4.
Spells, Abilities, and Effects
400.
General
400.1.
An ability is text in a card's text box that
generates an effect. Reminder text, flavor
text, characteristic-setting text, and spell
text are not abilities. Reminder text and
flavor text always appear in italics. Characteristic-setting
text is any text that states that that card
"is" a particular characteristic
of a card or permanent. Spell text is any
text that's followed as a spell is played
or is resolving. Abilities generate effects
only from the in-play zone unless they state
otherwise. Text itself is never an effect.
Spells, activated abilities, and triggered
abilities generate effects when they resolve.
Static abilities generate continuous effects.
401.
Spells
401.1.
A spell is a card on the stack. As the first
step of being played, the card becomes a spell
and goes on the stack from the zone it was
played from (usually the player's hand). (See
rule 217.6,
"Stack.") It stops being a spell
when it resolves (see rule
413.2), is countered (see rule
414, "Countering Spells and Abilities"),
or leaves the stack somehow.
401.2.
Each card type other than land has a corresponding
spell type. For example, a played creature
card is a creature spell until it resolves,
is countered, or leaves the stack. An instant
or sorcery spell is targeted if it uses the
phrase "target [something]" in its
spell text, where the "something"
is a phrase that describes a permanent, spell,
ability, card, or player. Also, local enchantment
spells target the permanent they will enchant.
401.3.
As the final part of an instant or sorcery
spell's resolution, the card is put into its
owner's graveyard. As the final part of an
artifact, creature, or enchantment spell's
resolution, the card becomes a permanent and
is put into the in-play zone under the control
of the spell's controller. If any spell is
countered, the card is put into its owner's
graveyard as part of the resolution of the
countering spell or ability. (See rule
413, "Resolving Spells and Abilities.")
402.
Abilities
402.1.
An ability is text on a card or permanent
that's not reminder text, flavor text, characteristic-setting
text, or spell text (see rule
400.1). The result of following such an
instruction or of following a spell's text
is an effect. (See rule 416,
"Effects.") Abilities can affect
the cards or permanents they're on; they can
also affect other cards, permanents, and/or
players. Abilities can grant abilities to
other cards or permanents or to the cards
or permanents they're on; they do so when
the words "has," "have,"
"gains," or "gain" are
used.
402.2.
Abilities can be beneficial or detrimental.
For example, "[This creature] can't block"
is an ability.
402.3.
Text on a card stating that the card "is"
a particular type or color isn't an ability.
Such statements apply no matter what zone
the card is in and aren't removed by effects
that cause a permanent to lose its abilities.
This rule applies only to text that states
a card's type or color, not to other characteristic-setting
text.
402.4.
An additional cost or alternative cost to
play a card isn't an ability of the card.
Such text is spell text.
402.5.
An ability isn't a spell and therefore can't
be countered by anything that counters only
spells. Abilities can be countered by effects
that specifically counter abilities, as well
as by the rules (for example, an ability with
one or more targets is countered if all its
targets become illegal).
402.6.
Once activated or triggered, an ability exists
independently of its source (the card on which
it's printed) as a pseudospell on the stack.
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 Sorcerer deals
1 damage to target creature or player")
rather than the ability doing anything directly.
In these cases, any spell, activated ability,
or triggered ability that references information
about the source will check that information
when the ability resolves, or will use the
source's last known information if it's no
longer in play.
402.7.
A card may have several abilities. Aside from
certain defined abilities that may be strung
together on a single line (see rule
502, "Keyword Abilities"), each
paragraph break in a card's text marks a separate
ability. A card may also have 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.
402.8.
Abilities function only while the permanent
with the ability is in play unless the ability
states otherwise or unless the ability can
only work, trigger, or be played in a zone
other than the in-play zone.
Example: An ability with a cost that includes
"discard this card from your hand"
can be played only if the card is in your
hand.
402.9.
Some cards have abilities that can be played
when the card is not in play. These are clearly
marked (for example, "Play this ability
only if [this card] is in your graveyard").
These abilities aren't of any particular permanent
typecards not in play aren't permanents.
Some cards have abilities that can trigger
while the card is in a zone other than the
in-play zone. Such abilities specify the zone
from which they trigger. They aren't abilities
of any particular permanent type because cards
not in play aren't permanents.
402.10.
There are three general types of abilities:
activated, triggered, and static. Mana abilities
are an ability subtype. Abilities can generate
one-shot effects or continuous effects. Replacement
effects and prevention effects are effect
subtypes. An activated or triggered ability
is targeted if it uses the phrase "target
[something]" in its text, where the "something"
is a phrase that describes a permanent, spell,
ability, card, or player.
403.
Activated Abilities
403.1.
An activated ability can exist in one of two
places: on a permanent or on a card outside
the in-play zone with the text "Play
this ability only if [this card] is in [zone]."
An activated ability is written as "cost:
effect." The activation cost is everything
before the colon (:). The ability's controller
must pay its activation cost to play it.
403.2.
Only a permanent's controller can play its
activated ability unless the card specifically
says otherwise.
403.3.
If an activated ability has a restriction
on its use (for example, "Play this ability
only once each turn"), the restriction
continues to apply to that permanent even
if its controller changes.
404.
Triggered Abilities
404.1.
A triggered ability begins with the word "when,"
"whenever," or "at." The
phrase containing one of these words is the
trigger condition, which defines the trigger
event. A delayed triggered ability will also
contain one of these three words, although
that word won't usually begin the ability.
404.2.
Triggered abilities aren't played. Instead,
a triggered ability automatically "triggers"
each time its trigger event occurs. Once an
ability has triggered, it goes on the stack
the next time a player would receive priority.
404.3.
A triggered ability may read "When/Whenever/At
. . . , if [condition], [effect]." The
ability checks for the stated condition to
be true when the trigger event occurs. If
it is, the ability triggers and goes on the
stack. On resolution, the ability rechecks
the condition. If the condition isn't true
at either of those times, the ability does
nothing. This rule is referred to as the "intervening
'if' clause" rule. Note that the word
"if" has only its normal English
meaning anywhere else in the text of a card;
this rule only applies to an "if"
that immediately follows a trigger condition.
405.
Static Abilities
405.1.
A static ability does something all the time
rather than being activated or triggered.
The ability isn't playedit just "is."
406.
Ability Subtypes
406.1.
