that player�s starting hand size may look at the top card of their library. If a player does, that player may put that card on the bottom of their library.
103.4a In a Vanguard game, each player�s starting hand size is seven plus or minus the hand modifier of their vanguard card.
103.4b If an effect allows a player to perform an action �any time [that player] could mulligan,� the player may perform that action at a time they would declare whether they will take a mulligan. This need not be in the first round of mulligans. Other players may have already made their mulligan declarations by the time the player has the option to perform this action. If the player performs the action, they then declare whether they will take a mulligan.
103.4c In a multiplayer game, the first time a player takes a mulligan, they draw a new hand of as many cards as had before. Subsequent hands decrease by one card as normal.
103.4d In a multiplayer game using the shared team turns option, first each player on the starting team declares whether that player will take a mulligan, then the players on each other team in turn order do the same. Teammates may consult while making their decisions. Then all mulligans are taken at the same time. A player may take a mulligan even after a teammate has decided to keep their opening hand.
103.5. Some cards allow a player to take actions with them from their opening hand. Once the mulligan process (see rule 103.4) is complete, the starting player may take any such actions in any order. Then each other player in turn order may do the same.
103.5a If a card allows a player to begin the game with that card on the battlefield, the player taking this action puts that card onto the battlefield.
103.5b If a card allows a player to reveal it from their opening hand, the player taking this action does so. The card remains revealed until the first turn begins. Each card may be revealed this way only once.
103.5c In a multiplayer game using the shared team turns option, first each player on the starting team, in whatever order that team likes, may take such actions. Teammates may consult while making their decisions. Then each player on each other team in turn order does the same.
103.6. In a Planechase game, the starting player moves the top card of their planar deck off that planar deck and turns it face up. If it�s a phenomenon card, the player puts that card on the bottom of their planar deck and repeats this process until a plane card is turned face up. The face-up plane card becomes the starting plane. (See rule 901, �Planechase.�)
103.7. The starting player takes their first turn.
103.7a In a two-player game, the player who plays first skips the draw step (see rule 504, �Draw Step�) of their first turn.
103.7b In a Two-Headed Giant game, the team who plays first skips the draw step of their first turn.
103.7c In all other multiplayer games, no player skips the draw step of their first turn.
104. Ending the Game
104.1. A game ends immediately when a player wins, when the game is a draw, or when the game is restarted.
104.2. There are several ways to win the game.
104.2a A player still in the game wins the game if that player�s opponents have all left the game. This happens immediately and overrides all effects that would preclude that player from winning the game.
104.2b An effect may state that a player wins the game.
104.2c In a multiplayer game between teams, a team with at least one player still in the game wins the game if all other teams have left the game. Each player on the winning team wins the game, even if one or more of those players had previously lost that game.
104.2d In an Emperor game, a team wins the game if its emperor wins the game. (See rule 809.5.)
104.3. There are several ways to lose the game.
104.3a A player can concede the game at any time. A player who concedes leaves the game immediately. That player loses the game.
104.3b If a player�s life total is 0 or less, that player loses the game the next time a player would receive priority. (This is a state-based action. See rule 704.)
104.3c If a player is required to draw more cards than are left in their library, they draw the remaining cards and then lose the game the next time a player would receive priority. (This is a state-based action. See rule 704.)
104.3d If a player has ten or more poison counters, that player loses the game the next time a player would receive priority. (This is a state-based action. See rule 704.)
104.3e An effect may state that a player loses the game.
104.3f If a player would both win and lose the game simultaneously, that player loses the game.
104.3g In a multiplayer game between teams, a team loses the game if all players on that team have lost the game.
104.3h In a multiplayer game using the limited range of influence option (see rule 801), an effect that states that a player wins the game instead causes all of that player�s opponents within the player�s range of influence to lose the game. This may not cause the game to end.
104.3i In an Emperor game, a team loses the game if its emperor loses the game. (See rule 809.5.)
104.3j In a Commander game, a player that�s been dealt 21 or more combat damage by the same commander over the course of the game loses the game. (This is a state-based action. See rule 704. See also rule 903.10.)
104.3k In a tournament, a player may lose the game as a result of a penalty given by a judge. See rule 100.6.
104.4. There are several ways for the game to be a draw.
104.4a If all the players remaining in a game lose simultaneously, the game is a draw.
104.4b If a game that�s not using the limited range of influence option (including a two-player game) somehow enters a �loop� of mandatory actions, repeating a sequence of events with no way to stop, the game is a draw. Loops that contain an optional action don�t result in a draw.
104.4c An effect may state that the game is a draw.
104.4d In a multiplayer game between teams, the game is a draw if all remaining teams lose simultaneously.
104.4e In a multiplayer game using the limited range of influence option, the effect of a spell or ability that states that the game is a draw causes the game to be a draw for that spell or ability�s controller and all players within their range of influence. Only those players leave the game; the game continues for all other players.
104.4f In a multiplayer game using the limited range of influence option, if the game somehow enters a �loop� of mandatory actions, repeating a sequence of events with no way to stop, the game is a draw for each player who controls an object that�s involved in that loop, as well as for each player within the range of influence of any of those players. Only those players leave the game; the game continues for all other players.
104.4g In a multiplayer game between teams, the game is a draw for a team if the game is a draw for all remaining players on that team.
104.4h In the Emperor variant, the game is a draw for a team if the game is a draw for its emperor. (See rule 809.5.)
104.4i In a tournament, all players in the game may agree to an intentional draw. See rule 100.6.
104.5. If a player loses the game, that player leaves the game. If the game is a draw for a player, that player leaves the game. The multiplayer rules handle what happens when a player leaves the game; see rule 800.4.
104.6. One card (Karn Liberated) restarts the game. All players still in the game when it restarts then immediately begin a new game. See rule 718, �Restarting the Game.�
105. Colors
105.1. There are five colors in the Magic game: white, blue, black, red, and green.
105.2. An object can be one or more of the five colors, or it can be no color at all. An object is the color or colors of the mana symbols in its mana cost, regardless of the color of its frame. An object�s color or colors may also be defined by a color indicator or a characteristic-defining ability. See rule 202.2.
105.2a A monocolored object is exactly one of the five colors.
105.2b A multicolored object is two or more of the five colors.
105.2c A colorless object has no color.
105.3. Effects may change an object�s color or give a color to a colorless object. If an effect gives an object a new color, the new color replaces all previous colors the object had (unless the effect said the object became that color �in addition� to its other colors). Effects may also make a colored object become colorless.
105.4. If a player is asked to choose a color, they must choose one of the five colors. �Multicolored� is not a color. Neither is �colorless.�
106. Mana
106.1. Mana is the primary resource in the game. Players spend mana to pay costs, usually when casting spells and activating abilities.
106.1a There are five colors of mana: white, blue, black, red, and green.
106.1b There are six types of mana: white, blue, black, red, green, and colorless.
106.2. Mana is represented by mana symbols (see rule 107.4). Mana symbols also represent mana costs (see rule 202).
106.3. Mana is produced by the effects of mana abilities (see rule 605). It may also be produced by the effects of spells, as well as by the effects of abilities that aren�t mana abilities. A spell or ability that produces mana instructs a player to add that mana.
106.4. When an effect instructs a player to add mana, that mana goes into a player�s mana pool. From there, it can be used to pay costs immediately, or it can stay in the player�s mana pool as unspent mana. Each player�s mana pool empties at the end of each step and phase, and the player is said to lose this mana. Cards with abilities that produce mana or refer to unspent mana have received errata in the Oracle card reference to no longer explicitly refer to the mana pool.
106.4a If any mana remains in a player�s mana pool after mana is spent to pay a cost, that player announces what mana is still there.
106.4b If a player passes priority (see rule 116) while there is mana in their mana pool, that player announces what mana is there.
106.5. If an ability would produce one or more mana of an undefined type, it produces no mana instead.
Example: Meteor Crater has the ability �{T}: Choose a color of a permanent you control. Add one mana of that color.� If you control no colored permanents, activating Meteor Crater�s mana ability produces no mana.
106.6. Some spells or abilities that produce mana restrict how that mana can be spent, have an additional effect that affects the spell or ability that mana is spent on, or create a delayed triggered ability (see rule 603.7a) that triggers when that mana is spent. This doesn�t affect the mana�s type.
Example: A player�s mana pool contains {R}{G} which can be spent only to cast creature spells. That player activates Doubling Cube�s ability, which reads �{3}, {T}: Double the amount of each type of unspent mana you have.� The player�s mana pool now has {R}{R}{G}{G} in it, {R}{G} of which can be spent on anything.
