5.
Additional Rules
500.
Legal Attacks and Blocks
500.1.
Some abilities and continuous effects restrict
declaring attackers or blockers in combat. (See
rule 308, "Declare
Attackers Step," and rule
309, "Declare Blockers Step.")
500.2.
As part of declaring attackers, the active player
checks each creature he or she controls to see
whether it must attack, can't attack, or has
some other attacking restriction or requirement.
If such a restriction or requirement conflicts
with the proposed attack, the attack is illegal,
and the active player must then propose another
set of attacking creatures. (Tapped creatures
and creatures with unpaid costs to attack are
exempt from effects that would require them
to attack.) Example: A player controls two creatures,
each with a restriction that states "[This
creature] can't attack alone." It's legal
to declare both as attackers.Example: A player
controls one creature that "attacks if
able" and another creature with no
abilities. An effect states "Only one creature
may attack each turn." It's legal to declare
either creature as an attacker but illegal to
attack with both or neither.
500.3.
As part of declaring blockers, the defending
player checks each creature he or she controls
to see whether it must block, can't block, or
has some other blocking restriction or requirement.
If such a restriction or requirement conflicts
with the proposed set of blocking creatures,
the block is illegal, and the defending player
must then propose another set of blocking creatures.
(Creatures with unpaid costs to block are exempt
from effects that would require them to block.)
501.
Evasion Abilities
501.1.
Evasion abilities restrict what can block an
attacking creature. These are static abilities
that modify the declare blockers step of combat.
501.2.
Evasion abilities are cumulative. Example: A
Wall without flying can't block a creature that
can be blocked only by Walls and by creatures
with flying.
501.3.
Some creatures have abilities that restrict
how they can block. As with evasion abilities,
these modify only the rules for the declare
blockers step of combat. (If a creature gains
an evasion ability after a legal block has been
declared, it doesn't affect that block.)
502.
Keyword Abilities
502.1.
Most creature abilities describe exactly what
they do in the card's rules text. Some, though,
are very common or would require too much space
to define on the card. In these cases, the card
lists only the name of the ability as a "keyword";
sometimes reminder text summarizes the game
rule.
502.2.
First Strike
502.2a
First strike is a static ability that modifies
the rules for the combat damage step.
502.2b
During the combat damage step, if at least one
attacking or blocking creature has first strike,
creatures without first strike don't assign
combat damage. Instead of proceeding to end
of combat, the phase gets a second combat damage
step to handle the remaining creatures.
502.2c
Adding or removing first strike after the first
combat damage step won't prevent a creature
from dealing combat damage or allow it to deal
combat damage twice.
502.2d
Multiple instances of first strike on the same
creature are redundant.
502.3.
Flanking
502.3a
Flanking is a triggered ability that triggers
during the declare blockers step.
502.3b
Whenever a creature with flanking is blocked
by a creature without flanking, the blocking
creature gets -1/-1 until end of turn.
502.3c
If a creature has multiple instances of flanking,
each triggers separately.
502.4.
Flying
502.4a
Flying is an evasion ability.
502.4b
A creature with flying can't be blocked by creatures
without flying. A creature with flying can block
a creature with or without flying.
502.4c
Multiple instances of flying on the same creature
are redundant.
502.5.
Haste
502.5a
Haste is a static ability.
502.5b
A creature with haste can attack or use activated
abilities whose cost includes the tap symbol
even if it hasn't been controlled by its controller
continuously since the beginning of his or her
most recent turn.
502.5c
Multiple instances of haste on the same creature
are redundant.
502.6.
Landwalk
502.6a
Landwalk and snow-covered landwalk are generic
terms; a card's rules text usually names a specific
type of land (such as in "islandwalk"
or "snow-covered swampwalk").
502.6b
Landwalk and snow-covered landwalk are evasion
abilities. A creature with landwalk is unblockable
as long as the defending player controls at
least one land of the specified type. A creature
with snow-covered landwalk is unblockable as
long as the defending player controls at least
one land of the specified type that has snow-covered.
