200.1.
When a rule or text on a card refers to a
"card," it means a Magic card with
a Magic card front and the Magic card back.
Tokens aren't considered cardseven an
Unglued card that represents a token
isn't considered a card for rules purposes.
201.
Parts of a Card
201.1.
The parts of a card are name, mana cost, illustration,
type, expansion symbol, text box, power and
toughness, credit, legal text, and collector
number. Some cards may have more than one
of any
or all of these parts.
201.2.
A card, spell, or permanent's characteristics
are name, mana cost, color, type and subtype,
expansion symbol, rules text, power, and toughness.
Any other information about a card, spell,
or permanent isn't a characteristic. Characteristics
don't include any other information, such
as whether a permanent is tapped, a spell's
target, a spell or permanent's controller,
what a local enchantment enchants, and so
on.
202.
Name
202.1.
The name of a card is printed on its upper
left corner.
202.2.
Card text that refers to the card it's on
by name means just that particular card and
not any
other duplicates of it, regardless of any
name changes caused by game effects. Also,
if a card has an effect on or grants an ability
that includes that card's name to another
card, the name refers only to the card generating
the effect or granting the ability, not to
duplicates of cards with the same name.
202.3.
Two cards have the same name if the English
versions of their names are identical, regardless
of anything else printed on the cards.
203.
Mana Cost
203.1.
The mana cost of a card is indicated by mana
symbols printed on its upper right corner.
Tokens
and lands have a mana cost of 0. Paying a
card's mana cost requires matching the color
of any colored mana symbols as well as paying
the generic mana cost indicated.
203.2.
A card is the color or colors of the mana
symbols in its mana cost, regardless of the
color of its
border. For example, a card with a mana cost
of 2W is white, and one with a mana cost of
2WB is both white and black. Cards with no
colored mana symbols in their mana costs are
colorless. Cards with more than one of the
five colored mana symbols in their mana costs
are multicolored. Multicolored cards are printed
with a gold frame, but this is not a requirement
for a card to be multicolored.
203.3.
The converted mana cost of a card is the total
amount of mana in the mana cost, regardless
of
color (For example, a mana cost of 3UU translates
to a converted mana cost of 5). The converted
mana cost is a generic mana costit may
be paid with any combination of colored and/or
colorless mana, regardless of the colors in
the spell's mana cost.
203.4.
Any additional cost listed in a card's rules
text isn't part of the mana cost. (See rule
409, "Playing Spells and Activated
Abilities.") Such costs are paid at the
same time as the spell's other costs.
204.
Illustration
204.1.
The illustration is printed on the upper half
of a card and has no game significance. For
example, a creature doesn't have the flying
ability unless stated in its rules text, even
if it's depicted as flying.
205.
Type
205.1.
The type (and subtype, if applicable) of a
card is printed directly below the illustration.
(See rules 212215.)
206.
Expansion Symbol
206.1.
The expansion symbol indicates which Magic
set a card is from. It's printed below the
right edge of the illustration.
206.2.
The color of the expansion symbol indicates
the rarity of the card within its set. A gold
symbol signifies the card is rare; silver,
uncommon; and black, common or basic land.
(Prior to the Exodus set, all expansion
symbols were black, regardless of rarity.
Also, prior to the Classic (Sixth Edition)
set, Magic basic sets didn't have expansion
symbols at all.)
206.3.
A spell or ability that affects cards from
a particular set "looks" only for
that set's expansion symbol. A card reprinted
in the basic set receives the basic set's
expansion symbol; any reprinted version of
the card no longer counts as part of its original
set unless it was reprinted with that set's
expansion symbol. The first five editions
of the basic set had no expansion symbol.
207.
Text Box
207.1.
The text box is printed on the lower half
of the card. It usually contains rules text
stating what the card does and any special
requirements for playing it.
207.2.
The text box may also contain italicized reminder
text (in parentheses), which summarizes a
rule that applies to that card, and italicized
flavor text, which has no game function, but
like the illustration, adds artistic appeal
to the game.
208.
Power/Toughness
208.1.
A creature card has two numbers separated
by a slash printed on its lower right corner.
The first number is the creature's power (the
amount of damage it deals in combat); the
second is its toughness (the amount of damage
needed to destroy it). For example, 2/3 means
the creature has power 2 and toughness 3.