106.6a Some replacement effects increase the amount of mana produced by a spell or ability. In these cases, any restrictions or additional effects created by the spell or ability will apply to all mana produced. If the spell or ability creates a delayed triggered ability that triggers when the mana is spent, a separate delayed triggered ability is created for each mana produced.
106.7. Some abilities produce mana based on the type of mana another permanent or permanents �could produce.� The type of mana a permanent could produce at any time includes any type of mana that an ability of that permanent would produce if the ability were to resolve at that time, taking into account any applicable replacement effects in any possible order. Ignore whether any costs of the ability could or could not be paid. If that permanent wouldn�t produce any mana under these conditions, or no type of mana can be defined this way, there�s no type of mana it could produce.
Example: Exotic Orchard has the ability �{T}: Add one mana of any color that a land an opponent controls could produce.� If your opponent controls no lands, activating Exotic Orchard�s mana ability will produce no mana. The same is true if you and your opponent each control no lands other than Exotic Orchards. However, if you control a Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard, then each Exotic Orchard could produce {G}.
106.8. If an effect would add mana represented by a hybrid mana symbol to a player�s mana pool, that player chooses one half of that symbol. If a colored half is chosen, one mana of that color is added to that player�s mana pool. If a colorless half is chosen, an amount of colorless mana represented by that half�s number is added to that player�s mana pool.
106.9. If an effect would add mana represented by a Phyrexian mana symbol to a player�s mana pool, one mana of the color of that symbol is added to that player�s mana pool.
106.10. If an effect would add mana represented by a generic mana symbol to a player�s mana pool, that much colorless mana is added to that player�s mana pool.
106.11. To �tap [a permanent] for mana� is to activate a mana ability of that permanent that includes the {T} symbol in its activation cost. See rule 605, �Mana Abilities.�
106.11a An ability that triggers whenever a permanent �is tapped for mana� or is tapped for mana of a specified type triggers whenever such a mana ability resolves and produces mana or the specified type of mana.
106.11b A replacement effect that applies if a permanent �is tapped for mana� or tapped for mana of a specific type and/or amount modifies the mana production event while such an ability is resolving and producing mana or the specified type and/or amount of mana.
106.12. One card (Drain Power) causes one player to lose unspent mana and another to add �the mana lost this way.� (Note that these may be the same player.) This empties the former player�s mana pool and causes the mana emptied this way to be put into the latter player�s mana pool. Which permanents, spells, and/or abilities produced that mana are unchanged, as are any restrictions or additional effects associated with any of that mana.
107. Numbers and Symbols
107.1. The only numbers the Magic game uses are integers.
107.1a 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.
107.1b Most of the time, the Magic game uses only positive numbers and zero. 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 needs to use a negative value, it does so. If a calculation that would determine the result of an effect yields a negative number, zero is used instead, unless that effect doubles or sets to a specific value a player�s life total or a creature�s power and/or toughness.
Example: If a 3/4 creature gets -5/-0, it�s a -2/4 creature. It doesn�t assign damage in combat. Its total power and toughness is 2. Giving it +3/+0 would raise its power to 1.
Example: Viridian Joiner is a 1/2 creature with the ability �{T}: Add an amount of {G} 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.
Example: Chameleon Colossus is a 4/4 creature with the ability �{2}{G}{G}: Chameleon Colossus gets +X/+X until end of turn, where X is its power.� An effect gives it -6/-0, then its ability is activated. It remains a -2/4 creature. It doesn�t become -4/2.
107.1c If a rule or ability instructs a player to choose �any number,� that player may choose any positive number or zero, unless something (such as damage or counters) is being divided or distributed among �any number� of players and/or objects. In that case, a nonzero number of players and/or objects must be chosen if possible.
107.2. If anything needs to use a number that can�t be determined, either as a result or in a calculation, it uses 0 instead.
107.3. Many objects use the letter X as a placeholder for a number that needs to be determined. Some objects have abilities that define the value of X; the rest let their controller choose the value of X.
107.3a If a spell or activated ability has a mana cost, alternative cost, additional cost, and/or activation cost with an {X}, [-X], or X in it, and the value of X isn�t defined by the text of that spell or ability, the controller of that spell or ability chooses and announces the value of X as part of casting the spell or activating the ability. (See rule 601, �Casting Spells.�) While a spell is on the stack, any X in its mana cost or in any alternative cost or additional cost it has equals the announced value. While an activated ability is on the stack, any X in its activation cost equals the announced value.
107.3b If a player is casting a spell that has an {X} in its mana cost, the value of X isn�t defined by the text of that spell, and an effect lets that player cast that spell while paying neither its mana cost nor an alternative cost that includes X, then the only legal choice for X is 0. This doesn�t apply to effects that only reduce a cost, even if they reduce it to zero. See rule 601, �Casting Spells.�
107.3c If a spell or activated ability has an {X}, [-X], or X in its cost and/or its text, and the value of X is defined by the text of that spell or ability, then that�s the value of X while that spell or ability is on the stack. The controller of that spell or ability doesn�t get to choose the value. Note that the value of X may change while that spell or ability is on the stack.
107.3d If a cost associated with a special action, such as a suspend cost or a morph cost, has an {X} or an X in it, the value of X is chosen by the player taking the special action as they pay that cost.
107.3e Sometimes X appears in the text of a spell or ability but not in a mana cost, alternative cost, additional cost, or activation cost. If the value of X isn�t defined, the controller of the spell or ability chooses the value of X at the appropriate time (either as it�s put on the stack or as it resolves).
107.3f If a card in any zone other than the stack has an {X} in its mana cost, the value of {X} is treated as 0, even if the value of X is defined somewhere within its text.
107.3g If an effect instructs a player to pay an object�s mana cost that includes {X}, the value of X is treated as 0 unless the object is a spell on the stack. In that case, the value of X is the value chosen or determined for it as the spell was cast.
107.3h Normally, all instances of X on an object have the same value at any given time. If an object gains an ability, the value of X within that ability is the value defined by that ability, or 0 if that ability doesn�t define a value of X.
107.3i Some objects use the letter Y in addition to the letter X. Y follows the same rules as X.
107.4. The mana symbols are {W}, {U}, {B}, {R}, {G}, and {C}; the numerical symbols {0}, {1}, {2}, {3}, {4}, and so on; the variable symbol {X}; the hybrid symbols {W/U}, {W/B}, {U/B}, {U/R}, {B/R}, {B/G}, {R/G}, {R/W}, {G/W}, and {G/U}; the monocolored hybrid symbols {2/W}, {2/U}, {2/B}, {2/R}, and {2/G}; the Phyrexian mana symbols {W/P}, {U/P}, {B/P}, {R/P}, and {G/P}; and the snow symbol {S}.
107.4a There are five primary colored mana symbols: {W} is white, {U} blue, {B} black, {R} red, and {G} green. These symbols are used to represent colored mana, and also to represent colored mana in costs. Colored mana in costs can be paid only with the appropriate color of mana. See rule 202, �Mana Cost and Color.�
107.4b Numerical symbols (such as {1}) and variable symbols (such as {X}) represent generic mana in costs. Generic mana in costs can be paid with any type of mana. For more information about {X}, see rule 107.3.
107.4c The colorless mana symbol {C} is used to represent one colorless mana, and also to represent a cost that can be paid only with one colorless mana.
107.4d The symbol {0} represents zero mana and is used as a placeholder for a cost that can be paid with no resources. (See rule 117.5.)
107.4e Hybrid mana symbols are also colored mana symbols. Each one represents a cost that can be paid in one of two ways, as represented by the two halves of the symbol. A hybrid symbol such as {W/U} can be paid with either white or blue mana, and a monocolored hybrid symbol such as {2/B} can be paid with either one black mana or two mana of any type. A hybrid mana symbol is all of its component colors.
Example: {G/W}{G/W} can be paid by spending {G}{G}, {G}{W}, or {W}{W}.
107.4f Phyrexian mana symbols are colored mana symbols: {W/P} is white, {U/P} is blue, {B/P} is black, {R/P} is red, and {G/P} is green. A Phyrexian mana symbol represents a cost that can be paid either with one mana of its color or by paying 2 life.
Example: {W/P}{W/P} can be paid by spending {W}{W}, by spending {W} and paying 2 life, or by paying 4 life.
107.4g In rules text, the Phyrexian symbol {P} with no colored background means any of the five Phyrexian mana symbols.
107.4h The snow mana symbol {S} represents one generic mana in a cost. This generic mana can be paid with one mana of any type produced by a snow permanent (see rule 205.4g). Effects that reduce the amount of generic mana you pay don�t affect {S} costs. (There is no such thing as �snow mana�; �snow� is not a type of mana.)