502.6c
Snow-covered landwalk is a special type of landwalk.
If a player is allowed to choose any landwalk
ability, that player may choose a snow-covered
landwalk ability. If an effect causes a permanent
to lose all landwalk abilities, snow-covered
landwalk abilities are removed as well.
502.6d
Landwalk or snow-covered landwalk abilities
don't "cancel" one another. Example:
If a player controls a snow-covered forest,
that player can't block an attacking creature
with snow-covered forestwalk even if he or she
also controls a creature with snow-covered forestwalk.
502.6e
Multiple instances of the same type of landwalk
or snow-covered landwalk on the same creature
are redundant.
502.7.
Protection
502.7a
Protection is a static ability, written "Protection
from [quality]." This quality is usually
a color (as in "protection from black")
but can be any characteristic, such as a permanent
type.
502.7b
A permanent with protection can't be targeted
by spells with the stated quality, can't be
targeted by abilities from a source with the
stated quality, and can't be enchanted by enchantments
that have the stated quality. Such enchantments
enchanting the permanent with protection will
be put into their owners' graveyards as a state-based
effect. In addition, any damage that would be
dealt to it from sources having that quality
is prevented. If it attacks, it can't be blocked
by creatures having that quality.
502.7c
Multiple instances of protection from the same
quality on the same permanent are redundant.
502.8.
Shadow
502.8a
Shadow is an evasion ability.
502.8b
A creature with shadow can't be blocked by creatures
without shadow, and a creature without shadow
can't be blocked by creatures with shadow.
502.8c
Multiple instances of shadow on the same creature
are redundant.
502.9.
Trample
502.9a
Trample is a static ability that modifies the
rules for assigning an attacking creature's
combat damage. A creature with trample has no
special abilities when blocking or dealing noncombat
damage.
502.9b
The controller of an attacking creature with
trample first assigns damage to the creature(s)
blocking it. If all those blocking creatures
are assigned lethal damage, any remaining damage
is assigned as its controller chooses among
the blocking creatures and the defending player.
When checking for assigned lethal damage, take
into account damage already on the creature
and damage from other creatures that is to be
assigned at the same time (see rule
502.9f). The controller need not assign
lethal damage to all
blocking creatures but in that case can't assign
any damage to the defending player.
502.9c
If all the creatures blocking an attacking creature
with trample are removed from combat before
the combat damage step, all its damage is assigned
to the defending player.
502.9d
Ignore this rule.
502.9e
Assigning damage from a creature with trample
considers only the actual toughness of a blocking
creature, not any abilities or effects that
might change the final amount of damage dealt.
502.9f
When there are several attacking creatures,
it's legal to assign damage from those without
trample so as to maximize the damage of those
with trample. Example: A 2/2 creature with an
ability that enables it to block multiple attackers
blocks two attackers: a 1/1 with no special
abilities a 3/3 with trample. The active player
could assign 1 damage from the first attacker
and 1 damage from the second to the blocking
creature and 2 damage to the defending player
from the creature with trample.
502.9g
Multiple instances of trample on the same creature
are redundant.
502.10.
Banding
502.10a
Banding is a static ability that modifies the
rules for declaring attackers, declaring blockers,
and assigning combat damage.
502.10b
As a player declares attackers, he or she may
declare that any number of those creatures with
banding, and up to one of those creatures without
banding, are all in a "band." (Defending
players can't declare bands but may use banding
in a different way; see rule
502.10h.)
502.10c
A player may declare as many attacking bands
as he or she wants, but each creature may be
a member of only one of them.
502.10d
Once an attacking band has been announced, it
lasts for the rest of combat, even if something
later removes the banding ability from one or
more creatures. However, creatures in a band
that are removed from combat are also removed
from the band.