Mana Abilities
406.1a
A mana ability is either (a) an activated
ability that puts mana into a player's mana
pool when it resolves or (b) a triggered ability
that triggers from an activated mana ability
and produces additional mana. A mana ability
can generate other effects at the same time
it produces mana.
406.1b
Spells that put mana into a player's mana
pool aren't mana abilities. They're played
and resolved exactly like any other spells.
Triggered abilities that put mana into a player's
mana pool aren't mana abilities if they trigger
from events other than activating mana abilities.
They go on the stack and resolve like any
other triggered abilities.
406.1c
A mana ability remains a mana ability even
if the game state doesn't allow it to produce
mana.
Example: A card has an ability that reads
"T: Add G to your mana pool for each
creature you control." This is still
a mana ability even if you control no creatures,
or if the card is already tapped.
406.1d
A mana ability can be activated or triggered.
However, the rules for playing and resolving
mana abilities differ slightly from those
for playing other abilities. See rule
411, "Playing Mana Abilities,"
for details.
406.1e
Mana abilities are played and resolved like
other abilities, but they don't go on the
stack, so they can't be countered or responded
to. (See rule 408.2, "Actions
That Don't Use the Stack.") Abilities
(other than mana abilities) that trigger on
playing mana abilities do go on the stack,
however.
406.2.
Delayed Triggered Abilities
406.2a
An effect may create a delayed triggered ability
that can do something at a later time.
406.2b
Delayed triggered abilities come from spells
or other abilities that create them on resolution.
That means a delayed triggered ability won't
trigger until it has actually been created,
even if its trigger event occurred just beforehand.
Other events that happen earlier may make
the trigger event impossible. Example: Part
of an effect reads "when this card leaves
play," but the card in question leaves
play before the spell or ability creating
the effect resolves. In this case, the delayed
ability never triggers. As another example,
if an effect reads "when this card becomes
untapped" and the named card becomes
untapped before the effect resolves, the ability
waits for the next time that card untaps.
406.2c
A delayed ability that refers to a particular
permanent still affects it even if the permanent
changes characteristics.Example: An ability
reading, "At end of turn, destroy that
creature" will destroy the permanent
even if it's no longer a creature during the
end of turn step.
406.2d
A delayed ability that refers to a particular
permanent will fail if the permanent leaves
play (even if it returns again before the
specified time). Similarly, delayed triggered
abilities that apply to a card in a particular
zone will fail if the card leaves that zone.Example:
An ability reading, "At end of turn,
remove this creature from the game" won't
do anything if the creature leaves play before
the end of turn step.
406.2e
A delayed triggered ability will trigger only
oncethe next time its trigger event
occursunless it has a stated duration,
such as "this turn."
407.
Adding and Removing Abilities
407.1.
Effects can add or remove abilities of permanents.
If two or more effects add and remove the
same ability, in general the most recent one
prevails. (See rule 418.5,
"Interaction of Continuous Effects.")
407.2.
A permanent's characteristic set by an effect
is different from an ability granted by an
effect. When a permanent "gains"
or "has" an ability, it can be removed
by another effect. If an effect defines a
characteristic of the permanent ("[permanent]
is [characteristic]"), it's not granting
an ability. (See also rule
402.3.) Example: An effect reads, "Enchanted
creature has 'This creature is an artifact.
It's still a
creature.'" This effect grants an ability
to the creature that can be removed by other
effects. Another effect reads, "Enchanted
creature is an artifact. It's still a creature."
This effect simply defines a characteristic
of the creature. It doesn't grant an ability,
so effects that would cause the creature to
lose its abilities wouldn't cause the enchanted
creature to stop being an artifact.
407.3.
Effects that remove an ability remove all
instances of it. Example: If a creature with
flying is enchanted with Flight, it has two
instances of the flying ability. A single
effect that reads "Target creature loses
flying" will remove both.
408.
Timing of Spells and Abilities
408.1.
Timing, Priority, and the Stack
408.1a
Spells and abilities can be played only at
certain times and follow a set of rules for
doing so.
408.1b
Spells and activated abilities are played
by players (if they choose) using a system
of priority, while other types of abilities
and effects are automatically generated by
the game rules. Each time a player would get
priority, all applicable state-based effects
resolve first as a single event (see rule
420, "State-Based Effects").
Then, if any new state-based effects have
been generated, they resolve as a single event.
This process repeats until no more applicable
state-based effects are generated. Then triggered
abilities are added to the stack (see rule
410, "Handling Triggered Abilities").
These steps repeat in order until no further
state-based effects or triggered abilities
are generated. Then the player who would have
received priority does so and may play a spell,
ability, or land as governed by the rules
for that phase. The game also checks for state-based
effects and triggered abilities during the
cleanup step (see rule
314, "Cleanup Step"). If any
state-based effects resolve or abilities trigger,
the active player gets priority afterward.
408.1c
The active player gets priority at the beginning
of most phases and steps, after special actions
and abilities that trigger at the beginning
of that phase or step go on the stack. (The
exceptions are the untap step and the cleanup
step.) The active player also gets priority
after combat damage resolves. The player with
priority may either play a spell or ability,
or pass. If he or she plays a spell or ability,
the player again receives priority; otherwise,
his or her opponent receives priority. If
both players pass in succession, the top spell
or ability on the stack resolves, then the
active player receives priority. If the stack
is empty
when both players pass in succession, the
phase or step ends and the next one begins.
408.1d
A player may play a spell or activated ability
only when he or she has priority. Spells other
than instants can be played only during a
player's main phase, when that player has
priority, and only when the stack is empty.
408.1e
When a spell is played, it goes on top of
the stack. When an activated ability is played,
a pseudospell representing it goes on the
stack.
408.1f
Triggered abilities can trigger at any time,
including during the playing or resolution
of a spell or another ability. However, nothing
actually happens at the time the abilities
trigger. Each time a player would receive
priority, a pseudospell goes on the stack
for each ability that has triggered but that
hasn't yet been put on the stack. Then the
player gets priority and may play spells or
abilities. (See rule 410,
"Handling Triggered Abilities.")
408.1g
Combat damage goes on the stack once it's
been assigned. For more information, see rule
310, "Combat Damage Step."
408.1h
Static abilities aren't playedthey continuously
affect the game. Priority doesn't apply to
them. (See rule 418, "Continuous
Effects," and rule 419,
"Replacement and Prevention Effects.")
