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Magic: The Gathering® Comprehensive Rules
 
These rules are current as of February 20, 2002.
 


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 upkeep—Pay 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.


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