Power and toughness can be modified or set
to particular values by effects.
208.2.
Some creature cards have power and/or toughness
of *, where * is a value determined by the
text in the creature's text box. As long as
the creature card is in play, the value of
* is treated just as if that number were actually
printed on the card. The * is 0 while the
card is not in play.
209.
Credit
209.1.
The illustration credit for a card is printed
directly below the text box. The credit has
no effect on game play.
210.
Legal Text
210.1.
Legal text (the fine print at the bottom of
the card) lists the copyright information.
It has no effect on game play.
211.
Collector Number
211.1.
Some card sets feature collector numbers.
This information is printed in the form [card
number] / [total cards in the set], immediately
following the legal text. These numbers have
no effect on game play.
212.
Card Type
212.1.
All cards have one or more card types: artifact,
creature, enchantment, instant, land, or sorcery.
Only one multiple typeartifact creaturecurrently
exists. The artifact creature type satisfies
the criteria for any effect that applies to
an artifact card or a creature card. A card's
type appears below its illustration.
212.2.
Some card types include subtypes, printed
on the same line. Creature subtypes (including
those of artifact creatures) appear after
a dash that follows their card type(s). Enchantment
subtypes consist of the word "enchant"
and the word(s) that follows it, such as "enchant
creature" or "enchant artifact."
Land subtypes are not printed on the card
type line (see rule 212.2c).
212.2a
Creature subtypes are always a single word
and are listed after "Creature,"
separated by a long dash: "Creature
Minotaur," "Artifact Creature
Golem Legend," etc. Creature subtypes
are one word each and are also called "creature
types." Creature cards may have multiple
creature types. Example: "Creature
Minotaur" means the card is a creature
with the Minotaur subtype. "Creature
Goblin Wizard" means the card
is a creature with the creature types Goblin
and Wizard.
212.2b
Enchantment subtypes consist of the word "enchant"
and the word(s) that follows it: "enchant
creature," "enchant land,"
etc. ("enchant world" isn't a type
or subtype, but a special category of enchantment
found only in some older sets). A card with
the type "enchantment" has no enchantment
subtype. An enchantment subtype specifies
what the enchantment can be legally attached
to. "Local enchantment" and "global
enchantment" aren't types or subtypes;
they're categories of enchantments. (Also
see rule 214.8, "Enchantments.")
212.2c
Land subtypes are also called "land types"
and are always the same as the name of the
land card; they aren't listed on the type
line. A card named "Island" has
land type "island"; a card named
"Karplusan Forest" has land type
"Karplusan Forest" (Remember that
it isn't a forest or a basic land). Only lands
with a basic land type get abilities just
for being a given land type. (See rule
214.9e.) "Basic land" and nonbasic
land" aren't types or subtypes; they're
categories of lands.
212.2d
There are no subtypes for artifact cards,
instant cards, or sorcery cards.
213.
Spell Type
213.1.
Every nonland card is a spell while it's being
played (see rules
409.1a409.1f) and while it's on
the stack. Once it's played, a card remains
a spell until it resolves or is countered.
For more information, see rule
401, "Spells."
213.2.
A spell's spell type is the same as its card
type. Its subtypes are the same as its card's
subtypes.
214.
Permanent Type
214.1.
A permanent is a card or token in play. Permanents
stay in play unless moved to another zone
by an effect or rule. There are four types
of permanents: artifacts, creatures, enchantments,
and lands. nstant and sorcery cards can't
come into play.
214.2.
A nontoken permanent's type(s) and subtype(s)
are the same as those printed on its card.
A token's type(s) and subtype(s) are set by
the spell or ability that created it.
214.3.
A card becomes a permanent when it comes into
play and stops being a permanent when it leaves
play. The term "card" is often used
to refer to a card that's not in play, such
as a creature card in a player's hand. "Spell"
is often used to refer to a card while it's
on the stack. "Spell card" is used
to refer to cards that aren't in play and
aren't land cards. For more information, see
rule 217, "Zones."
214.4.
When a permanent's type or subtype changes,
the new type(s) replaces any existing type(s).
This changes only the permanent typethe
card type doesn't change. Counters, effects,
and damage affecting the permanent remain
with it, even if they are meaningless to the
new type.