408.2.
Actions That Don't Use the Stack
408.2a
Effects don't go on the stack; they're the
result of spells and abilities resolving.
Effects may create delayed triggered abilities,
however, and these may go on the stack when
they trigger. (See rule 406.2,
"Delayed Triggered Abilities.")
408.2b
Static abilities continuously generate effects
and don't go on the stack.
408.2c
State-based effects (see rule
420) resolve whenever a player would receive
priority as long as the required game condition
is true.
408.2d
Playing a land is a special action consisting
of putting that land into play. (See rule
214.9, "Lands.")
408.2e
Mana abilities resolve immediately. If a mana
ability produces both mana and another effect,
both the mana and the other effect resolve
immediately. (See rule 406.1,
"Mana Abilities.")
408.2f
Characteristic-setting text, such as "[This
card] is a forest," is simply read and
followed as applicable. (See also rule
402.3.)
408.2g
Game actionsuntapping during the untap
step, declaring attacking or blocking creatures,
cleanup, and mana burndon't use the
stack. The two exceptions are combat damage
and the draw action of the draw step.
408.2h
The controller of a face-down creature or
creature spell may turn it face up whenever
he or she has priority. (See rule
504, "Face-Down Creatures.")
409.
Playing Spells and Activated Abilities
409.1.
Playing a spell or activated ability follows
the steps listed below, in order. If at the
end of playing a spell or ability a player
was unable to comply with any of the steps
listed below, the game returns to the moment
before that spell or ability was played (see
rule 422, "Handling
Illegal Actions"). Players can't begin
to play a spell or ability that's prohibited
from being played by an effect. Announcements
and payments can't be altered after they've
been made. Playing a spell or ability that
alters costs won't do anything to spells and
abilities that are already on the stack. Some
spells and abilities specify that their controller's
opponent does something the controller would
normally do while it's being played, such
as choose a mode, choose targets, or choose
how the spell or ability will affect its targets.
In these cases, the opponent does so when
the spell or ability's controller normally
would do so. If the spell or ability instructs
both players to do something at the same time
as it's being played, the spell's controller
goes first, then his or her opponent. This
applies to all parts of rule
409.1.
409.1a
The player announces that he or she is playing
the spell or ability. It goes on the stack
and remains there until it's countered or
resolves. Spell cards are physically placed
on the stack. For abilities, a pseudospell
with the text of the ability goes on the stack.
All other characteristics of the pseudospell
depend on the characteristics of the ability's
source. For example, such a pseudospell's
color would be continuously determined by
the color of its source, not just the source's
color when the pseudospell went on the stack.
409.1b
If the spell or ability is modal (uses the
phrase "Choose one " or "[specified
player] chooses one "), the player
announces the mode choice. If the spell or
ability has a variable mana cost (indicated
by "X") or some other variable cost,
the player announces the value of that variable
at this time. If the spell or ability has
alternative, additional, or other special
costs (such as buyback or kicker costs), the
player announces his or her intentions to
pay any or all of those costs (see rule
409.1f). Previously made choices (such
as choosing to play a spell with flashback
from his or her graveyard) may restrict the
player's options when making these choices.
409.1c
If the spell or ability requires any targets,
the player first announces how many targets
he or she will choose (if the spell or ability
has a variable number of targets), then announces
the targets themselves. A spell or ability
can't be played unless the required number
of legal targets are chosen. The same target
can't be chosen multiple times. If the spell
or ability targets one or more targets only
if an alternative, additional, or special
cost (such as a buyback or kicker cost) is
paid for it, or if a particular mode is chosen
for it, its controller chooses those targets
only if he or she announced the intention
to pay that cost or chose that mode. Otherwise,
the spell or ability is played as though it
did not have those targets.
409.1d
If the spell or ability affects several targets
in different ways, the player announces how
it will affect each target.
409.1e
If the spell or ability requires the player
to divide an effect (such as damage or counters)
among a variable number of targets, the player
announces the division. Each of these targets
must receive at least one of whatever is being
divided (for example, damage or counters);
this doesn't apply when the player isn't given
a choice.
409.1f
The player determines the total cost of the
spell or ability. Usually this is just the
mana cost (for spells) or activation cost
(for abilities). Some cards list additional
or alternative costs in their text, and some
effects may increase or reduce the cost to
pay. Costs may include paying mana, tapping
cards, sacrificing permanents, discarding
cards, and so on. The total cost is the mana
or activation cost, plus all cost increases
and minus all cost reductions. Once the total
cost is determined, it becomes "locked
in," and the player then pays all costs
in any order. Partial payments are not allowed.
If effects would change the
total cost after this time, they have no effect.
If the cost includes mana, mana abilities
can be played at this time. (See rule
411, "Playing Mana Abilities.")
Example: You play Death Bomb, which costs
3B and has an additional cost of sacrificing
a creature. You sacrifice Thunderscape Familiar,
whose effect makes your black spells cost
1 less to play. Because a spell's total cost
is "locked in" before payments are
actually made, Death Bomb costs 2B, not 3B,
even though you're sacrificing the Familiar.
409.1g
Once the steps described in 409.1a409.1f
are completed, the spell or ability becomes
played. Its controller gains priority.
409.2.
Activated abilities that read "Play this
ability only any time you could play [spell
type]" mean the player must follow the
timing rules for that spell type, though the
ability isn't actually of that spell type.
409.3.
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. Creatures with haste may ignore
this rule (see rule
502.5).
410.
Handling Triggered Abilities
410.1.
Because they aren't played, triggered abilities
can trigger even when it isn't legal to play
spells and abilities, and effects that prevent
abilities from being played don't affect them.
410.2.
Whenever a game event or game state matches
a triggered ability's trigger event, that
ability triggers. When a phase or step begins,
all abilities that trigger "at the beginning
of" that phase or step trigger. The ability
doesn't do anything when it triggers but automatically
puts a pseudospell (see rule
217.6b) on the stack as soon as a player
would receive priority. The ability (and the
pseudospell) is controlled by the player who
controlled its source at the time it triggered.
If the ability says a player "may"
do something, that player makes all choices
for that instruction. If the ability says
this for more than one player, each player
specified makes the choices for their instructions.
See also rule 410.6.
410.3.