502.10e
If an attacking creature becomes blocked by
a creature, each other creature in the same
band as the attacking creature becomes blocked
by that same blocking creature. Example: A player
attacks with a band consisting of a creature
with flying and a creature with swampwalk. The
defending player, who controls a swamp, can
block the flying creature if able. If he or
she does, then the creature with swampwalk will
also become blocked by the blocking creature(s).
502.10f
Banding doesn't cause attacking creatures to
share abilities, nor does it remove any abilities.
The attacking creatures in a band are separate
permanents.
502.10g
If one member of a band would become blocked
as the result of a spell or ability, the entire
band becomes blocked.
502.10h
A player who controls a banding creature chooses
how combat damage is assigned by creatures blocking
or blocked by that creature. If the creature
had banding when it attacked or blocked, but
the ability was removed before the combat damage
step, damage is assigned normally.
502.10i
Multiple instances of banding on the same creature
are redundant.
502.11.
Bands with Other
502.11a
Bands with other is a special form of banding.
If an effect causes a permanent to lose banding,
the permanent loses all bands with other abilities
as well.
502.11b
An attacking creature with "bands with
other [creature type]" can form an attacking
band with other creatures that have the same
"bands with other [creature type]"
ability. Creatures with banding can also join
this band, but creatures without banding can't.
The creatures in this band don't have to have
the creature type specified in the "bands
with other [creature type]" ability. Blocking
this band follows the same general rules as
for banding.
502.11c
If a creature is blocked by at least two creatures
with the same "bands with other [creature
type]" ability, the defending player chooses
how the attacking creature's damage is assigned.
Similarly, if a creature blocks at least two
attacking creatures with the same "bands
with other [creature type]" ability, the
attacking player chooses how the blocking creature's
damage is assigned.
502.12.
Rampage
502.12a
Rampage is a triggered ability. "Rampage
[X]" means "Whenever this creature
becomes blocked by two or more creatures, it
gets +X/+X until end of turn for each creature
blocking it beyond the first."
502.12b
The rampage bonus is calculated only once per
combat, when the triggered ability resolves.
Adding or removing blockers later in combat
won't change the bonus.
502.12c
If a creature has multiple instances of rampage,
each triggers separately.
502.13.
Cumulative Upkeep
502.13a
Cumulative upkeep is a triggered ability that
imposes an increasing cost on a permanent. The
phrase "Cumulative upkeep [cost]"
means "At the beginning of your upkeep,
put an age counter on this permanent, then sacrifice
this permanent unless you pay [cost] for each
age counter on it."
502.13b
If a permanent has multiple instances of cumulative
upkeep, each triggers separately. However, the
age counters are not linked to any particular
ability; each cumulative upkeep ability will
count the total number of age counters on the
permanent at the time that ability resolves.
Example: A creature has two instances of "Cumulative
upkeepPay 1 life." The creature currently
has no counters but both cumulative upkeep abilities
trigger. When the first ability resolves, the
controller adds a counter and then chooses to
pay 1 life. When the second ability resolves,
the controller adds another counter and then
chooses to pay an additional 2 life.
502.14.
Snow-Covered
502.14a
Snow-covered is an ability that doesn't do anything
in its own right; it's simply a keyword that
other cards look for. When a card refers to
a "snow-covered land," it means a
land with the snow-covered ability. When a card
refers to a "snow-covered forest,"
it means a forest with the snow-covered ability,
and so on.
502.14b
Five snow-covered lands were printed in the
Ice Age expansion. Their names are Snow-Covered
Plains, Snow-Covered Island, Snow-Covered Swamp,
Snow-Covered Mountain, and Snow-Covered Forest.
These lands are basic lands, even though they
have a different name and they have the snow-covered
ability.
502.14c
Some effects can add or remove the snow-covered
ability. This doesn't change the existing name
of the land. For example, a card named Snow-Covered
Forest is named "Snow-Covered Forest,"
while a forest that has been granted the snow-covered
ability is still named "Forest."
502.15.