107.5. The tap symbol is {T}. The tap symbol in an activation cost means �Tap this permanent.� A permanent that�s already tapped can�t be tapped again to pay the cost. A creature�s activated ability with the tap symbol in its activation cost can�t be activated unless the creature has been under its controller�s control continuously since their most recent turn began. See rule 302.6.
107.6. The untap symbol is {Q}. The untap symbol in an activation cost means �Untap this permanent.� A permanent that�s already untapped can�t be untapped again to pay the cost. A creature�s activated ability with the untap symbol in its activation cost can�t be activated unless the creature has been under its controller�s control continuously since their most recent turn began. See rule 302.6.
107.7. Each activated ability of a planeswalker has a loyalty symbol in its cost. Positive loyalty symbols point upward and feature a plus sign followed by a number. Negative loyalty symbols point downward and feature a minus sign followed by a number or an X. Neutral loyalty symbols don�t point in either direction and feature a 0. [+N] means �Put N loyalty counters on this permanent,� [-N] means �Remove N loyalty counters from this permanent,� and [0] means �Put zero loyalty counters on this permanent.�
107.8. The text box of a leveler card contains two level symbols, each of which is a keyword ability that represents a static ability. The level symbol includes either a range of numbers, indicated here as �N1-N2,� or a single number followed by a plus sign, indicated here as �N3+.� Any abilities printed within the same text box striation as a level symbol are part of its static ability. The same is true of the power/toughness box printed within that striation, indicated here as �[P/T].� See rule 710, �Leveler Cards.�
107.8a �{LEVEL N1-N2} [Abilities] [P/T]� means �As long as this creature has at least N1 level counters on it, but no more than N2 level counters on it, it has base power and toughness [P/T] and has [abilities].�
107.8b �{LEVEL N3+} [Abilities] [P/T]� means �As long as this creature has N3 or more level counters on it, it has base power and toughness [P/T] and has [abilities].�
107.9. A tombstone icon appears to the left of the name of many Odyssey� block cards with abilities that are relevant in a player�s graveyard. The purpose of the icon is to make those cards stand out when they�re in a graveyard. This icon has no effect on game play.
107.10. A type icon appears in the upper left corner of each card from the Future Sight� set printed with an alternate �timeshifted� frame. If the card has a single card type, this icon indicates what it is: claw marks for creature, a flame for sorcery, a lightning bolt for instant, a sunrise for enchantment, a chalice for artifact, and a pair of mountain peaks for land. If the card has multiple card types, that�s indicated by a black and white cross. This icon has no effect on game play.
107.11. The Planeswalker symbol is {PW}. It appears on one face of the planar die used in the Planechase casual variant. See rule 901, �Planechase.�
107.12. The chaos symbol is {CHAOS}. It appears on one face of the planar die used in the Planechase casual variant, as well as in abilities that refer to the results of rolling the planar die. See rule 901, �Planechase.�
107.13. A color indicator is a circular symbol that appears to the left of the type line on some cards. The color of the symbol defines the card�s color or colors. See rule 202, �Mana Cost and Color.�
107.14. The energy symbol is {E}. It represents one energy counter. To pay {E}, a player removes one energy counter from themselves.
107.15. The text box of a Saga card contains chapter symbols, each of which is a keyword ability that represents a triggered ability. A chapter symbol includes a Roman numeral, indicated here as �rN�. The text printed in the text box striation to the right of a chapter symbol is the effect of the triggered ability it represents. See rule 714, �Saga Cards.�
107.15a �{rN}�[Effect]� means �When one or more lore counters are put onto this Saga, if the number of lore counters on it was less than N and became at least N, [effect].�
107.15b �{rN1}, {rN2}�[Effect]� is the same as �{rN1}�[Effect]� and �{rN2}�[Effect].�
108. Cards
108.1. Use the Oracle� card reference when determining a card�s wording. A card�s Oracle text can be found using the Gatherer card database at Gatherer.Wizards.com.
108.2. When a rule or text on a card refers to a �card,� it means only a Magic card or an object represented by a Magic card.
108.2a Most Magic games use only traditional Magic cards, which measure approximately 2.5 inches (6.3 cm) by 3.5 inches (8.8 cm). Certain formats also use nontraditional Magic cards, oversized cards that may have different backs.
108.2b Tokens aren�t considered cards�even a card-sized game supplement that represents a token isn�t considered a card for rules purposes.
108.3. The owner of a card in the game is the player who started the game with it in their deck. If a card is brought into the game from outside the game rather than starting in a player�s deck, its owner is the player who brought it into the game. If a card starts the game in the command zone, its owner is the player who put it into the command zone to start the game. Legal ownership of a card in the game is irrelevant to the game rules except for the rules for ante. (See rule 407.)
108.3a In a Planechase game using the single planar deck option, the planar controller is considered to be the owner of all cards in the planar deck. See rule 901.6.
108.3b Some spells and abilities allow a player to take cards they own from outside the game and bring them into the game. (See rule 400.10b.) If a card outside that game is involved in a Magic game, its owner is determined as described in rule 108.3. If a card outside that game is in the sideboard of a Magic game (see rule 100.4), its owner is considered to be the player who started the game with it in their sideboard. In all other cases, the owner of a card outside the game is its legal owner.
108.4. A card doesn�t have a controller unless that card represents a permanent or spell; in those cases, its controller is determined by the rules for permanents or spells. See rules 110.2 and 111.2.
108.4a If anything asks for the controller of a card that doesn�t have one (because it�s not a permanent or spell), use its owner instead.
108.5. Nontraditional Magic cards can�t start the game in any zone other than the command zone (see rule 408). If an effect would bring a nontraditional Magic card into the game from outside the game, it doesn�t; that card remains outside the game.
108.6. For more information about cards, see section 2, �Parts of a Card.�
109. Objects
109.1. An object is an ability on the stack, a card, a copy of a card, a token, a spell, a permanent, or an emblem.
109.2. If a spell or ability uses a description of an object that includes a card type or subtype, but doesn�t include the word �card,� �spell,� �source,� or �scheme,� it means a permanent of that card type or subtype on the battlefield.
109.2a 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.
109.2b 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.
109.2c 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 609.7.
109.2d If an ability of a scheme card includes the text �this scheme,� it means the scheme card in the command zone on which that ability is printed.
109.3. An object�s characteristics are name, mana cost, color, color indicator, card type, subtype, supertype, rules text, abilities, power, toughness, loyalty, hand modifier, and life modifier. Objects can have some or all of these characteristics. Any other information about an object isn�t a characteristic. For example, characteristics don�t include whether a permanent is tapped, a spell�s target, an object�s owner or controller, what an Aura enchants, and so on.
109.4. Only objects on the stack or on the battlefield have a controller. Objects that are neither on the stack nor on the battlefield aren�t controlled by any player. See rule 108.4. There are five exceptions to this rule:
109.4a An emblem is controlled by the player that puts it into the command zone. See rule 113, �Emblems.�
109.4b In a Planechase game, a face-up plane or phenomenon card is controlled by the player designated as the planar controller. This is usually the active player. See rule 901.6.
109.4c In a Vanguard game, each vanguard card is controlled by its owner. See rule 902.6.
109.4d In an Archenemy game, each scheme card is controlled by its owner. See rule 904.7.
109.4e In a Conspiracy Draft game, each conspiracy card is controlled by its owner. See rule 905.5.
109.5. The words �you� and �your� on an object refer to the object�s controller, its would-be controller (if a player is attempting to play, cast, or activate it), or its owner (if it has no controller). For a static ability, this is the current controller of the object it�s on. For an activated ability, this is the player who activated the ability. For a triggered ability, this is the controller of the object when the ability triggered, unless it�s a delayed triggered ability. To determine the controller of a delayed triggered ability, see rules 603.7d�f.
110. Permanents
110.1. A permanent is a card or token on the battlefield. A permanent remains on the battlefield indefinitely. A card or token becomes a permanent as it enters the battlefield and it stops being a permanent as it�s moved to another zone by an effect or rule.
110.2. A permanent�s owner is the same as the owner of the card that represents it (unless it�s a token; see rule 110.5a). A permanent�s controller is, by default, the player under whose control it entered the battlefield. Every permanent has a controller.
110.2a If an effect instructs a player to put an object onto the battlefield, that object enters the battlefield under that player�s control unless the effect states otherwise.
110.3. A nontoken permanent�s characteristics are the same as those printed on its card, as modified by any continuous effects. See rule 613, �Interaction of Continuous Effects.�
110.4. There are five permanent types: artifact, creature, enchantment, land, and planeswalker. Instant and sorcery cards can�t enter the battlefield and thus can�t be permanents. Some tribal cards can enter the battlefield and some can�t, depending on their other card types. See section 3, �Card Types.�
110.4a The term �permanent card� is used to refer to a card that could be put onto the battlefield. Specifically, it means an artifact, creature, enchantment, land, or planeswalker card.