214.4a
Some effects change a permanent's type or
subtype but specify that the permanent retains
a prior type or subtype. In such cases, the
retained type isn't replaced, but any other
types the ermanent has are replaced. Example:
An ability reads, "All lands are 1/1
creatures that are still lands." The
affected
lands now have two types: creature and land.
If there were any lands that also had the
artifact type before the ability's effect
applied to them, those lands would become
"land creatures," not "artifact
land creatures." The effect allows them
to retain the land type, but wipes out the
artifact type.
214.4b
If a permanent's type changes, the subtypes
of its old permanent type don't exist in any
way under the new type. The subtype disappears
completely for the entire time the card's
permanent type is changed. This does not override
the rule that a permanent retains its legendary
status when its type changes (see rule 215.2).
214.5.
The initial value of a permanent's characteristic
is the value printed on the card or specified
by
the spell or ability that created the token
or changed the type of the permanent. A permanent-type-changing
ability that changes one or more characteristics
changes the initial values of those characteristics
stated in the ability's text, not the current
values. Continuous effects that don't change
a permanent's type affect current values of
characteristics and can override characteristics
set by type-changing abilities. Example: A
player plays an artifact's ability that reads
"2: This permanent is a 3/2 artifact
creature." Later in the turn, the artifact
creature is affected by an ability that reads
"Target
creature is 0/2." At this point, playing
the ability of the artifact again won't do
anything; because the type-changing ability
changes characteristics at the initial level,
it can't override the effect. The artifact
creature remains 0/2.
214.6.
Artifacts
214.6a
Artifacts have no characteristics specific
to their type. Because artifact spells have
no colored mana in their mana costs, they're
colorless, and the permanents they create
are also colorless. Effects can give artifact
spells or artifacts one or more colors, however.
214.6b
Artifact creatures combine the characteristics
of both the creature and artifact types and
are subject to spells and abilities that affect
either or both types.
214.7.
Creatures
214.7a
If a card instruction requires choosing a
creature subtype, any noun (even if that creature
type doesn't exist in Magic) may be chosen,
but only one. Any existing creature type is
a valid choice, even if the creature's type
is the same as its name. A word that has some
other Magic meaning isn't a valid choice,
because that would cause confusion. Example:
Merfolk or Wizard is acceptable, but not Merfolk
Wizard. Words like "opponent," "swamp,"
or "kindle" can't be chosen because
they have other meanings in the game.
214.7b
Plurality and gender are ignored when determining
creature types. Example: Ogre, Ogres, Ogress,
and Ogresses all count as the same creature
typeOgre.
214.7c
A creature's activated ability with the tap
symbol in its activation cost can't be played
unless the creature has been under its controller's
control since the start of his or her most
recent turn. A creature can't attack unless
it has been under its controller's control
since the start of his or her most recent
turn. Ignore this rule for creatures with
haste (see rule
502.5).
214.8.
Enchantments
214.8a
A global enchantment simply has "enchantment"
as its type. Local enchantments comprise various
subtypes: enchant artifact, enchant creature,
enchant enchantment, enchant land, and enchant
permanent.
214.8b
A global enchantment is put into play on the
side of the player who controlled the spell
that created it, like any other spell that
creates a permanent.
214.8c
A local-enchantment spell requires a target
whose type is indicated by the enchantment
subtype. The local-enchantment permanent the
spell puts into play must enchant that type
of permanent and comes into play attached
to the permanent the spell targeted. Any additional
targeting requirements are indicated by phrases
like "[This card] can enchant only a
[permanent with specified characteristics]."
These restrictions apply to playing the spell,
and they become restrictions on what the resulting
permanent can enchant. Similar restrictions
can limit what a permanent can be enchanted
by. For example, a permanent might have an
ability that reads "[This card] can't
be enchanted by [local enchantments with specified
characteristics]." Example: An enchant
creature spell requires a target creature;
a creature enchantment in play must enchant
a creature. (See rules
420.5d and 214.8g.)
214.8d
As part of playing a local-enchantment spell,
the player announces the spell's target. The
local enchantment comes into play attached
to that target permanent. If a local enchantment
is coming into play by any other means, the
player putting it into play chooses a permanent
for it to enchant as it comes into play. In
this case, the enchantment doesn't target
the permanent, but the player still must choose
a permanent that the enchantment can enchant.