Phasing
502.15a
Phasing is a static ability that modifies the
rules of the untap step.
502.15b
During each player's untap step, before that
player untaps his or her permanents, all permanents
with phasing the player controls phase out.
Simultaneously, all permanents that had phased
out under that player's control phase in. (See
rule 217.8, "Phased-Out,"
and rule 302.3.)
502.15c
If a spell or ability causes a player to skip
his or her untap step, the phasing event simply
doesn't occur that turn.
502.15d
Permanents phasing in don't trigger any comes-into-play
abilities, and effects that modify how a permanent
comes into play are ignored. Abilities and effects
that specifically mention phasing can modify
or trigger on this event, however. Permanents
phasing out trigger leaves-play abilities as
usual. (Because no player receives priority
during the untap step, any abilities triggering
off of the phasing event won't go onto the stack
until the upkeep step begins.)
502.15e
When a permanent phases out, all damage dealt
to it is removed.
502.15f
A card that returns to play from the phased-out
zone is in some respects considered the same
permanent it was when it left. This is an exception
to rule 217.8,
which stipulates that a permanent "forgets"
its previous existence when it changes zones.
502.15g
Effects with limited duration and delayed triggered
abilities that specifically reference a permanent
will be unable to further affect that permanent
if it phases out. However, other effects that
reference the permanent (including effects with
unlimited duration) can affect the permanent
when it returns to play. Example: A creature
is affected by Giant Growth and then phases
out during the same turn. If the creature phases
back in somehow before the turn is over, it
won't get the +3/+3 bonus from the Giant Growth
because its effect has a limited duration.
502.15h
Phased-out cards "remember" their
past histories and will return to play in the
same state. They "remember" any counters
they had on them, any choices made when they
first came into play, and whether they were
tapped or untapped when they left play. They
also "remember" who controlled them
when they phased out, although they may phase
in under the control of a different player if
a control effect with limited duration has expired.
Example: Diseased Vermin reads, in part, "At
the beginning of your upkeep, Diseased Vermin
deals X damage to target opponent previously
dealt damage by it, where X is the number of
infection counters on it." If Diseased
Vermin phases out, it "remembers"
how many counters it has and also which opponents
it has previously damaged. When it phases back
in, it will still be able to target those opponents
with its upkeep-triggered ability.
502.15i
When a permanent phases out, any local enchantments
attached to that permanent phase out at the
same time. This alternate way of phasing out
is known as phasing out "indirectly."
An enchantment that phased out indirectly won't
phase in by itself, but instead phases in along
with the card it's attached to.
502.15j
If a local enchantment phased out directly (rather
than phasing out along with the permanent it's
attached to), then it "remembers"
the permanent it was enchanting and returns
to play attached to that permanent. If the permanent
has left play or is no longer legal to enchant,
the enchantment returns to play and then is
placed in its owner's graveyard afterwards.
(This is a state-based effect. See rule
420.)
502.15k
If two or more permanents phase in at the same
time, the active player determines their relative
timestamp order at the time they come into play.
Local enchantments that phase in indirectly
must always have later timestamps than the permanents
they enchant, and if several enchantments phase
in indirectly on the same permanent, their original
relative timestamp order must be maintained.
(See glossary, "Timestamp Order.")
This doesn't change the fact that the permanents
phase in simultaneously, however. For example,
if two Legends with the same name phase in,
they both go to their owners' graveyards.
502.15m
A permanent that phases in can attack and tap
to play abilities as though it has haste. (This
applies even if that permanent phased out and
phased back in the turn it came into play.)
The permanent remains able to attack and tap
to play abilities until it changes controllers
or leaves play.
502.15n
A spell or ability that targets a permanent
will resolve normally with respect to that permanent
if the permanent phases out and back in before
the spell or ability resolves.
502.15p
Multiple instances of phasing on the same permanent
are redundant.
502.16.
Buyback
502.16a
Buyback is a static ability of some instants
and sorceries that functions while the card
is on the stack (that is, while it's a spell).