If multiple abilities have triggered since
the last time a player received priority,
pseudospells controlled by the active player
go on the stack first, in any order he or
she chooses, then those controlled by the
opponent go on the stack in any order that
opponent chooses. Then players once again
check for and resolve state-based effects
until none are generated, then abilities that
triggered during this process go on the stack.
This process repeats until no new state-based
effects are generated and no abilities trigger.
Then the appropriate player gets priority.
410.4.
When a triggered ability goes on the stack,
the controller of the pseudospell makes all
required choices, following the rules for
activated abilities (see rule
409, "Playing Spells and Activated
Abilities"). If no legal choice can be
made (or if a rule or a continuous effect
otherwise makes the ability illegal), the
pseudospell is simply removed from the stack.
410.5.
Some triggered abilities' effects are optional
(they contain "may," as in "At
the beginning of your upkeep, you may draw
a card"). These abilities go on the stack
when they trigger, regardless of whether their
controller intends to exercise the ability's
option or not. (The choice is made when the
ability resolves.) Likewise, triggered abilities
that have an effect "unless" something
is true or a player chooses to do something
will go on the stack normally; the "unless"
part of the ability is dealt with when the
ability resolves. Note that this rule is a
reversal of rule 410.5
in the previous edition of this rulebook.
410.6.
An ability triggers only once each time its
trigger event occurs. However, it can trigger
repeatedly if one event contains multiple
occurrences. See also rule
410.9.Example: A permanent has an ability
whose trigger condition reads, "Whenever
a land is put into a graveyard from play,
. . . ." If someone plays a spell that
destroys all lands, the ability will trigger
once for each land put into the graveyard
during the spell's resolution.
410.7.
An ability triggers only if its trigger event
actually occurs. An event that's prevented
or replaced won't trigger anything.Example:
An ability that triggers on damage being dealt
won't trigger if all the damage is prevented.
410.8.
Triggered abilities with a condition directly
following the trigger event (for example,
"When/Whenever/At [trigger], if [condition],
[effect]"), check for the condition to
be true as part of the trigger event; if it
isn't, the ability doesn't trigger. The ability
checks the condition again on resolution.
If it's not satisfied, the ability does nothing.
Note that this mirrors the check for legal
targets. Note that this rule doesn't apply
to any triggered ability with a condition
elsewhere within its text.
410.9.
Some abilities trigger when creatures block
or are blocked in combat. (See rules
306311
and section 5, "Additional Rules.")
They may trigger once or repeatedly, depending
on the wording of the ability.
410.9a
An ability that reads "Whenever [this
creature] blocks" or "Whenever [this
creature] becomes blocked" triggers only
once each combat for that creature, even if
it blocks or is blocked by multiple creatures.
An effect that causes the creature to become
blocked (if the creature wasn't already blocked)
will also trigger such abilities.
410.9b
An ability that reads "Whenever [this
creature] blocks a creature" triggers
once for each attacking creature the named
creature blocks.
410.9c
An ability that reads "Whenever a creature
blocks [this creature]" triggers once
for each creature that blocks the named creature.
It won't trigger if the attacking creature
becomes blocked by an effect rather than a
blocking creature.
410.9d
If an ability triggers when a creature blocks
or is blocked by a particular number of creatures,
the ability triggers only if the creature
blocks or is blocked by that many creatures
when the attack or block declaration is made.
Effects that add or remove blockers can cause
such abilities to trigger, but effects that
switch blockers cannot. This also applies
to abilities that trigger on a creature blocking
or being blocked by at least a certain number
of creatures.
410.10.
Trigger events that involve cards or permanents
changing zones are called "zone-change
triggers." Many abilities with zone-change
triggers attempt to do something to that card
after it changes zones. During resolution,
these abilities look for the card in the zone
that it moved to. If the card is unable to
be found in the zone it went to, the part
of the ability attempting to do something
to the card will fail to do anything. The
ability could be unable to find the card because
the card never entered the specified zone,
because it left the zone before the ability
resolved, or because it is in a zone that
is hidden from a player, such as a library
or an opponent's hand. (This rule applies
even if the card leaves the zone and returns
again before the ability resolves.) The most
common types of zone-change triggers are comes-into-play
triggers and leaves-play triggers.
410.10a
Comes-into-play abilities trigger when a permanent
enters the in-play zone. These are written,
"When [this card] comes into play, .
. . " or "Whenever a [type] comes
into play, . . ." Each time an event
puts one or more permanents into play, all
permanents in play (including the newcomers)
are checked for any comes-into-play triggers
that match the event.
410.10b
Continuous effects that modify characteristics
of a permanent do so the moment the permanent
is in play (and not before then). The permanent
is never in play with its unmodified characteristics.
Continuous effects don't apply before the
permanent is in play, however (see rule
410.10e). Example: If an effect reads
"All lands are creatures" and a
land card is played, the effect makes the
land card into a creature the moment it enters
play, so it would trigger abilities that trigger
when a creature comes into play. Conversely,
if an effect reads "All creatures lose
all abilities" and a creature card with
a comes-into-play triggered ability enters
play, that effect will cause it to lose its
abilities the moment it enters play, so the
comes-into-play ability won't trigger.
410.10c
Leaves-play abilities trigger when a permanent
leaves the in-play zone. These are written
as, but aren't limited to, "Whenever
[this card] leaves play, . . ." or "Whenever
[permanent type] is put into a graveyard from
play, . . . ." An ability that attempts
to do something to the card that left play
checks for it only in the first zone that
it went to.
410.10d
Abilities that trigger on one or more permanents
leaving play, or on a player losing control
of a permanent, must be treated specially
because the permanent with the ability may
no longer be in play after the event. The
game has to "look back in time"
to determine what triggered. Each time an
event removes from play or changes who controls
one or more permanents, all the permanents
in play just before the event (with continuous
effects that existed at that time) are checked
for trigger events that match what just left
play or changed control. Example: Two creatures
are in play along with an artifact that has
the ability "Whenever a creature is put
into a graveyard from play, you gain 1 life."
Someone plays a spell that
destroys all artifacts, creatures, and enchantments.
The artifact's ability triggers twice, even
though the artifact goes to its owner's graveyard
at the same time as the creatures."Leaves
play" triggers are zone-change triggers,
even if the trigger condition doesn't care
what zone the permanent is going to. If they
attempt to do something to the card that left
play, they'll look for it only in the first
zone that it went to after leaving play.