If no legal permanent is available, the enchantment
remains in the zone from which it attempted
to move instead of coming into play. The same
rule applies to moving a local enchantment
from one permanent to another. The permanent
to which the enchantment is to be moved must
be able to be enchanted by it. If it isn't
legal, the enchantment doesn't move.
214.8e
If a local enchantment is enchanting an illegal
permanent or the permanent it was ttached
to no longer exists, the enchantment card
is put into its owner's graveyard. (This is
a state-based effect. See rule
420.)
214.8f
A local enchantment can't be attached to itself.
If this occurs somehow, the local enchantment
is put into its owner's graveyard as a state-based
effect (see rule 420.5d).
214.8g
The permanent a local enchantment is attached
to is called "enchanted." The enchantment
"enchants" or, in more casual terms,
"is attached to" that permanent.
214.8h
A local enchantment's abilities don't target
the permanent it enchants unless they state
they can target it. Only the enchantment spell
targets the permanent it will enchant; the
resulting enchantment permanent doesn't continue
to target the enchanted permanent after the
enchantment spell resolves. If a permanent
"can't be enchanted" in general
or by enchantments with specified characteristics,
it also can't be the target of a spell that
would enchant it with such an enchantment.
214.8i
A local enchantment's controller is separate
from the enchanted permanent's controller;
the two need not be the same. Changing control
of the permanent doesn't change control of
the enchantment, and vice versa. Only the
enchantment's controller can play its abilities.
However, if the enchantment adds an ability
to the enchanted permanent (with "gains"
or "has"), that enchanted permanent's
controller is the only one who can play that
ability.
214.8k
An enchant world card is a global enchantment.
214.9.
Lands
214.9a
A land card isn't a spell card, and at no
time is it a spell. When a player plays a
land card, it's simply put into play. The
land card doesn't go on the stack, so players
can't respond to it with instants or activated
abilities.
214.9b
A player may normally play only one land card
during each of his or her own turns, only
during a main phase, and only when the stack
is empty. Spells and abilities may allow the
playing of additional lands; playing an additional
land in this way doesn't prevent a player
from taking the normal action of playing a
land. Players can't begin to play a land that
an effect prohibits from being played. As
a player plays a land, he or she announces
whether he or she is using the once-per-turn
action of playing a land. If not, he or she
specifies which effect is allowing the additional
land play. Spells and abilities may also
allow you to "put" lands into play.
This isn't the same as "playing a land"
and doesn't count as the player's one land
played during his or her turn.
214.9c
Each land card is in one of two categories:
basic or nonbasic. Basic and nonbasic are
not types or subtypes.
214.9d
The basic land types are plains, island, swamp,
mountain, and forest. A land with one of these
words as its name is a basic land. Other lands
can state that they are lands of one or more
basic land types. A land that has one or more
basic land types is not necessarily a basic
land. Moreover, the name of a land with a
single land type that's basic becomes that
basic land-type word. Example: Taiga is a
land with the following text in its text box:
"Taiga is a mountain and a forest in
addition to its type." Even though Taiga
has two basic land types, it's not a basic
land, because (a) its name doesn't match a
basic land type word, and (b) it doesn't specify
that it's basic.
214.9e
A land with a basic land type has an intrinsic
ability to produce colored mana. (See rule
406.1, "Mana Abilities.") The card
is treated as if its text box read, "T:
Add [mana symbol] to your mana pool,"
even if the text box doesn't actually contain
text. Plains produce white mana; islands,
blue; swamps, black; mountains, red; and forests,
green.
214.9f
If an effect changes a permanent into a basic
land, the permanent no longer has its old
land type and has only the mana ability of
that basic land. It is now a basic land, and
its name is that basic land's name. If that
land was "Legendary," it is no longer.
This rule doesn't apply to effects that cause
a land to gain one or more land types in addition
to its own.
214.9g
Any land that isn't a basic land is a nonbasic
land. Basic and nonbasic are not types; they're
categories.
214.9h
Unlike basic lands and lands that have one
or more basic types, nonbasic lands don't
necessarily have mana abilities.
215.
Legends and Legendary Types
215.1.
The word Legend or Legendary may appear in
a card's type or subtype. The permanent created
when that card enters play is subject to the
Legend rule (see rule
420, "State-Based Effects")
as well as the rules for its type and subtype.