The phrase "Buyback [cost]" means
"You may pay an additional [cost] as you
play this spell. If you do, put this card into
your hand instead of into your graveyard as
the spell resolves." Paying a spell's buyback
cost follows the rules for paying additional
costs in rules 409.1b
and 409.1f.
502.17.
Horsemanship
502.17a
Horsemanship is an evasion ability that appeared
in the Portal Three Kingdoms set.
502.17b
A creature with horsemanship can't be blocked
by creatures without horsemanship. A creature
with horsemanship can block a creature with
or without horsemanship.
502.17c
Multiple instances of horsemanship on the same
creature are redundant.
502.18.
Cycling
502.18a
Cycling is an activated ability that functions
only while the card with cycling is in a player's
hand. The phrase "Cycling [cost]"
means "[Cost], Discard this card from your
hand: Draw a card. Play this ability only if
this card is in your hand."
502.18b
Although the cycling ability is playable only
if the card is in a player's hand, it continues
to exist while the card is in play. Therefore
cards with cycling will be affected by effects
that depend on a card in a graveyard or a permanent
having one or more activated abilities.
502.19.
Echo
502.19a
Echo is an upkeep-triggered ability. "Echo"
in a permanent's rules text means "At the
beginning of your upkeep, if this permanent
came under your control since the beginning
of your last upkeep, sacrifice it unless you
pay its mana cost."
502.20.
Fading
502.20a
Fading is a keyword that represents two abilities.
The first is a static ability that puts counters
onto a permanent as it comes into play. The
second is a triggered ability that makes the
permanent's controller remove one of these counters
at the beginning of each of his or her upkeeps.
If the player can't remove a counter, he or
she sacrifices the permanent. The phrase "Fading
[X]" means "This permanent comes into
play with X fade counters on it" and "At
the beginning of your upkeep, remove a fade
counter from this permanent. If you can't, sacrifice
the permanent."
502.21.
Kicker
502.21a
Kicker is a static ability that functions while
the card is on the stack (that is, while it's
a spell). The phrase "Kicker [cost]"
means "You may pay an additional [cost]
as you play this spell." The phrase "Kicker
[cost 1] and/or [cost 2]" means the same
thing as "Kicker [cost 1], kicker [cost
2]." Paying a spell's kicker cost(s) follows
the rules for paying additional costs in rules
409.1b and 409.1f.
502.21b
Cards with kicker have additional spell text
or abilities that specify what happens if the
kicker cost is paid. Cards with more than one
kicker cost will have spell text and/or abilities
that correspond to each kicker cost.
502.21c
If spell text that depends on a kicker cost
being paid targets one or more permanents and/or
players, the spell's controller chooses those
targets only if he or she declared the intention
to pay the appropriate kicker cost. Otherwise,
the targets aren't chosen at all.
502.21d
A card with kicker may contain the phrases "if
you paid the [A] kicker cost" and "if
you paid the [B] kicker cost," where A
and B are the first and second kicker costs
listed on the card, respectively. This text
just refers to one kicker cost or the other,
regardless of what the spell's controller actually
spent when paying the cost. In other words,
read "if you paid the [A] kicker cost"
as "if you paid the first kicker cost listed,"
and read "if you paid the [B] kicker cost"
as "if you paid the second kicker cost
listed."
502.22.
Flashback
502.22a
Flashback is a static ability of some instant
and sorcery cards that functions while the card
is in a player's graveyard. The phrase "Flashback
[cost]" means "You may play this card
from your graveyard by paying [cost] rather
than paying its mana cost. If you do, remove
this card from the game instead of putting it
anywhere else any time it would leave the stack."
Playing a spell using its flashback ability
follows the rules for paying alternative costs
in rules 409.1b
and 409.1f.
502.23.