410.10e
Some permanents have text that reads "[This
permanent] comes into play with . . . ,"
"As [this permanent] comes into play
. . . ," "[This permanent] comes
into play as . . . ," or "[This
permanent] comes into play tapped." Such
text is a static abilitynot a triggered
abilitywhose effect occurs as part of
the event that puts the permanent into play.
410.11.
Some triggered abilities trigger on a game
state, such as a player controlling no permanents
of a particular type, rather than triggering
when an event occurs. These abilities trigger
as soon as the game state matches the condition
(even if it's not legal to play a spell or
ability at that time). These are called state
triggers. (Note that state triggers aren't
the same as state-based effects.) A state-triggered
ability doesn't trigger again until the pseudospell
it created has resolved or been countered.
Then, if the permanent with the ability is
still in play and the game state still matches
its trigger condition, the ability will trigger
again.Example: A permanent's ability reads,
"When your hand is empty, draw a card."
If its controller plays the last card from
his or her hand, the ability will trigger
once and won't trigger again until it has
resolved. If its controller plays a spell
that reads "Discard your hand, then draw
the same number of cards," the ability
will trigger during the spell's resolution
because the player's hand was momentarily
empty.
411.
Playing Mana Abilities
411.1.
To play a mana ability, the player announces
that he or she is playing it and pays the
activation cost. It resolves immediately afterward
and doesn't go on the stack. (See rule
408.2e.)
411.2.
A player may play an activated mana ability
whenever he or she has priority. A player
may also play one whenever a rule or effect
asks for a mana payment, even in the middle
of playing or resolving a spell or ability.
411.3.
Triggered mana abilities trigger when an activated
mana ability is played. These abilities resolve
immediately after the mana ability that triggered
them, without waiting for priority. If an
activated or triggered ability produces both
mana and another effect, both the mana and
the other effect resolve immediately.Example:
An enchantment reads, "Whenever a player
taps a land for mana, that land produces
one additional mana of the same color."
If a player taps lands for mana while playing
a spell, the additional mana is added to the
player's mana pool immediately and can be
used to pay for the spell.
411.3a
If a triggered mana ability adds mana "of
the same type" to a player's mana pool,
and the mana ability that triggered it produced
more than one type of mana, the player to
whose mana pool the mana is being added chooses
which type of mana the triggered ability adds.
412.
Handling Static Abilities
412.1.
A static ability may generate a continuous
effect or a prevention or replacement effect.
These effects last as long as the permanent
with the static ability remains in play.
412.2.
Many local enchantments have static abilities
that modify their enchanted permanent, but
those abilities don't target that permanent.
If a local enchantment is moved to a different
permanent, the ability stops applying to the
original permanent and starts modifying the
new one.
412.3.
Some static abilities apply while a spell
is on the stack. These are often abilities
that refer to countering the spell. Also,
abilities that say "As an additional
cost to play . . ." and "You may
pay [cost] rather than paying [this card]'s
mana cost" work while the card is a spell
on the stack.
412.4.
Some static abilities apply while a card is
in any zone that you could play it from (usually
your hand). These are limited to those that
read, "you may play [this card] . . ."
and "you can't play [this card] . . .
."
412.5.
Unlike spells and other kinds of abilities,
static abilities can't use a card or permanent's
last known information for purposes of determining
how their effects are applied.
413.
Resolving Spells and Abilities
413.1.
Each time both players pass in succession,
the spell, ability, or combat damage on top
of the stack resolves. (See rule
416, "Effects.")
413.2.
Resolution of a spell or ability may involve
several steps but is treated by the game as
a single indivisible action. These steps are
followed in the order listed below.
413.2a
If the spell or ability specifies targets,
it checks whether the targets are still legal.
A target that's removed from play, or from
the zone designated by the spell or ability,
is illegal. A target may also become illegal
if its characteristics changed since the spell
or ability was played or if an effect changed
the wording of the spell or ability. If all
targets are now illegal, the spell or ability
is countered. If the spell or ability is not
countered it will resolve normally, affecting
only the targets that are still legal. If
the spell or ability needs to know information
about one or more targets that are now illegal,
it will use the illegal targets'
current or last known information.
413.2b
The controller of the spell or ability follows
its instructions in the order written. However,
replacement effects may modify these actions.
In some cases, later text on the card may
modify the meaning of earlier text (for example,
"Destroy target creature. It can't be
regenerated" or "Counter target
spell. Put it on top of its owner's library
instead of into its owner's graveyard.")
Don't just apply effects step by step without
thinking in these casesread the whole
card and apply the rules of English to the
text.
413.2c
If an effect offers any choices other than
choices already made as part of playing the
spell or ability, the player announces these
while applying the effect. The player can't
choose an option that's illegal or impossible.
If the effect provides an optional action
with a consequence for not doing so, the player
can't choose that action unless he or she
can meet all requirements. Example: A spell's
instruction reads, "You may sacrifice
a creature. If you don't, you lose 4 life."
A player who controls no creatures can't choose
the sacrifice option.
413.2d
If an effect requires both players to make
choices or take actions at the same time,
the active player makes and announces his
or her choices first, and then his or her
opponent does (knowing the first player's
choices). Then the actions take place simultaneously.
This is called the "active player rule."
If a player must make more than one choice
at a time, he or she makes the choices in
the order written, or in the order he or she
chooses if the choices aren't ordered. Then,
the actions are processed simultaneously.
Some spells and abilities have multiple steps
or actions, denoted by separate sentences
or clauses. In these cases, the active player
does the first action, then the nonactive
player does that action, then the active player
does the second action, then the nonactive
player does that action, and so on. Example:
Stronghold Gambit reads, "Each player
chooses a card in his or her hand. Then each
player reveals his or her chosen card. . .
." First the active player chooses a
card, then the nonactive player does so, then
the active player reveals his or her chosen
card, and then the nonactive player does so.
413.2e
If an effect gives a player the option to
pay mana, he or she may play mana abilities
as part of the action. No other spells or
abilities can be played during resolution.
413.2f
If an effect requires information from the
game (such as the number of creatures in play),
the answer is determined when the effect is
applied. The effect uses the current information
of a specific permanent if that permanent
is still in play, or of a specific card in
the stated zone; otherwise, the effect uses
the last known information the card or permanent
had before leaving that zone. The exception
is that static abilities can't use last known
information; see rule 412.5.