110.4b The term �permanent spell� is used to refer to a spell that will enter the battlefield as a permanent as part of its resolution. Specifically, it means an artifact, creature, enchantment, or planeswalker spell.
110.4c If a permanent somehow loses all its permanent types, it remains on the battlefield. It�s still a permanent.
110.5. Some effects put tokens onto the battlefield. A token is a marker used to represent any permanent that isn�t represented by a card.
110.5a A token is both owned and controlled by the player under whose control it entered the battlefield.
110.5b The spell or ability that creates a token may define the values of any number of characteristics for the token. This becomes the token�s �text.� The characteristic values defined this way are functionally equivalent to the characteristic values 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.
Example: Jade Mage has the ability �{2}{G}: Create a 1/1 green Saproling creature token.� The resulting token has no mana cost, supertypes, rules text, or abilities.
110.5c A spell or ability that creates a token sets both its name and its subtype. If the spell or ability doesn�t specify the name of the token, its name is the same as its subtype(s). A �Goblin Scout creature token,� for example, is named �Goblin Scout� and has the creature subtypes Goblin and Scout. Once a token is on the battlefield, changing its name doesn�t change its subtype, and vice versa.
110.5d If a spell or ability would create a token, but an effect states that a permanent with one or more of that token�s characteristics can�t enter the battlefield, the token is not created.
110.5e A token is subject to anything that affects permanents in general or that affects the token�s card type or subtype. A token isn�t a card (even if represented by a card that has a Magic back or that came from a Magic booster pack).
110.5f A token that�s in a zone other than the battlefield ceases to exist. This is a state-based action; see rule 704. (Note that if a token changes zones, applicable triggered abilities will trigger before the token ceases to exist.)
110.5g A token that has left the battlefield can�t move to another zone or come back onto the battlefield. If such a token would change zones, it remains in its current zone instead. It ceases to exist the next time state-based actions are checked; see rule 704.
110.6. A permanent�s status is its physical state. There are four status categories, each of which has two possible values: tapped/untapped, flipped/unflipped, face up/face down, and phased in/phased out. Each permanent always has one of these values for each of these categories.
110.6a Status is not a characteristic, though it may affect a permanent�s characteristics.
110.6b Permanents enter the battlefield untapped, unflipped, face up, and phased in unless a spell or ability says otherwise.
110.6c A permanent retains its status until a spell, ability, or turn-based action changes it, even if that status is not relevant to it.
Example: Dimir Doppelganger says �{1}{U}{B}: Exile target creature card from a graveyard. Dimir Doppelganger becomes a copy of that card and gains this ability.� It becomes a copy of Jushi Apprentice, a flip card. Through use of Jushi Apprentice�s ability, this creature flips, making it a copy of Tomoya the Revealer with the Dimir Doppelganger ability. If this permanent then becomes a copy of Runeclaw Bear, it will retain its flipped status even though that has no relevance to Runeclaw Bear. If its copy ability is activated again, this time targeting a Nezumi Shortfang card (another flip card), this permanent�s flipped status means it will have the characteristics of Stabwhisker the Odious (the flipped version of Nezumi Shortfang) with the Dimir Doppelganger ability.
110.6d Only permanents have status. Cards not on the battlefield do not. Although an exiled card may be face down, this has no correlation to the face-down status of a permanent. Similarly, cards not on the battlefield are neither tapped nor untapped, regardless of their physical state.
111. Spells
111.1. A spell is a card on the stack. As the first step of being cast (see rule 601, �Casting Spells�), the card becomes a spell and is moved to the top of the stack from the zone it was in, which is usually its owner�s hand. (See rule 405, �Stack.�) A spell remains on the stack as a spell until it resolves (see rule 608, �Resolving Spells and Abilities�), is countered (see rule 701.5), or otherwise leaves the stack. For more information, see section 6, �Spells, Abilities, and Effects.�
111.1a A copy of a spell is also a spell, even if it has no card associated with it. See rule 706.10.
111.1b Some effects allow a player to cast a copy of a card; if the player does, that copy is a spell as well. See rule 706.12.
111.2. A spell�s owner is the same as the owner of the card that represents it, unless it�s a copy. In that case, the owner of the spell is the player under whose control it was put on the stack. A spell�s controller is, by default, the player who put it on the stack. Every spell has a controller.
111.3. A noncopy spell�s characteristics are the same as those printed on its card, as modified by any continuous effects. See rule 613, �Interaction of Continuous Effects.�
111.4. If an effect changes any characteristics of a permanent spell, the effect continues to apply to the permanent when the spell resolves. See rule 400.7.
Example: If an effect changes a black creature spell to white, the creature is white when it enters the battlefield and remains white for the duration of the effect changing its color.
112. Abilities
112.1. An ability can be one of two things:
112.1a An ability is a characteristic an object has that lets it affect the game. An object�s abilities are defined by its rules text or by the effect that created it. Abilities can also be granted to objects by rules or effects. (Effects that do so use the words �has,� �have,� �gains,� or �gain.�) Abilities generate effects. (See rule 609, �Effects.�)
112.1b An ability can be an activated or triggered ability on the stack. This kind of ability is an object. (See section 6, �Spells, Abilities, and Effects.�)
112.2. Abilities can affect the objects they�re on. They can also affect other objects and/or players.
112.2a Abilities can be beneficial or detrimental.
Example: �[This creature] can�t block� is an ability.
112.2b An additional cost or alternative cost to cast a card is an ability of the card.
112.2c An object may have multiple abilities. If the object is represented by a card, then aside from certain defined abilities that may be strung together on a single line (see rule 702, �Keyword Abilities�), each paragraph break in a card�s text marks a separate ability. If the object is not represented by a card, the effect that created it may have given it multiple abilities. An object may also be granted additional abilities by a spell or ability. If an object has multiple instances of the same ability, each instance functions independently. This may or may not produce more effects than a single instance; refer to the specific ability for more information.
112.2d Abilities can generate one-shot effects or continuous effects. Some continuous effects are replacement effects or prevention effects. See rule 609, �Effects.�
112.3. There are four general categories of abilities:
112.3a Spell abilities are abilities that are followed as instructions while an instant or sorcery spell is resolving. Any text on an instant or sorcery spell is a spell ability unless it�s an activated ability, a triggered ability, or a static ability that fits the criteria described in rule 112.6.
112.3b Activated abilities have a cost and an effect. They are written as �[Cost]: [Effect.] [Activation instructions (if any).]� A player may activate such an ability whenever they have priority. Doing so puts it on the stack, where it remains until it�s countered, it resolves, or it otherwise leaves the stack. See rule 602, �Activating Activated Abilities.�
112.3c Triggered abilities have a trigger condition and an effect. They are written as �[Trigger condition], [effect],� and include (and usually begin with) the word �when,� �whenever,� or �at.� Whenever the trigger event occurs, the ability is put on the stack the next time a player would receive priority and stays there until it�s countered, it resolves, or it otherwise leaves the stack. See rule 603, �Handling Triggered Abilities.�
112.3d Static abilities are written as statements. They�re simply true. Static abilities create continuous effects which are active while the permanent with the ability is on the battlefield and has the ability, or while the object with the ability is in the appropriate zone. See rule 604, �Handling Static Abilities.�
112.4. Some activated abilities and some triggered abilities are mana abilities. Mana abilities follow special rules: They don�t use the stack, and, under certain circumstances, a player can activate mana abilities even if they don�t have priority. See rule 605, �Mana Abilities.�
112.5. Some activated abilities are loyalty abilities. Loyalty abilities follow special rules: A player may activate a loyalty ability of a permanent they control any time they have priority and the stack is empty during a main phase of their turn, but only if no player has previously activated a loyalty ability of that permanent that turn. See rule 606, �Loyalty Abilities.�
112.6. Abilities of an instant or sorcery spell usually function only while that object is on the stack. Abilities of all other objects usually function only while that object is on the battlefield. The exceptions are as follows:
112.6a Characteristic-defining abilities function everywhere, even outside the game. (See rule 604.3.)
112.6b An ability that states which zones it functions in functions only from those zones.
112.6c An object�s ability that allows a player to pay an alternative cost rather than its mana cost or otherwise modifies what that particular object costs to cast functions on the stack.
112.6d An object�s ability that restricts or modifies how that particular object can be played or cast functions in any zone from which it could be played or cast and also on the stack. An object�s ability that grants it another ability that restricts or modifies how that particular object can be played or cast functions only on the stack.
112.6e An object�s ability that restricts or modifies what zones that particular object can be played or cast from functions everywhere, even outside the game.
112.6f An object�s ability that states it can�t be countered functions on the stack.