Threshold
502.23a
Threshold is a static ability, written "Threshold
[text]." The text can be a static
ability, activated ability, triggered ability,
characteristic-setting text, spell text, or
any combination of the five. The phrase "Threshold
[text]" means "As long as you
have seven or more cards in your graveyard,
this card has '[text].'"
502.23b
Cards and permanents with threshold have the
threshold text only if their controller has
seven or more cards in his or her graveyard.
Otherwise, the text after "Threshold "
is treated as though it did not appear on the
card or permanent.
502.23c
An instant or sorcery card with threshold has
the threshold text only while the card is on
the stack (that is, while it's a spell). An
artifact, creature, enchantment, or land card
with threshold, or any permanent with threshold,
has the threshold text only if the card or permanent
is in play.
502.24.
Madness
502.24a
Madness is a keyword that represents two abilities.
The first is a static ability that functions
while the card with madness is in a player's
hand. The second is a triggered ability that
functions when the first ability is applied.
The phrase "Madness [cost]" means
"If a player would discard this card from
his or her hand, that player discards it, but
may remove it from the game instead of putting
it into his or her graveyard" and "When
this card is removed from the game this way,
until that player passes next, the player may
play it any time he or she could play an instant
as though it were in his or her hand by paying
[cost] rather than paying its mana cost. When
the player passes next, he or she puts it into
his or her graveyard."
502.24b
Playing a spell using its madness ability follows
the rules for paying alternative costs in rules
409.1b and 409.1f.
503.
Copying Spells and Abilities
503.1.
A copy card is a card that creates or becomes
a "copy" of another spell, permanent,
or card. (Certain older cards were printed with
the phrase "search for a copy." These
aren't copy cards; they have received new text
in the Oracle card reference.)
503.2.
When copying a permanent, the copy acquires
the printed values of the name, mana cost, color,
type and subtype, expansion symbol, rules text,
power, and toughness of the permanent being
copied. Also, if the copied permanent was printed
as legendary or as an enchant world, this is
copied as well. Effects (including type-changing
effects) and counters are not copied. (The exception
is that copy effects are themselves copied;
see rule 503.3.) Example:
Chimeric Staff is an artifact that reads "X:
Chimeric Staff becomes an X/X artifact creature
until end of turn." Clone is a creature
that reads "As Clone comes into play, you
may choose a creature in play. If you do, Clone
comes into play as a copy of that creature."
After a Staff has become a 5/5 artifact creature,
a Clone comes into play as a copy of it. The
Clone is an
artifact, not a 5/5 artifact creature. (The
copy has the Staff's ability, however, and will
become a creature if that ability is activated.)
503.3.
The copied information becomes the printed values
for the copy, replacing its originally printed
values. Cards that copy the copy will use the
new printed values. Example: A Vesuvan Doppelganger
comes into play as a copy of Grizzly Bears (a
2/2 green creature with no abilities). Vesuvan
Doppelganger reads, "As Vesuvan Doppelganger
comes into play, you may choose a creature in
play. If you do, Vesuvan Doppelganger comes
into play as a copy of that creature except
for its color and gains 'At the beginning of
your upkeep, you may have this creature become
a copy of another creature except for its color.
If you do, this creature gains this ability.'"
Then, a Clone comes into play as a copy of the
Doppelganger. The Clone is a 2/2 blue Grizzly
Bears that has the Doppelganger's upkeep ability.
503.4.
Some effects cause a permanent to become a copy
of another permanent or card while remaining
in play. The change doesn't trigger comes-into-play
or leaves-play abilities. This also doesn't
change any noncopy effects presently affecting
the copy. Example: Unstable Shapeshifter reads,
"Whenever a creature comes into play, Unstable
Shapeshifter becomes a copy of that creature
and gains this ability." A Shapeshifter
is affected by Giant Growth, which reads "Target
creature gets +3/+3 until end of turn."
If a creature comes into play later this turn,
the Shapeshifter will become a copy of that
creature, but it will still get +3/+3 from the
Giant Growth.