If the ability text states that a permanent
does something, it's the permanent as it exists
(or most recently existed) that does it, not
the ability.
413.2g
An effect that refers to characteristics of
a permanent checks only for the value of the
specified characteristics, regardless of any
related ones the permanent may also have.Example:
An effect that reads "Destroy all black
creatures" destroys a white-and-black
creature, but one that reads "Destroy
all nonblack creatures" doesn't.
413.2h
A spell card is put into play under the control
of the spell's controller (for permanents)
or is put into its owner's graveyard (for
instants and sorceries) as the final step
of the spell's resolution.
413.2i
If an effect could result in a tie, the text
of the spell or ability that created the effect
will specify what to do in the event of a
tie. The Magic game has no default for ties.
414.
Countering Spells and Abilities
414.1.
To counter a spell is to move the spell card
from the stack to its owner's graveyard. Countering
an ability removes its pseudospell from the
stack. Spells and abilities that are countered
don't resolve and none of their effects occur.
414.2.
The player who played the countered spell
or ability doesn't get a "refund"
of any costs that were paid.
415.
Editing a Spell or Ability
415.1.
A few effects can "edit" a spell
or ability after it goes on the stack, changing
its target, rules text, or other characteristics.
415.2.
The target of a spell or ability can change
only to another legal target. If the new target
is illegal when the change resolves, the original
target is unchanged.
415.2a
Modal spells may have different targeting
requirements for each mode. Changing a spell
or ability's target can't change its mode.
415.2b
The word "you" in a card's text
isn't a target. If a spell affects only its
controller, its target can't be changed.
415.3.
If an effect edits any characteristics of
a spell that becomes a permanent, the effect
continues to apply to the permanent when the
spell resolves.Example: If an effect changes
a black creature spell to white, the creature
is white when it comes into play and remains
white for the duration of the effect changing
its color.
415.4.
An effect that changes the text of a spell
or permanent can't change a proper noun (such
as a card name or creature type), even if
that proper noun contains a word or a series
of letters which is the same as a Magic color
word or basic land type.
416.
Effects
416.1.
When a spell or ability resolves, it may create
one or more effects. There are three main
types: one-shot effects, continuous effects,
and replacement and prevention effects. Effects
of a fourth category, state-based effects,
are generated by specific states of the game.
416.2.
Effects apply only to permanents unless the
instruction's text states otherwise or they
clearly can apply only to cards in one or
more other zones. Example: An effect that
changes all lands to creatures won't alter
land cards in the players' graveyards.
416.3.
If an effect attempts to do something impossible,
it does only as much as possible. Example:
If a player is holding only one card, an effect
that reads "Discard two cards" causes
him or her to discard only that card. If an
effect moves cards out of the library (as
opposed to drawing), it moves as many as possible.
417.
One-Shot Effects
417.1.
A one-shot effect does something just once
and doesn't have a duration. Examples include
damage dealing, destruction of permanents,
and moving cards between zones.
417.2.
Some one-shot effects instruct a player to
do something later in the game (usually at
a specific time) rather than when they resolve.
This kind of effect actually creates a new
ability that waits to be triggered. (See rule
406.2, "Delayed Triggered Abilities.")
418.
Continuous Effects
418.1.
A continuous effect modifies characteristics
of cards and/or permanents or modifies the
rules of the game for a fixed or indefinite
period. A continuous effect may be generated
by the resolution of a spell or ability or
by a static ability of a permanent.
418.2.
Continuous effects that modify characteristics
of permanents do so simultaneously with the
permanent coming into play. They don't wait
until the permanent is in play and then change
it. Because such effects apply as the permanent
comes into play, apply them before determining
whether the permanent will cause an ability
to trigger when it comes into play.
418.3.
Continuous Effects from Spells or Abilities
418.3a
A continuous effect generated by the resolution
of a spell or ability lasts as long as stated
by the spell or ability creating it (such
as "until end of turn"). If no duration
is stated, it lasts until the end of the game.
418.3b
Continuous effects from spells, activated
abilities, and triggered abilities that modify
the characteristics or change the controller
of one or more cards and/or permanents don't
affect cards and/or permanents that weren't
affected when the continuous effect began.
Note that these work differently than continuous
effects from static abilities. Continuous
effects that don't modify characteristics
of cards and/or permanents modify the rules
of the game, so they can affect cards and/or
permanents that weren't affected when the
continuous effect began. Example: An effect
that reads "All white creatures get +1/+1
until end of turn" gives the bonus to
all permanents that are white creatures when
the spell or ability resolveseven if
they change color laterand doesn't affect
those that come into play or turn white afterward.Example:
An effect that reads "Prevent all damage
creatures would deal this turn" doesn't
modify any card's or permanent's characteristics,
so it's modifying the rules of the game. That
means the effect will apply even to creatures
that weren't in play when the continuous effect
began. It also affects permanents that become
creatures later in the turn.
418.3c
If the spell or ability creating a continuous
effect is variable, the effect is determined
only once, on resolution. Example: A spell
that reads "Target creature gets +X/+X
until end of turn, where X is the number of
cards in your hand" counts the number
of cards in the controller's hand when the
spell resolves and grants that bonus for the
rest of the turn, even if the hand size changes.
418.3d
Some effects from activated or triggered abilities
have durations worded "as long as . .
." If the "as long as" duration
ends between the end of announcing the activated
ability or putting the triggered ability onto
the stack and the moment when the effect would
first be applied, the effect does nothing.
It doesn't start and immediately stop again,
and it doesn't last forever. Example: Endoskeleton
is an artifact with an activated ability that
reads "2, T: Target creature gets +0/+3
as long as Endoskeleton remains tapped."
If you play this ability and then Endoskeleton
becomes untapped before the ability resolves,
it does nothing, because its durationremaining
tappedwas over before the effect began.
418.4.
Continuous Effects from Permanents
418.4a
A continuous effect generated by a static
ability of a permanent isn't "locked
in"; it applies at any given moment to
whatever its text indicates.
418.4b
The effect applies at all times that the permanent
generating it is in play. Example: A permanent
with the static ability "All white creatures
get +1/+1" generates an effect that continuously
gives +1/+1 to each white creature in play.