112.6g An object�s ability that modifies how that particular object enters the battlefield functions as that object is entering the battlefield. See rule 614.12.
112.6h An object�s ability that states counters can�t be put on that object functions as that object is entering the battlefield in addition to functioning while that object is on the battlefield.
112.6i An object�s activated ability that has a cost that can�t be paid while the object is on the battlefield functions from any zone in which its cost can be paid.
112.6j A trigger condition that can�t trigger from the battlefield functions in all zones it can trigger from. Other trigger conditions of the same triggered ability may function in different zones.
Example: Absolver Thrull has the ability �When Absolver Thrull enters the battlefield or the creature it haunts dies, destroy target enchantment.� The first trigger condition functions from the battlefield and the second trigger condition functions from the exile zone. (See rule 702.54, �Haunt.�)
112.6k 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. The same is true if the effect of that ability creates a delayed triggered ability whose effect moves the object out of a particular zone.
Example: Reassembling Skeleton says �{1}{B}: Return Reassembling Skeleton from your graveyard to the battlefield tapped.� A player may activate this ability only if Reassembling Skeleton is in their graveyard.
112.6m An ability that modifies the rules for deck construction functions before the game begins. Such an ability modifies not just the Comprehensive Rules, but also the Magic: The Gathering Tournament Rules and any other documents that set the deck construction rules for a specific format. However, such an ability can�t affect the format legality of a card, including whether it�s banned or restricted. The current Magic: The Gathering Tournament Rules can be found at WPN.Wizards.com/en/resources/rules-documents.
112.6n Abilities of emblems, plane cards, vanguard cards, scheme cards, and conspiracy cards function in the command zone. See rule 113, �Emblems�; rule 901, �Planechase�; rule 902, �Vanguard�; rule 904, �Archenemy�; and rule 905, �Conspiracy Draft.�
112.7. The source of an ability is the object that generated it. The source of an activated ability on the stack is the object whose ability was activated. The source of a triggered ability (other than a delayed triggered ability) on the stack, or one that has triggered and is waiting to be put on the stack, is the object whose ability triggered. To determine the source of a delayed triggered ability, see rules 603.7d�f.
112.7a Once activated or triggered, an ability exists on the stack independently of its source. Destruction or removal of the source after that time won�t affect the ability. Note that some abilities cause a source to do something (for example, �Prodigal Pyromancer deals 1 damage to target creature or player�) rather than the ability doing anything directly. In these cases, any activated or triggered ability that references information about the source because the effect needs to be divided checks that information when the ability is put onto the stack. Otherwise, it will check that information when it resolves. In both instances, if the source is no longer in the zone it�s expected to be in at that time, its last known information is used. The source can still perform the action even though it no longer exists.
112.8. The controller of an activated ability on the stack is the player who activated it. The controller of a triggered ability on the stack (other than a delayed triggered ability) is the player who controlled the ability�s source when it triggered, or, if it had no controller, the player who owned the ability�s source when it triggered. To determine the controller of a delayed triggered ability, see rules 603.7d�f.
112.9. Activated and triggered abilities on the stack aren�t spells, and therefore can�t be countered by anything that counters only spells. Activated and triggered abilities on the stack can be countered by effects that specifically counter abilities. Static abilities don�t use the stack and thus can�t be countered at all.
112.10. Effects can add or remove abilities of objects. An effect that adds an ability will state that the object �gains� or �has� that ability. An effect that removes an ability will state that the object �loses� that ability.
112.10a An effect that adds an activated ability may include activation instructions for that ability. These instructions become part of the ability that�s added to the object.
112.10b Effects that remove an ability remove all instances of it.
112.10c If two or more effects add and remove the same ability, in general the most recent one prevails. See rule 613 for more information about the interaction of continuous effects.
112.11. Effects can stop an object from having a specified ability. These effects say that the object �can�t have� that ability. If the object has that ability, it loses it. It�s also impossible for an effect to add that ability to the object. If a resolving spell or ability creates a continuous effect that would add the specified ability to such an object, that part of that continuous effect does not apply; however, other parts of that continuous effect will still apply, and that resolving spell or ability can still create other continuous effects. Continuous effects created by static abilities that would add the specified ability won�t apply to that object.
112.12. An effect that sets an object�s characteristic, or simply states a quality of that object, is different from an ability granted by an effect. When an object �gains� or �has� an ability, that ability can be removed by another effect. If an effect defines a characteristic of the object (�[permanent] is [characteristic value]�), it�s not granting an ability. (See rule 604.3.) Similarly, if an effect states a quality of that object (�[creature] can�t be blocked,� for example), it�s neither granting an ability nor setting a characteristic.
Example: Muraganda Petroglyphs reads, �Creatures with no abilities get +2/+2.� A Runeclaw Bear (a creature with no abilities) enchanted by an Aura that says �Enchanted creature has flying� would not get +2/+2. A Runeclaw Bear enchanted by an Aura that says �Enchanted creature is red� or �Enchanted creature can�t be blocked� would get +2/+2.
113. Emblems
113.1. Some effects put emblems into the command zone. An emblem is a marker used to represent an object that has one or more abilities, but no other characteristics.
113.2. An effect that creates an emblem is written �[Player] gets an emblem with [ability].� This means that [player] puts an emblem with [ability] into the command zone. The emblem is both owned and controlled by that player.
113.3. An emblem has no characteristics other than the abilities defined by the effect that created it. In particular, an emblem has no name, no types, no mana cost, and no color.
113.4. Abilities of emblems function in the command zone.
113.5. An emblem is neither a card nor a permanent. Emblem isn�t a card type.
114. Targets
114.1. Some spells and abilities require their controller to choose one or more targets for them. The targets are object(s), player(s), and/or zone(s) the spell or ability will affect. These targets are declared as part of the process of putting the spell or ability on the stack. The targets can�t be changed except by another spell or ability that explicitly says it can do so.
114.1a An instant or sorcery spell is targeted if its spell ability identifies something it will affect by using the phrase �target [something],� where the �something� is a phrase that describes an object, player, or zone. The target(s) are chosen as the spell is cast; see rule 601.2c. (If an activated or triggered ability of an instant or sorcery uses the word target, that ability is targeted, but the spell is not.)
Example: A sorcery card has the ability �When you cycle this card, target creature gets -1/-1 until end of turn.� This triggered ability is targeted, but that doesn�t make the card it�s on targeted.
114.1b Aura spells are always targeted. These are the only permanent spells with targets. An Aura�s target is specified by its enchant keyword ability (see rule 702.5, �Enchant�). The target(s) are chosen as the spell is cast; see rule 601.2c. An Aura permanent doesn�t target anything; only the spell is targeted. (An activated or triggered ability of an Aura permanent can also be targeted.)
114.1c An activated ability is targeted if it identifies something it will affect by using the phrase �target [something],� where the �something� is a phrase that describes an object, player, or zone. The target(s) are chosen as the ability is activated; see rule 602.2b.
114.1d A triggered ability is targeted if it identifies something it will affect by using the phrase �target [something],� where the �something� is a phrase that describes an object, player, or zone. The target(s) are chosen as the ability is put on the stack; see rule 603.3d.
114.1e Some keyword abilities, such as equip and provoke, represent targeted activated or triggered abilities. In those cases, the phrase �target [something]� appears in the rule for that keyword ability rather than in the ability itself. (The keyword�s reminder text will often contain the word �target.�) See rule 702, �Keyword Abilities.�
114.2. Only permanents are legal targets for spells and abilities, unless a spell or ability (a) specifies that it can target an object in another zone or a player, (b) targets an object that can�t exist on the battlefield, such as a spell or ability, or (c) targets a zone.
114.3. The same target can�t be chosen multiple times for any one instance of the word �target� on a spell or ability. If the spell or ability uses the word �target� in multiple places, the same object, player, or zone can be chosen once for each instance of the word �target� (as long as it fits the targeting criteria). This rule applies both when choosing targets for a spell or ability and when changing targets or choosing new targets for a spell or ability (see rule 114.7).
114.4. Some spells and abilities that refer to damage require �any target,� �another target,� �two targets,� or similar rather than �target [something].� These targets may be creatures, players, or planeswalkers. Other game objects, such as noncreature artifacts or spells, can�t be chosen.
114.5. A spell or ability on the stack is an illegal target for itself.
114.6. Spells and abilities that can have zero or more targets are targeted only if one or more targets have been chosen for them.
114.7. Some effects allow a player to change the target(s) of a spell or ability, and other effects allow a player to choose new targets for a spell or ability.
114.7a If an effect allows a player to �change the target(s)� of a spell or ability, each target can be changed only to another legal target. If a target can�t be changed to another legal target, the original target is unchanged, even if the original target is itself illegal by then. If all the targets aren�t changed to other legal targets, none of them are changed.