503.5.
A copy card that comes into play "as a
copy" of another permanent will come into
play with any copied abilities of that permanent.
If the copy gains any abilities that modify
the comes-into-play event (such as "comes
into play with" or "as [this] comes
into play" abilities), those abilities
will take effect. Also, any comes-into-play
triggered abilities of the copy will have a
chance to trigger. Example: Skyshroud Behemoth
reads, "Fading 2 (This creature comes into
play with two fade counters on it. At the beginning
of your upkeep, remove a fade counter from it.
If you can't, sacrifice it.) / Skyshroud Behemoth
comes into play tapped." A Clone that comes
into play as a copy of a Skyshroud Behemoth
will also come into play tapped with two fade
counters on it.Example: Striped Bears reads,
"When Striped Bears comes into play, draw
a card." A Clone comes into play as a copy
of Striped Bears. The Clone has the Bears' comes-into-play
triggered ability, so the Clone's controller
draws a card.
503.6.
When copying a permanent, the "choices"
of the permanent aren't copied. Instead, if
a card comes into play as a copy of another
permanent, the copy's controller will get to
make any "as comes into play" choices
for it.Example: A Clone comes into play as a
copy of Chameleon Spirit. Chameleon Spirit reads,
in
part, "As Chameleon Spirit comes into play,
choose a color." The Clone won't copy the
color choice of the Spirit; rather, the controller
of the Clone will get to make a new choice.
503.7.
Because the "choices" of a permanent
aren't copied, sometimes a copy card will gain
an ability that refers to a choice that was
never made. In that case, the choice is considered
to be "zero" or "undefined."
Example: Voice of All comes into play and Unstable
Shapeshifter copies it. Voice of All reads,
in part, "As Voice of All comes into play,
choose a color. / Voice of All has protection
from the chosen color." Unstable Shapeshifter
never got a chance to choose a color, because
it didn't come into play as a Voice of All card,
so the Shapeshifter's protection ability doesn't
protect it from anything at all.
503.8.
If an ability of a copy card causes a player
to make a choice as the copy comes into play,
the copy will "remember" that choice
and continue to use it for its abilities if
appropriate. If the choice is not appropriate,
it is considered to be "zero" or "undefined."
Example: A Vesuvan Doppelganger comes into play
as a copy of Chameleon Spirit, and the Doppelganger's
controller chooses blue. Later, the Doppelganger
copies Quirion Elves. The Elves has the ability,
"T: Add one mana of the chosen color to
your mana pool." If the mana ability of
the Doppelganger is played, it will produce
blue mana. Example: A Vesuvan Doppelganger comes
into play as a copy of Caller of the Hunt. Caller
of the Hunt reads, in part, "As Caller
of the Hunt comes into play, choose a creature
type." The Doppelganger's controller chooses
Goblin. Later, the Doppelganger copies Quirion
Elves. If the mana ability of the Doppelganger
is played, it will fail to produce any mana.
It won't produce Goblin mana.
503.9.
Some copy cards give an ability to the copy
as part of the copying process. This ability
becomes part of the printed values for the copy,
along with any other abilities that were copied.
Also, some copy cards specifically state that
they don't copy certain values; they retain
their original values instead. Example: Quirion
Elves comes into play and an Unstable Shapeshifter
copies it. The printed values of the Shapeshifter
now match those of the Elves, except that the
Shapeshifter also has the printed ability "Whenever
a creature comes into play, Unstable Shapeshifter
becomes a copy of that creature and gains this
ability." Then, a Clone comes into play
as a copy of the Unstable Shapeshifter. The
Clone copies the new printed values of the Shapeshifter,
including the ability that the Shapeshifter
gave itself when it copied the Elves.
503.10.
When copying a spell, all information that is
normally copied from a permanent is copied.
In addition, all decisions made when the spell
was played are copied. These include mode, targets,
the value of X, and optional additional costs
such as buyback. (See rule
409, "Playing Spells and Activated
Abilities.") Choices that are normally
made on resolution are not copied.Example: A
player plays Fork, targeting an Emerald Charm.