If a creature becomes white, it gets this
bonus; a creature that stops being white loses
it. A creature spell that would normally create
a 1/1 white creature instead creates a 2/2
white creature. The creature doesn't come
into play as 1/1 and then change to 2/2.
418.5.
Interaction of Continuous Effects
418.5a
Sometimes the results of one effect determine
whether another effect applies or what it
does. For example, one effect might read,
"All white creatures get +1/+1"
and another, "Enchanted creature is white."
418.5b
An effect is said to "depend on"
another if applying the other would change
the text or the existence of the first effect,
what it applies to, or what it does to any
of the things it applies to. Otherwise, the
effect is considered to be independent of
the first effect.
418.5c
Whenever one effect depends on another, the
independent one is applied first. If several
dependent effects form a loop, or if none
depends on another, they're applied in "timestamp
order." A permanent's timestamp is the
time it came into play, with two exceptions:
(1) If two or more permanents enter play simultaneously,
the active player determines their timestamp
order at the time they come into play, but
a local enchantment must be timestamped after
what it enchants; (2) Whenever a local enchantment
becomes attached to a permanent, the enchantment
receives a new timestamp. Continuous effects
generated by static abilities have the same
timestamp as the permanent that generated
them. Continuous effects generated by the
resolution of a spell or ability receive a
timestamp when the spell or ability creating
them resolves.
418.5d
A continuous effect can override another.
Example: Two enchantments are played on the
same creature: "Enchanted creature gains
flying" and "Enchanted creature
loses flying." Neither of these depends
on the other, since nothing changes what they
affect or what they're doing to it. Applying
them in timestamp order means the one that
was generated last "wins." It's
irrelevant whether an effect is temporary
(such as "Target creature loses flying
until end of turn") or global (such as
"All creatures lose flying").
418.5e
The value of a permanent's characteristic
is determined by starting with the printed
or token value, then applying copy effects
(see rule 503,
"Copying Spells and Abilities"),
then applying continuous effects generated
by type-changing abilities, then applying
any power or toughness changes due to counters,
and then applying all other continuous effects.
419.
Replacement and Prevention Effects
419.1.
Replacement and prevention effects are continuous
effects that watch for a particular event
to happen and then completely or partially
replace that event. (A prevention effect replaces
an event with nothing or with a lessened version
of the event.) These effects act like "shields"
around whatever they're affecting. All replacement
effects use the word "instead" to
indicate what events will be replaced with
other events, and prevention effects use "prevent"
to indicate what events will not occur. Abilities
that contain "instead" or "prevent"
generate replacement or prevention effects,
respectively.
419.2.
Replacement and prevention effects apply continuously
as events happenthey aren't locked in
ahead of time.
419.3.
There are no special restrictions on playing
a spell or ability that generates a replacement
or prevention effect. Such effects last until
they're used up or their duration has expired.
419.4.
Replacement or prevention effects must exist
before the appropriate event occursthey
can't "go back in time" and change
something that's already happened. Usually
spells and abilities that generate these effects
are played in response to whatever would produce
the event and thus resolve before that event
would occur. Example: A player can play a
regeneration ability in response to a spell
that would destroy a creature he or she controls.
419.5.
If an event is prevented or replaced, it never
happens. A modified event occurs instead,
which may in turn trigger abilities. Note
that the modified event may contain instructions
that can't be carried out, in which case the
player simply ignores the impossible instruction.
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
increase damage dealt have no event to replace
when 0 damage is dealt, so they have no effect.
Some abilities read, "Whenever [X], you
may [Y]. If you do, [Z]." The "if
you do" clause refers to doing any part
of the event Y. If Y is replaced entirely
or in part by a different event, the "if
you do" clause refers to the event that
replaced Y.
419.6.
Replacement Effects
419.6a
A replacement effect doesn't invoke itself
repeatedly and gets only one opportunity for
each event.
Example: A player controls two permanents,
each with an ability that reads "Instead
of dealing their normal damage, creatures
you control deal double that damage."
A creature that normally deals 1 damage will
deal 4 damagenot just 2, and not an
infinite amount.
419.6b
Regeneration is a destruction-replacement
effect. The key word "instead" doesn't
appear on the card but is implicit in its
definition. "Regenerate [permanent]"
means "The next time [permanent] would
be destroyed this turn, instead remove all
damage from it, tap it, and (if it's in combat)
remove it from combat." Note that if
destruction is caused by lethal damage, any
abilities that trigger from that damage being
dealt still trigger even if the permanent
regenerates.
419.6c
Some effects replace damage dealt to one creature
or player with the same damage dealt to another
creature or player; such effects are called
"redirection" effects. If either
creature is no longer in play or is no longer
a creature when the damage would be redirected,
the effect does nothing. Likewise, if either
player is no longer in the game, the effect
does nothing.
419.6d
Some spells and abilities replace part or
all of their own effect(s) when they resolve.
Such effects are called "self-replacement
effects." When applying replacement effects
to an event, apply self-replacement effects
first, then apply other replacement effects.
419.7.
Prevention Effects
419.7a
Prevention effects usually apply to damage
that would be dealt.
419.7b
Some prevention effects refer to a specific
amount of damagefor example, "Prevent
the next 3 damage to target creature or player
this turn." These work like ablative
shields. Each 1 damage that would be dealt
to the "shielded" creature or player
is prevented. Preventing 1 damage reduces
the remaining shield by 1. If damage would
be dealt to the shielded creature or player
by two or more sources at the same time, the
player or the controller of the creature can
choose which damage the shield prevents first.
Once the
shield has been reduced to 0, any remaining
damage is dealt normally. Such effects count
only the amount of damage; the number of events
or sources dealing it doesn't matter.
419.7c
Some prevention effects apply to damage from
a specified sourcefor example, "The
next time a red source of your choice would
deal damage to you this turn, prevent that
damage." The source is chosen when the
spell or ability resolves. If an effect requires
a player to choose a source, he or she may
choose either a permanent or a spell on the
stack (including one that creates a permanent)
or any card or permanent referred to by a
spell or pseudospell on the stack. If the
player chooses a permanent or a permanent
spell, the prevention will apply to the next
damage from that permanent or the permanent
resulting from the spell, regardless of whether
it's from one of that permanent's abilities
or combat damage dealt by it. It's possible
for the source to be out of play by the time
the spell or ability resolves. Some abilities
that generate prevention effects can affect
damage only from a source with certain characteristics,
such as a creature or a source of a particular
color. When the chosen source would deal damage,
a prevention "shield" with this
type of restriction rechecks the source'.