114.7b If an effect allows a player to �change a target� of a spell or ability, the process described in rule 114.7a is followed, except that only one of those targets may be changed (rather than all of them or none of them).
114.7c If an effect allows a player to �change any targets� of a spell or ability, the process described in rule 114.7a is followed, except that any number of those targets may be changed (rather than all of them or none of them).
114.7d If an effect allows a player to �choose new targets� for a spell or ability, the player may leave any number of the targets unchanged, even if those targets would be illegal. If the player chooses to change some or all of the targets, the new targets must be legal and must not cause any unchanged targets to become illegal.
114.7e When changing targets or choosing new targets for a spell or ability, only the final set of targets is evaluated to determine whether the change is legal.
Example: Arc Trail is a sorcery that reads �Arc Trail deals 2 damage to any target and 1 damage to another target.� The current targets of Arc Trail are Runeclaw Bear and Llanowar Elves, in that order. You cast Redirect, an instant that reads �You may choose new targets for target spell,� targeting Arc Trail. You can change the first target to Llanowar Elves and change the second target to Runeclaw Bear.
114.8. Modal spells and abilities may have different targeting requirements for each mode. An effect that allows a player to change the target(s) of a modal spell or ability, or to choose new targets for a modal spell or ability, doesn�t allow that player to change its mode. (See rule 700.2.)
114.9. Some objects check what another spell or ability is targeting. Depending on the wording, these may check the current state of the targets, the state of the targets at the time they were selected, or both.
114.9a An object that looks for a �[spell or ability] with a single target� checks the number of times any objects, players, or zones became the target of that spell or ability when it was put on the stack, not the number of its targets that are currently legal. If the same object, player, or zone became a target more than once, each of those instances is counted separately.
114.9b An object that looks for a �[spell or ability] that targets [something]� checks the current state of that spell or ability�s targets. If an object it targets is still in the zone it�s expected to be in or a player it targets is still in the game, that target�s current information is used, even if it�s not currently legal for that spell or ability. If an object it targets is no longer in the zone it�s expected to be in or a player it targets is no longer in the game, that target is ignored; its last known information is not used.
114.9c An object that looks for a �[spell or ability] that targets only [something]� checks the number of different objects or players that became the target of that spell or ability when it was put on the stack (as modified by effects that changed those targets), not the number of those objects or players that are currently legal targets. If that number is one (even if the spell or ability targets that object or player multiple times), the current state of that spell or ability�s target is checked as described in rule 114.9b.
114.10. Spells and abilities can affect objects and players they don�t target. In general, those objects and players aren�t chosen until the spell or ability resolves. See rule 608, �Resolving Spells and Abilities.�
114.10a Just because an object or player is being affected by a spell or ability doesn�t make that object or player a target of that spell or ability. Unless that object or player is identified by the word �target� in the text of that spell or ability, or the rule for that keyword ability, it�s not a target.
114.10b In particular, the word �you� in an object�s text doesn�t indicate a target.
115. Special Actions
115.1. Special actions are actions a player may take when they have priority that don�t use the stack. These are not to be confused with turn-based actions and state-based actions, which the game generates automatically. (See rule 703, �Turn-Based Actions,� and rule 704, �State-Based Actions.�)
115.2. There are eight special actions:
115.2a Playing a land is a special action. To play a land, a player puts that land onto the battlefield from the zone it was in (usually that player�s hand). By default, a player can take this action only once during each of their turns. A player can take this action any time they have priority and the stack is empty during a main phase of their turn. See rule 305, �Lands.�
115.2b Turning a face-down creature face up is a special action. A player can take this action any time they have priority. See rule 707, �Face-Down Spells and Permanents.�
115.2c Some effects allow a player to take an action at a later time, usually to end a continuous effect or to stop a delayed triggered ability from triggering. Doing so is a special action. A player can take such an action any time they have priority, unless that effect specifies another timing restriction, for as long as the effect allows it.
115.2d Some effects from static abilities allow a player to take an action to ignore the effect from that ability for a duration. Doing so is a special action. A player can take such an action any time they have priority.
115.2e One card (Circling Vultures) has the ability �You may discard Circling Vultures any time you could cast an instant.� Doing so is a special action. A player can take such an action any time they have priority.
115.2f A player who has a card with suspend in their hand may exile that card. This is a special action. A player can take this action any time they have priority, but only if they could begin to cast that card by putting it onto the stack. See rule 702.61, �Suspend.�
115.2g In a Planechase game, rolling the planar die is a special action. A player can take this action any time they have priority and the stack is empty during a main phase of their turn. Taking this action costs a player an amount of mana equal to the number of times they have previously taken this action on that turn. Note that this number won�t be equal to the number of times the player has rolled the planar die that turn if an effect has caused the player to roll the planar die that turn. See rule 901, �Planechase.�
115.2h In a Conspiracy Draft game, turning a face-down conspiracy card in the command zone face up is a special action. A player can take this action any time they have priority. See rule 905.4a.
115.3. If a player takes a special action, that player receives priority afterward.
116. Timing and Priority
116.1. Unless a spell or ability is instructing a player to take an action, which player can take actions at any given time is determined by a system of priority. The player with priority may cast spells, activate abilities, and take special actions.
116.1a A player may cast an instant spell any time they have priority. A player may cast a noninstant spell during their main phase any time they have priority and the stack is empty.
116.1b A player may activate an activated ability any time they have priority.
116.1c A player may take some special actions any time they have priority. A player may take other special actions during their main phase any time they have priority and the stack is empty. See rule 115, �Special Actions.�
116.1d A player may activate a mana ability whenever they have priority, whenever they have casting a spell or activating an ability that requires a mana payment, or whenever a rule or effect asks for a mana payment (even in the middle of casting or resolving a spell or activating or resolving an ability).
116.2. Other kinds of abilities and actions are automatically generated or performed by the game rules, or are performed by players without receiving priority.
116.2a Triggered abilities can trigger at any time, including while a spell is being cast, an ability is being activated, or a spell or ability is resolving. (See rule 603, �Handling Triggered Abilities.�) However, nothing actually happens at the time an ability triggers. Each time a player would receive priority, each ability that has triggered but hasn�t yet been put on the stack is put on the stack. See rule 116.5.
116.2b Static abilities continuously affect the game. Priority doesn�t apply to them. (See rule 604, �Handling Static Abilities,� and rule 611, �Continuous Effects.�)
116.2c Turn-based actions happen automatically when certain steps or phases begin. They�re dealt with before a player would receive priority. See rule 116.3a. Turn-based actions also happen automatically when each step and phase ends; no player receives priority afterward. See rule 703, �Turn-Based Actions.�
116.2d State-based actions happen automatically when certain conditions are met. See rule 704. They�re dealt with before a player would receive priority. See rule 116.5.
116.2e Resolving spells and abilities may instruct players to make choices or take actions, or may allow players to activate mana abilities. Even if a player is doing so, no player has priority while a spell or ability is resolving. See rule 608, �Resolving Spells and Abilities.�
116.3. Which player has priority is determined by the following rules:
116.3a The active player receives priority at the beginning of most steps and phases, after any turn-based actions (such as drawing a card during the draw step; see rule 703) have been dealt with and abilities that trigger at the beginning of that phase or step have been put on the stack. No player receives priority during the untap step. Players usually don�t get priority during the cleanup step (see rule 514.3).
116.3b The active player receives priority after a spell or ability (other than a mana ability) resolves.
116.3c If a player has priority when they cast a spell, activate an ability, or take a special action, that player receives priority afterward.
116.3d If a player has priority and chooses not to take any actions, that player passes. If any mana is in that player�s mana pool, they announce what mana is there. Then the next player in turn order receives priority.
116.4. If all players pass in succession (that is, if all players pass without taking any actions in between passing), the spell or ability on top of the stack resolves or, if the stack is empty, the phase or step ends.
116.5. Each time a player would get priority, the game first performs all applicable state-based actions as a single event (see rule 704, �State-Based Actions�), then repeats this process until no state-based actions are performed. Then triggered abilities are put on the stack (see rule 603, �Handling Triggered Abilities�). These steps repeat in order until no further state-based actions are performed and no abilities trigger. Then the player who would have received priority does so.
116.6. In a multiplayer game using the shared team turns option, teams rather than individual players have priority. See rule 805, �Shared Team Turns Option.�
116.7. If a player with priority casts a spell or activates an activated ability while another spell or ability is already on the stack, the new spell or ability has been cast or activated �in response to� the earlier spell or ability. The new spell or ability will resolve first. See rule 608, �Resolving Spells and Abilities.�
117. Costs
117.1. A cost is an action or payment necessary to take another action or to stop another action from taking place. To pay a cost, a player carries out the instructions specified by the spell, ability, or effect that contains that cost.