Fork reads, "Put a copy of target instant
or sorcery spell onto the stack, except that
it copies Fork's color and you may choose new
targets for the copy." Emerald Charm reads,
"Choose one Untap target permanent;
or destroy target global enchantment; or target
creature loses flying until end of turn."
When the Fork resolves, it puts a copy of the
Emerald Charm on the stack. The copy has the
same mode that was chosen for the original Emerald
Charm. It does not necessarily have the same
target, but only because Fork allows choosing
of new targets.
503.11.
If an effect refers to a permanent by name,
the effect still tracks that permanent even
if it changes names or becomes a copy of something
else. Example: An Unstable Shapeshifter copies
a Crazed Armodon. Crazed Armodon reads, "G:
Crazed Armodon gets +3/+0 and gains trample
until end of turn. Destroy Crazed Armodon at
end of turn. Play this ability only once each
turn." If this activated ability of the
Shapeshifter is played, the Shapeshifter will
be destroyed at end of turn, even if it's no
longer a copy of Crazed Armodon at that time.
504.
Face-Down Creatures
504.1.
Two old cards (Camouflage and Illusionary Mask)
allow creatures (in play) to be face down.
504.2.
Creatures that are in play face down or that
come into play face down are 0/1 colorless creatures
with no name, creature type, expansion symbol,
or abilities, and a mana cost of 0. Creatures
that come into play face down are turned face
down before they come into play, so the creature's
comes-into-play abilities won't trigger (if
triggered) or have any effect (if static).
504.3.
The controller of a face-down creature may turn
it face up whenever he or she has priority.
This action doesn't use the stack. (Other effects
may also cause a player to turn the creature
face-up.)
504.4.
When a face-down creature is turned face up,
its characteristics revert to the normal characteristics
of the card. Any abilities relating to the creature
coming into play don't trigger and don't have
any effect, because the creature has already
come into play.
505.
Split Cards
505.1.
Split cards have two card faces on a single
card. The back of a split card is the normal
Magic: The Gathering card back.
505.2.
In every zone except the stack, split cards
have two sets of characteristics. As long as
a split card is on the stack, only the characteristics
of the half being played exist. The other half's
characteristics are treated as though they didn't
exist.
505.3.
Because every split card consists of two halves
with different colored mana symbols in their
mana costs, each split card is a multicolored
card except while it's on the stack. While it's
on the stack, it's only the color of the half
being played.
505.4.
Although split cards have two playable halves,
each split card is only one card. For example,
a player who has drawn or discarded a split
card has drawn or discarded one card, not two.
505.5.
Effects that ask for a particular characteristic
of a split card while it's in a zone other than
the stack get an answer that consists of a combination
of the split card's two halves. Example: Infernal
Genesis has an ability that reads "At the
beginning of each player's upkeep, that player
puts the top card of his or her library into
his or her graveyard. He or she then puts X
1/1 black Minion creature tokens into play,
where X is that card's converted mana cost."
If the top card of your library is Assault/Battery
when this ability resolves, you get five 1/1
creature tokens because Assault's converted
mana cost is 1 and Battery's is 4, for a total
of 5.
505.6.
Effects that ask if a split card's characteristic
matches a given value get only one answer. This
answer is "yes" if either side of
the split card matches the given value.Example:
Void reads, "Choose a number. Destroy all
artifacts and creatures with converted mana
cost equal to that number. Then target player
reveals his or her hand and discards from it
all nonland cards with converted mana cost equal
to the number." If a player plays Void
and chooses 1 or 4, his or her opponent would
discard Assault/Battery. If the player chooses
5, Assault/Battery would be unaffected, because
neither half has a converted mana cost of 5.
505.7.
If an effect instructs a player to name a card
and the player wants to name a split card, the
player must name both halves of the split card.