If the characteristics no longer match, the
damage isn't prevented. If for any reason
the shield prevents no damage, the shield
isn't used up.
419.8.
Interaction of Replacement or Prevention Effects
419.8a
If two or more replacement or prevention effects
are attempting to modify the way an event
affects a permanent or player, the affected
permanent's controller or the affected player
chooses one to apply to that permanent or
player. Then the other applies if it is still
appropriate. If one or more of the applicable
replacement effects is a "self-replacement
effect" (see rule 419.6d),
that effect is applied before any other replacement
effects.Example: Two cards are in play. One
is an enchantment that reads "If a card
would be put into a graveyard, instead remove
it from the game," and the other is a
creature that reads "If [this card] would
be put into a graveyard, instead shuffle it
into its owner's library." The controller
of the creature that would be destroyed decides
which replacement to apply first; the other
does nothing.
419.8b
A replacement effect can become applicable
to an event as the result of another replacement
effect that modifies the event.Example: One
effect reads, "For each 1 life you would
gain, instead draw a card," and another
reads, "Instead of drawing a card, return
target card from your graveyard to your hand."
Both effects combine (regardless of the order
they came into play): Instead of gaining 1
life, the player puts a card from his or her
graveyard into his or her hand.
420.
State-Based Effects
420.1.
State-based effects are a special category
that applies only to those conditions listed
below. Abilities that watch for a specified
game state are triggered abilities. (See rule
410.8.)
420.2.
State-based effects are always active and
are not controlled by either player.
420.3.
Whenever a player would get priority to play
a spell or ability (see rule
408, "Timing of Spells and Abilities"),
the game checks for any of the listed conditions
for state-based effects. All applicable effects
resolve as a single event, then the check
is repeated. Once no more state-based effects
have been generated, triggered abilities go
on the stack, then the appropriate player
gets priority. This check is also made during
the cleanup step (see rule
314); if any of the listed conditions
apply, the active player receives priority.
420.4.
Unlike triggered abilities, state-based effects
pay no attention to what happens during the
resolution of a spell or ability.Example:
A player controls a creature with the ability
"This creature's power and toughness
are each equal to the number of cards in your
hand" and plays a spell whose effect
is "Discard your hand, then draw seven
cards." The creature will temporarily
have toughness 0 in the middle of the spell's
resolution but will be back up to toughness
7 when the spell finishes resolving. Thus
the creature will survive when state-based
effects are checked. In contrast, an ability
that triggers when the player has no cards
in hand goes on the stack after the spell
resolves, because its trigger event happened
during resolution.
420.5.
The state-based effects are as follows:
420.5a
A player with 0 life or less loses the game.
420.5b
A creature with toughness 0 or less is put
into its owner's graveyard. Regeneration can't
replace this event.
420.5c
A creature with lethal damage is destroyed.
Lethal damage is an amount of damage greater
than 0 and greater than or equal to a creature's
toughness. Regeneration does replace this
event.
420.5d
A local enchantment that enchants an illegal
or nonexistent permanent is put into its owner's
graveyard.
420.5e
If two or more Legends or legendary permanents
with the same name are in play, all except
the one that has been a Legend or legendary
permanent with that name the longest are put
into their owners' graveyards. This is called
'the Legend rule.' In the event of a tie,
each Legend or legendary permanent with the
same name is put into its owner's graveyard.
(If two permanents have the same name but
only one is a Legend or is legendary, this
rule doesn't apply.)
420.5f
A token in a zone other than the in-play zone
ceases to exist.
420.5g
A player who was required to draw more cards
than were in his or her library loses the
game.
420.5h
A player with ten or more poison counters
loses the game.
420.5i
If two or more enchant worlds are in play,
all except the one that has been an enchant
world for the shortest amount of time are
put into their owners' graveyards. In the
event of a tie for the shortest amount of
time, all are put into their owners' graveyards.
421.
Handling "Infinite" Loops
421.1.
Occasionally the game can get into a state
where a set of actions could be repeated forever.
The "infinity rule" governs how
to break such loops.
421.2.
If the loop contains one or more optional
actions and one player controls them all,
that player chooses a number. The loop is
treated as repeating that many times or until
the other player intervenes, whichever comes
first.
421.3.
If the loop contains at least one optional
action controlled by each player and actions
by both players are required to continue the
loop, the active player chooses a number.
The nonactive player then has two choices.
He or she can choose a lower number, in which
case the loop ontinues that number of times
plus whatever fraction is necessary for the
active player to "have the last word."
Or he or she can agree to the number the active
player chose, in which case the loop continues
that number of times plus whatever fraction
is necessary for the nonactive player to "have
the last word." (Note that either fraction
may be zero.) Example: One player controls
a creature with the ability "0: [This
creature] gains flying."
Another player controls a permanent with the
ability "0: Target creature loses flying."
The "infinity rule" ensures that
regardless of which player initiated the gain/lose
flying ability, the nonactive player will
always have the final choice and therefore
be able to determine whether the creature
has flying. (Note that this assumes that the
first player attempted to give the creature
flying at least once.)
421.4.
If the loop contains only mandatory actions,
the game ends in a draw. (See rule
102.6.)
421.5.
If the loop contains at least one optional
action controlled by each player and these
actions don't depend on one another, the active
player chooses a number. The nonactive player
can either agree to that number or choose
a higher number. Note that this rule applies
even if the actions could exist in separate
loops rather than in a single loop.
422.
Handling Illegal Actions
422.1.
If a player realizes that he or she can't
legally take an action after starting to do
so, the entire action is reversed and any
payments already made are canceled. No abilities
trigger as a result of an undone action. If
the action was playing a spell, the spell
card returns to the zone it came from. The
player may also reverse any legal mana abilities
played while making the illegal play, unless
mana from them or from any triggered mana
abilities they triggered was spent on another
mana ability that wasn't reversed. Players
may not reverse actions that moved cards to
or from a library or that involved a random
choice or random zone change.
422.2.
When reversing illegal spells and abilities,
the player who had priority retains it and
may take another action or pass. The player
may redo the reversed action in a legal way
or take any other action allowed by the rules.