117.2. If a cost includes a mana payment, the player paying the cost has a chance to activate mana abilities. Paying the cost to cast a spell or activate an activated ability follows the steps in rules 601.2f�h.
117.3. A player can�t pay a cost without having 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 202, �Mana Cost and Color,� and rule 602, �Activating Activated Abilities.�
117.3a Paying mana is done by removing the indicated mana from a player�s mana pool. (Players can always pay 0 mana.) If excess mana remains in that player�s mana pool after making that payment, the player announces what mana is still there.
117.3b Paying life is done by subtracting the indicated amount of life from a player�s life total. (Players can always pay 0 life.)
117.3c Activating mana abilities is not mandatory, even if paying a cost is.
Example: A player controls Lodestone Golem, which says �Nonartifact spells cost {1} more to cast.� Another player removes the last time counter from a suspended sorcery card. That player must cast that spell if able, but doing so costs {1}. The player is forced to pay that cost if enough mana is in their mana pool, but the player isn�t forced to activate a mana ability to produce that mana. If they don�t, the card simply remains exiled.
117.4. Some costs include an {X} or an X. See rule 107.3.
117.5. Some costs are represented by {0}, or are reduced to {0}. The action necessary for a player to pay such a cost is the player�s acknowledgment that they are paying it. Even though such a cost requires no resources, it�s not automatically paid.
117.5a A spell whose mana cost is {0} must still be cast the same way as one with a cost greater than zero; it won�t cast itself automatically. The same is true for an activated ability whose cost is {0}.
117.6. Some mana costs contain no mana symbols. This represents an unpayable cost. An ability can also have an unpayable cost if its cost is based on the mana cost of an object with no mana cost. Attempting to cast a spell or activate an ability that has an unpayable cost is a legal action. However, attempting to pay an unpayable cost is an illegal action.
117.6a 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 a player to cast a spell without paying its mana cost, the alternative cost may be paid.
117.7. 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�s considered to be {0}. Paying a cost changed or reduced by an effect counts as paying the original cost.
117.7a Effects that reduce a cost by an amount of generic mana affect only the generic mana component of that cost. They can�t affect the colored or colorless mana components of that cost.
117.7b If a cost is reduced by an amount of colored or colorless mana, but the cost doesn�t require mana of that type, the cost is reduced by that amount of generic mana.
117.7c If a cost is reduced by an amount of colored mana that exceeds its mana component of that color, the cost�s mana component of that color is reduced to nothing and the cost�s generic mana component is reduced by the difference.
117.7d If a cost is reduced by an amount of colorless mana that exceeds its colorless mana component, the cost�s colorless mana component is reduced to nothing and the cost�s generic mana component is reduced by the difference.
117.7e If a cost is reduced by an amount of mana represented by a hybrid mana symbol, the player paying that cost chooses one half of that symbol at the time the cost reduction is applied (see rule 601.2f). If a colored half is chosen, the cost is reduced by one mana of that color. If a colorless half is chosen, the cost is reduced by an amount of generic mana equal to that half�s number.
117.7f If a cost is reduced by an amount of mana represented by a Phyrexian mana symbol, the cost is reduced by one mana of that symbol�s color.
117.8. Some spells and abilities have additional costs. An additional cost is a cost listed in a spell�s rules text, or applied to a spell or ability from another effect, that its controller must pay at the same time that player pays the spell�s mana cost or the ability�s activation cost. A cost is an additional cost only if it�s phrased using the word �additional.� Note that some additional costs are listed in keywords; see rule 702.
117.8a Any number of additional costs may be applied to a spell as it�s being cast or to an ability as it�s being activated. The controller of the spell or ability announces their intentions to pay any or all of those costs as described in rule 601.2b.
117.8b Some additional costs are optional.
117.8c If an effect instructs a player to cast a spell �if able,� and that spell has a mandatory additional cost that includes actions involving cards with a stated quality in a hidden zone, the player isn�t required to cast that spell, even if those cards are present in that zone.
117.8d Additional costs don�t change a spell�s mana cost, only what its controller has to pay to cast it. Spells and abilities that ask for that spell�s mana cost still see the original value.
117.8e Some effects increase the cost to cast a spell or activate an ability without using the word �additional.� Those are not additional costs, and are not considered until determining the total cost of a spell or ability as described in rule 601.2f.
117.9. Some spells have alternative costs. An alternative cost is a cost listed in a spell�s text, or applied to it from another effect, that its controller may pay rather than paying the spell�s mana cost. Alternative costs are usually phrased, �You may [action] rather than pay [this object�s] mana cost,� or �You may cast [this object] without paying its mana cost.� Note that some alternative costs are listed in keywords; see rule 702.
117.9a Only one alternative cost can be applied to any one spell as it�s being cast. The controller of the spell announces their intentions to pay that cost as described in rule 601.2b.
117.9b Alternative costs are always optional.
117.9c An alternative cost doesn�t change a spell�s mana cost, only what its controller has to pay to cast it. Spells and abilities that ask for that spell�s mana cost still see the original value.
117.9d If an alternative cost is being paid to cast a spell, any additional costs, cost increases, and cost reductions that affect that spell are applied to that alternative cost. (See rule 601.2f.)
117.10. Each payment of a cost applies to only one spell, ability, or effect. For example, a player can�t sacrifice just one creature to activate the activated abilities of two permanents that each require sacrificing a creature as a cost. Also, the resolution of a spell or ability doesn�t pay another spell or ability�s cost, even if part of its effect is doing the same thing the other cost asks for.
117.11. The actions performed when paying a cost may be modified by effects. Even if they are, meaning the actions that are performed don�t match the actions that are called for, the cost has still been paid.
Example: A player controls Psychic Vortex, an enchantment with a cumulative upkeep cost of �Draw a card,� and Obstinate Familiar, a creature that says �If you would draw a card, you may skip that draw instead.� The player may decide to pay Psychic Vortex�s cumulative upkeep cost and then draw no cards instead of drawing the appropriate amount. The cumulative upkeep cost has still been paid.
117.12. Some spells, activated abilities, and triggered abilities read, �[Do something]. If [a player] [does, doesn�t, or can�t], [effect].� or �[A player] may [do something]. If [that player] [does, doesn�t, or can�t], [effect].� The action [do something] is a cost, paid when the spell or ability resolves. The �If [a player] [does, doesn�t, or can�t]� clause checks whether the player chose to pay an optional cost or started to pay a mandatory cost, regardless of what events actually occurred.
Example: You control Standstill, an enchantment that says �When a player casts a spell, sacrifice Standstill. If you do, each of that player�s opponents draws three cards.� A spell is cast, causing Standstill�s ability to trigger. Then an ability is activated that exiles Standstill. When Standstill�s ability resolves, you�re unable to pay the �sacrifice Standstill� cost. No player will draw cards.
Example: Your opponent has cast Gather Specimens, a spell that says �If a creature would enter the battlefield under an opponent�s control this turn, it enters the battlefield under your control instead.� You control a face-down Dermoplasm, a creature with morph that says �When Dermoplasm is turned face up, you may put a creature card with morph from your hand onto the battlefield face up. If you do, return Dermoplasm to its owner�s hand.� You turn Dermoplasm face up, and you choose to put a creature card with morph from your hand onto the battlefield. Due to Gather Specimens, it enters the battlefield under your opponent�s control instead of yours. However, since you chose to pay the cost, Dermoplasm is still returned to its owner�s hand.
117.12a Some spells, activated abilities, and triggered abilities read, �[Do something] unless [a player does something else].� This means the same thing as �[A player may do something else]. If [that player doesn�t], [do something].�
117.12b Some effects offer a player a choice to search a zone and take additional actions with the cards found in that zone, followed by an �If [a player] does� clause. This clause checks whether the player chose to search, not whether the player took any of the additional actions.
118. Life
118.1. Each player begins the game with a starting life total of 20. Some variant games have different starting life totals.
118.1a In a Two-Headed Giant game, each team�s starting life total is 30. See rule 810, �Two-Headed Giant Variant.�
118.1b In a Vanguard game, each player�s starting life total is 20 plus or minus the life modifier of their vanguard card. See rule 902, �Vanguard.�
118.1c In a Commander game, each player�s starting life total is 40. See rule 903, �Commander.�
118.1d In an Archenemy game, the archenemy�s starting life total is 40. See rule 904, �Archenemy.�
118.2. Damage dealt to a player normally causes that player to lose that much life. See rule 119.3.
118.3. If an effect causes a player to gain life or lose life, that player�s life total is adjusted accordingly.
118.4. If a cost or effect allows a player to pay an amount of life greater than 0, the player may do so only if their life total is greater than or equal to the amount of the payment. If a player pays life, the payment is subtracted from their life total; in other words, the player loses that much life. (Players can always pay 0 life.)