215.2.
"Legend" is a creature type; "legendary"
is not. If a "legendary" noncreature
permanent becomes a creature, it gets the
creature type "Legend" for as long
as it's a creature. If a creature of type
"Legend" becomes a noncreature permanent,
it's a "legendary" permanent of
the new type. In other words, they mean the
same thing, except that one refers to creatures
and the other to noncreatures.
215.3.
If an effect makes a non-Legend creature into
a Legend, and the creature then becomes another
permanent type, such as an enchantment, that
effect may no longer apply (if the permanent
is no longer a creature). If it doesn't, the
resulting permanent will not be legendary.
216.
Tokens
216.1.
Some spells and abilities put a token creature
into play. The token is controlled by whomever
put it into play and owned by the controller
of the spell or ability that created it. The
rules text of the spell or ability may define
any number of characteristics for the token.
These are the token permanent's initial values.
A token doesn't have any characteristics not
defined by the spell or ability that created
it. A token's creature type is the same as
its name. A Goblin creature token, for example,
is named Goblin and has the creature subtype
Goblin. If a token's name is two words or
more, it has the creature subtype for each
of those words. For example, a Goblin Scout
token is named Goblin Scout and has two creature
subtypes: Goblin and Scout. Once a token is
in play, changing its name doesn't change
its creature type, and vice versa.
216.2.
A token is subject to anything that affects
permanents in general or that affects the
token's type or subtype. A token isn't considered
a card (even if represented by cards from
other games or Unglued cards) and isn't subject
to any effect that specifically uses the word
"card."
216.3.
A token in a zone other than the in-play zone
ceases to exist. This is a state-based effect.
(Note
that a token changing zones will set off triggered
abilities before the token ceases to exist.)
Once a token has left play, it can't be returned
to play by any means.
217.
Zones
217.1.
A zone is a place that Magic cards can be
during a game. There are six basic zones:
library, hand, graveyard, in play, stack,
and removed from the game. Each player has
his or her own set of zones, except for the
in-play and stack zones, which are shared.
217.1a
If a card would go to any library, graveyard,
or hand other than its owner's, it goes to
the corresponding zone of its owner's instead.
If an instant or sorcery card would come into
play, it's removed from the game instead.
217.1b
The order of cards in a library, a graveyard,
or on the stack can't be changed except when
effects allow it. Cards in other zones can
be arranged however their owners wish, although
who controls those cards, whether they're
tapped, and what enchants them must remain
clear to both players.
217.1c
A card that moves from one zone to another
is treated as a new card. Effects connected
with its previous location will no longer
affect it. There are two exceptions to this
rule: Effects that edit the characteristics
of a spell on the stack will continue to apply
to the permanent that spell creates, and abilities
that trigger when a card moves from one zone
to another (for example, "When Rancor
is put into a graveyard from play") can
find the card in the zone it moved to when
the ability triggered.
217.1d
If a card or permanent would move from one
zone to another, first determine what event
is moving the card. Then apply any appropriate
replacement effects to that event. If an effect
tries to do two or more contradictory or mutually
exclusive things to a particular card or permanent,
that card or permanent's controlleror
its owner if it has no controllerchooses
what the effect does to the card or permanent.
Then the event moves the card or permanent.
217.2.
Library
217.2a
When a game begins, each player's deck becomes
his or her library.
217.2b
Each library must be kept in a single face-down
pile. Players can't look at or change the
order of cards in a library.
217.2c
Any player may count the number of cards remaining
in either player's library at any time.
217.2d
If an effect puts two or more cards on the
top or bottom of a library at the same time,
the owner of those cards may arrange them
in any order. That library's owner doesn't
reveal the order in which the cards go into
his or her library.
217.3.
Hand
217.3a
The hand is where a player holds cards that
have been drawn but not yet played.
217.3b
Each player has a maximum hand size, which
is normally seven cards. A player may have
any number of cards in his or her hand, but
as part of his or her cleanup step, the player
must discard excess cards down to the maximum
hand size.
217.3c
A player may arrange his or her hand in any
convenient fashion and look at it as much
as he or she wishes. A player can't look at
the cards in another player's hand but may
count those cards at any time.
217.4.
