- 101.1 Whenever a card’s text directly contradicts these rules, the card takes precedence. The card overrides only the rule that applies to that specific situation. The only exception is that a player can concede the game at any time (see rule 104.3a).
- 101.2 When a rule or effect allows or directs something to happen, and another effect states that it can’t happen, the “can’t” effect takes precedence.
Example: If one effect reads “You may play an additional land this turn” and another reads “You can’t play lands this turn,” the effect that precludes you from playing lands wins.
- 101.2a Adding abilities to objects and removing abilities from objects don’t fall under this rule. (See rule 112.10.)
Example: A card reads “Each player sacrifices a creature.” First, the active player chooses a creature they control. Then each of the nonactive players, in turn order, chooses a creature they control. Then all creatures chosen this way are sacrificed simultaneously.
- 101.4a If an effect has each player choose a card in a hidden zone, such as their hand or library, those cards may remain face down as they’re chosen. However, each player must clearly indicate which face-down card they are choosing.
- 101.4b A player knows the choices made by the previous players when making their choice, except as specified in 101.4a.
- 101.4c If a player would make more than one choice at the same time, the player makes the choices in the order specified. If no order is specified, the player chooses the order.
- 101.4d If a choice made by a nonactive player causes the active player, or a different nonactive player earlier in the turn order, to have to make a choice, APNAP order is restarted for all outstanding choices.