118.4a If a cost or effect allows a player to pay an amount of life greater than 0 in a Two-Headed Giant game, the player may do so only if their team�s life total is greater than or equal to the total amount of life both team members are paying for that cost or effect. If a player pays life, the payment is subtracted from their team�s life total. (Players can always pay 0 life.)
118.5. 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.
118.6. If a player has 0 or less life, that player loses the game as a state-based action. See rule 704.
118.7. If an effect says that a player can�t gain life, that player can�t make an exchange such that the player�s life total would become higher; in that case, the exchange won�t happen. Similarly, if an effect redistributes life totals, a player can�t receive a new life total such that the player�s life total would become higher. In addition, a cost that involves having that player gain life can�t be paid, and a replacement effect that would replace a life gain event affecting that player won�t do anything.
118.8. If an effect says that a player can�t lose life, that player can�t make an exchange such that the player�s life total would become lower; in that case, the exchange won�t happen. Similarly, if an effect redistributes life totals, a player can�t receive a new life total such that the player�s life total would become lower. In addition, a cost that involves having that player pay life can�t be paid.
118.9. Some triggered abilities are written, �Whenever [a player] gains life, . . . .� Such abilities are treated as though they are written, �Whenever a source causes [a player] to gain life, . . . .� If a player gains 0 life, no life gain event has occurred, and these abilities won�t trigger.
119. Damage
119.1. Objects can deal damage to creatures, planeswalkers, and players. This is generally detrimental to the object or player that receives that damage. An object that deals damage is the source of that damage.
119.1a Damage can�t be dealt to an object that�s neither a creature nor a planeswalker.
119.2. Any object can deal damage.
119.2a Damage may be dealt as a result of combat. Each attacking and blocking creature deals combat damage equal to its power during the combat damage step.
119.2b Damage may be dealt as an effect of a spell or ability. The spell or ability will specify which object deals that damage.
119.3. Damage may have one or more of the following results, depending on whether the recipient of the damage is a player or permanent, the characteristics of the damage�s source, and the characteristics of the damage�s recipient (if it�s a permanent).
119.3a Damage dealt to a player by a source without infect causes that player to lose that much life.
119.3b Damage dealt to a player by a source with infect causes that source�s controller to give the player that many poison counters.
119.3c Damage dealt to a planeswalker causes that many loyalty counters to be removed from that planeswalker.
119.3d Damage dealt to a creature by a source with wither and/or infect causes that source�s controller to put that many -1/-1 counters on that creature.
119.3e Damage dealt to a creature by a source with neither wither nor infect causes that much damage to be marked on that creature.
119.3f Damage dealt by a source with lifelink causes that source�s controller to gain that much life, in addition to the damage�s other results.
119.4. Damage is processed in a three-part sequence.
119.4a First, damage is dealt, as modified by replacement and prevention effects that interact with damage. (See rule 614, �Replacement Effects,� and rule 615, �Prevention Effects.�) Abilities that trigger when damage is dealt trigger now and wait to be put on the stack.
119.4b Next, damage that�s been dealt is processed into its results, as modified by replacement effects that interact with those results (such as life loss or counters).
119.4c Finally, the damage event occurs.
Example: A player who controls Boon Reflection, an enchantment that says �If you would gain life, you gain twice that much life instead,� attacks with a 3/3 creature with wither and lifelink. It�s blocked by a 2/2 creature, and the defending player casts a spell that prevents the next 2 damage that would be dealt to the blocking creature. The damage event starts out as [3 damage is dealt to the 2/2 creature, 2 damage is dealt to the 3/3 creature]. The prevention effect is applied, so the damage event becomes [1 damage is dealt to the 2/2 creature, 2 damage is dealt to the 3/3 creature]. That�s processed into its results, so the damage event is now [one -1/-1 counter is put on the 2/2 creature, the active player gains 1 life, 2 damage is marked on the 3/3 creature]. Boon Reflection�s effect is applied, so the damage event becomes [one -1/-1 counter is put on the 2/2 creature, the active player gains 2 life, 2 damage is marked on the 3/3 creature]. Then the damage event occurs.
Example: The defending player controls a creature and Worship, an enchantment that says �If you control a creature, damage that would reduce your life total to less than 1 reduces it to 1 instead.� That player is at 2 life, and is being attacked by two unblocked 5/5 creatures. The player casts Awe Strike, which says �The next time target creature would deal damage this turn, prevent that damage. You gain life equal to the damage prevented this way,� targeting one of the attackers. The damage event starts out as [10 damage is dealt to the defending player]. Awe Strike�s effect is applied, so the damage event becomes [5 damage is dealt to the defending player, the defending player gains 5 life]. That�s processed into its results, so the damage event is now [the defending player loses 5 life, the defending player gains 5 life]. Worship�s effect sees that the damage event would not reduce the player�s life total to less than 1, so Worship�s effect is not applied. Then the damage event occurs.
119.5. Damage dealt to a creature or planeswalker doesn�t destroy it. Likewise, the source of that damage doesn�t destroy it. Rather, state-based actions may destroy a creature or planeswalker, or otherwise put it into its owner�s graveyard, due to the results of the damage dealt to that permanent. See rule 704.
Example: A player casts Lightning Bolt, an instant that says �Lightning Bolt deals 3 damage to any target,� targeting a 2/2 creature. After Lightning Bolt deals 3 damage to that creature, the creature is destroyed as a state-based action. Neither Lightning Bolt nor the damage dealt by Lightning Bolt destroyed that creature.
119.6. Damage marked on a creature remains until the cleanup step, even if that permanent stops being a creature. If the total damage marked on a creature is greater than or equal to its toughness, that creature has been dealt lethal damage and is destroyed as a state-based action (see rule 704). All damage marked on a permanent is removed when it regenerates (see rule 701.14, �Regenerate�) and during the cleanup step (see rule 514.2).
119.7. The source of damage is the object that dealt it. If an effect requires a player to choose a source of damage, they may choose a permanent; a spell on the stack (including a permanent spell); any object referred to by an object on the stack, by a prevention or replacement effect that�s waiting to apply, or by a delayed triggered ability that�s waiting to trigger (even if that object is no longer in the zone it used to be in); or a face-up object in the command zone. A source doesn�t need to be capable of dealing damage to be a legal choice. See rule 609.7, �Sources of Damage.�
119.8. If a source would deal 0 damage, it does not deal damage at all. That means abilities that trigger on damage being dealt won�t trigger. It also means that replacement effects that would increase the damage dealt by that source, or would have that source deal that damage to a different object or player, have no event to replace, so they have no effect.
120. Drawing a Card
120.1. A player draws a card by putting the top card of their library into their hand. This is done as a turn-based action during each player�s draw step. It may also be done as part of a cost or effect of a spell or ability.
120.2. Cards may only be drawn one at a time. If a player is instructed to draw multiple cards, that player performs that many individual card draws.
120.2a An instruction to draw multiple cards can be modified by replacement effects that refer to the number of cards drawn. This modification occurs before considering any of the individual card draws. See rule 616.1f.
120.2b Some effects say that a player can�t draw more than one card each turn. Such an effect applies to individual card draws. Instructions to draw multiple cards may still be partially carried out. However, if an effect offers the player a choice to draw multiple cards, the affected player can�t choose to do so. Similarly, the player can�t pay a cost that includes drawing multiple cards.
120.2c If an effect instructs more than one player to draw cards, the active player performs all of their draws first, then each other player in turn order does the same.
120.2d If an effect instructs more than one player to draw cards in a game that�s using the shared team turns option (such as a Two-Headed Giant game), first each player on the active team, in whatever order that team likes, performs their draws, then each player on each nonactive team in turn order does the same.
120.3. If there are no cards in a player�s library and an effect offers that player the choice to draw a card, that player can choose to do so. However, if an effect says that a player can�t draw cards and another effect offers that player the choice to draw a card, that player can�t choose to do so.
120.3a The same principles apply if the player who�s making the choice is not the player who would draw the card. If the latter player has no cards in their library, the choice can be taken. If an effect says that the latter player can�t draw a card, the choice can�t be taken.
120.4. A player who attempts to draw a card from a library with no cards in it loses the game the next time a player would receive priority. (This is a state-based action. See rule 704.)
120.5. If an effect moves cards from a player�s library to that player�s hand without using the word �draw,� the player has not drawn those cards. This makes a difference for abilities that trigger on drawing cards and effects that replace card draws, as well as if the player�s library is empty.
120.6. Some effects replace card draws.