Graveyard
217.4a
A graveyard is a discard pile. Any card that's
countered, discarded, destroyed, or sacrificed
is put on top of its owner's graveyard, as
is any instant or sorcery spell that's finished
resolving. Each player's graveyard starts
out empty.
217.4b
Each graveyard is kept in a single face-up
pile. A player can examine the cards in any
graveyard at any time but can't change their
order.
217.4c
If an effect puts two or more cards into the
same graveyard at the same time, the owner
of those cards may arrange them in any order.
217.5.
In Play
217.5a
Most of the area between the players represents
the in-play zone. The in-play zone starts
out empty. Permanents a player controls (other
than local enchantments enchanting the other
player's permanents) are kept in front of
him or her.
217.5b
A spell or ability affects and checks only
the in-play zone unless it specifically mentions
a player or another zone. Permanents exist
only in the in-play zone. Only permanents
are legal targets for spells and abilities,
unless a spell or ability (a) specifies that
it can target a player or a card in another
zone, or (b) affects an object that can't
exist in the in-play zone, such as a spell.
217.5c
Whenever a card enters the in-play zone, it's
considered a brand-new permanent and has no
relationship to any previous permanent represented
by the same card (see rule
217.8, "Phased-Out").
217.5d
A card not in the in-play zone isn't "in
play" and isn't considered tapped or
untapped. Cards that aren't either in play
or on the stack aren't controlled by either
player.
217.6.
Stack
217.6a
When a spell or ability is played, it goes
on top of the stack and waits to resolve.
The stack keeps track of the order that spells
and/or abilities were added to it. (See rule
408, "Timing of Spells and Abilities,"
and rule 409.1.)
217.6b
When a spell is played, it goes on the stack
face up. Other spells or abilities played
in response go on top of it. Abilities that
go on the stack are represented by imaginary
cards called pseudospells. Each pseudospell
from an activated or triggered ability has
the text of the ability that created it. The
controller of a pseudospell from an activated
ability is the player who played the ability.
The controller of a pseudospell from a triggered
ability is the player who controlled the ability's
source when it triggered.
217.6c
When both players pass in succession, the
top (last-played) spell or ability resolves.
If the stack is empty when both players pass,
the current step or phase ends and the next
begins.
217.7.
Removed from the Game
217.7a
Effects can remove cards from the game. Some
effects may provide a way for the card to
return to play and use the term "set
aside." Cards that are set aside this
way are still removed from the game, even
though that removal may be temporary.
217.7b
Cards in the removed-from-the-game zone are
kept face up and may be examined by either
player at any time. Cards "removed from
the game face down" can't be examined
by either player except when instructions
allow it.
217.7c
Cards that might return to play should be
kept in separate piles to keep track of their
respective ways of returning. Cards with no
way of returning may be kept in one pile for
each player, regardless of what removed them.
217.8.
Phased-Out
217.8a
Permanents that phase out are placed in the
phased-out zone. (See rule 502.15,
"Phasing.")
217.8b
Cards in the phased-out zone may be examined
by either player at any time.
217.8c
Phased-out cards do not count as tapped or
untapped, nor are they controlled by anyone.
However, cards in this zone "remember"
their previous state and return to play in
the same state as when they left. (See rule
502.15, "Phasing.")
This is an exception to rule 217.5c.
217.8d Tokens in the phased-out zone cease
to exist. This is a state-based effect (see
rule 420, "State-Based
Effects"). Any local enchantments that
were attached to those token creatures remain
phased out for the rest of the game.
217.9
Ante
217.9a
Earlier versions of the Magic rules included
an ante rule as a way of playing "for
keeps." Playing Magic for ante is now
considered an optional variation on the game,
and it's allowed only where it's not forbidden
by law or by other rules. Playing for ante
is strictly forbidden under the DCI Universal
Tournament Rules.
217.9b
When playing for ante, each player puts one
random card from his or her deck into his
or her ante zone at the beginning of the game.
Cards in the ante zone may be examined by
either player at any time. At the end of the
game, the winner becomes the owner of the
cards in each player's ante zone.
217.9c
A few cards have the text "Remove [this
card] from your deck before playing if you're
not playing for ante." This text isn't
an ability. These are the only cards that
can add or remove cards from a player's ante
zone, or change a card's owner.